TINY WARS

Master Protocol Version 3.6

Core Rules

THE "ADJACENT" RULE: Any tile touching an enemy unit. Units must stop moving immediately upon entering an adjacent tile.

FLANKING: A friendly unit on an adjacent tile grants the attacker +1 on Resolution (max +1 total).

CLOSE QUARTERS COMBAT (CQC): When attacking adjacent units, the defender strikes back if they survive.

LINE OF SIGHT (LOS): A straight line to the target without obstructions from Forests, Hills, or Buildings.

The Turn: Choose One

Move & Shoot

Standard Movement + Standard Shot.

Infantry suffers no penalties on Resolution during this action.

Focus: MOVE

Move full distance. Gain +2 Evasion until the next turn.

No shooting allowed.

Focus: SHOOT

Gain +1 on Resolution & ignore Long Range penalties.

No movement allowed.

Units

Infantry 1 Cr
MOV: 3 HP: 2 RNG: 3 DMG: 1

CQC Mastery: +1 on Resolution when attacking adjacent units.

Scout 2 Cr
MOV: 5 HP: 3 RNG: 3 DMG: 1

Slippery: Ignores "Adjacent" movement stops. Can pass through enemies.

APC 3 Cr
MOV: 6 HP: 4 RNG: - DMG: -

Transport: Carries 1 Infantry unit. Infantry can't board and unload the same move.

Tank 4 Cr
MOV: 3 HP: 5 RNG: 4 DMG: 2
Artillery 5 Cr
MOV: 1 HP: 2 RNG: 4-10 DMG: 3

Battery: MUST use Focus: Shoot protocol to fire.

Titan 8 Cr
MOV: 2 HP: 8 RNG: 8 DMG: 2

Splash: Deals damage to the target AND all adjacent tiles.

Combat Logic

Resolution (1D6)

1: MISS

2-5: HIT - Take damage or retreat (if not activated yet)

6+: CRITICAL HIT

Terrain Data

Forest / Ruins / City

Provides Cover (-1 on Resolution for enemy rolls).

Hills

+1 Range. Can see over Forest tiles.

Water / Swamp

Stops movement. Unit cannot fire this turn.