TANK GIRL SKIRMISH







INTRODUCTION
Board & card game for 2 players.
Battle between Tank Girl and Friends vs Water and Power. 
Abstract Skirmish level combat.

VICTORY
Knock out the opposing Leaders. 

THE MAP
Use an 8x8 chessboard.

TERRAIN TYPES
Clear: No Modifications.
Sand Dunes: No Modifications. Card Interactions. 
Road: Non-flyers may make a second move per turn if on a road. 
Rough: Units must stop upon entering. Card Interactions. 
Impassable: Non-flyer Units may not enter or Move Through. 
Destructible: Impassable, but if attacked by a cannon, rocket, or 
Bomb, it becomes Rough.
Note: Distribute According to taste.

THE UNITS
Use chits or figures or miniatures to represent units.
Units can also be referred to as Characters. 

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TANK GIRL & FRIENDS UNIT TABLE
Name:			#	Hits	Notes:
Tank Girl		1	5	Leader	
Tank Girl’s Tank	1	7	Vehicle
Jet Girl		1	4	Leader
Jet Girl’s Jet		1	6	Flying Vehicle
Booga			1	4	Ripper
Deetee			1	3	Ripper Leader
T-Saint			1	3	Ripper
Ripper Soldier		5	3	-

TANK GIRL
Our Heroine. 
Snark Card: Spiked Bat: A = 1 Diagonal (Not vs Vehicle)
Snark Card: Attitude: Draw 2 cards 
Snark Card: Scrappy: Defense
Flip Card: Pistol: A = 2
Flip Card: Punch: A = 1 Orthogonal Only (Not vs Vehicle)
Flip Card: Whistle: Move her Tank to her space
Pew Pew Pew Card: Full Auto: A = 3 and A = K Adjacent
Pew Pew Pew Card: Bazooka: A = 4 Damage +1

TANK GIRL’S TANK
Will Fight on its own. 
Snark Card: Bow & Arrow: A = K (Not vs Vehicle)
Snark Card: Zippy: M = 4
Snark Card: Shotgun: A = 3
Snark Card: Deflect Damage: Defense
Snark Card: Ramming Speed: M = 3 and then A = 1 
Flip Card: Gatling Gun: A = 2 and A = K Adjacent
Flip Card: Steel Armor: Defense
Flip Card: Rockets: A = 5 Damage +1
Pew Pew Pew Card: Heavy Machine Gun: A = 3 and A = K Adjacent
Pew Pew Pew Card: Main Gun: A = 4 Damage +1
Note: The Tank may transport up to 4 Non-vehicle Units.
Note: The Tank can make up to 2 attacks per turn

JET GIRL
Expert Mechanic. 
Snark Card: Demolitions: A = K Damage +1
Snark Card: Take Cover: Defense
Snark Card: Assess the Situation: Draw 1 card & look at opponents hand
Flip Card: Patch: Repair 1 Hit to Vehicle (Same or Adj)
Flip Card: Signal: Move her Jet to her space
Pew Pew Pew Card: Pistol Ace: A = 2 and A = K and A = 3 (Not vs Vehicle)

JET GIRL’S JET
Can Hover in Place. Will Fight on its own. 
Snark Card: Strafe: A = 2 and 3 and 4 in a Line
Snark Card: Zig Zag: M = K and then M = K
Flip Card: Immelmann: Defense and Forced Move = 2
Flip Card: Bombs Away: A = 2 Damage +1
Pew Pew Pew Card: Rockets: A = 4 Damage +1
Pew Pew Pew Card: Critical Hit: A = 3 Damage +1 vs Vehicle
Note: The Jet may transport up to 10 Non-vehicle units. 
Note: The Jet can make up to 2 Moves per turn

BOOGA
Tank Girls Boyfriend. All Ripper Moves plus: 
Flip Card: Rescue: Move to Tank Girl’s Space and give her Defense

DEETEE
Spiritual and Artistic Leader of the Rippers. All Ripper Moves plus:
Flip Card: Sacrifice: Draw 1 card and M = 4 then A = 1 and he loses 1 Hit

T-SAINT
Meanest Ripper. All Ripper Moves plus: 
Flip Card: Brutalize: A = 1 and A = 1

RIPPER SOLDIER
Experimental Half Kangaroo Half Human Vegan Super Soldiers
Snark Card: Underground Tunnels: Move to any Sand Dunes Space
Snark Card: Claws: A = 1 (Not vs Vehicle)
Flip Card: Night Operation: Defense
Pew Pew Pew: Leap: M = 2 then A = 1 

RIPPER SPECIAL RULES
Rippers do not use guns. All normal attack cards are 
Considered to be Hand to Hand Range = 1 when used by a Ripper.

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WATER & POWER UNIT TABLE
Type			#	Hits	Notes:
Cyborg Kesslee		1	5	Leader
Sergeant Small		1	1	Leader
Commandos		2	2	Squad
Soldiers		8	1	Squad
Interceptor Jet		2	2	Flying Vehicle
Peacekeeper Tank	2	3	Vehicle

W&P RANDOM REINFORCEMENT TABLE
1D6	Type:
1	Commandos
2-3	Soldiers
4	Officer (Same as Sergeant Small)
5	Interceptor Jet
6	Peacekeeper Tank
Notes: These always start on an empty back row space.

CYBORG KESSLEE
Snark Card: Trap: Opponent must discard 1 Random card
Snark Card: Direct: Move 1 Soldier Card to any space
Flip Card: Reinforcements: Gain 1 Random Unit
Flip Card: Insane: Defense
Flip Card: Water Extractor: A = 1 Dam +1 (Not vs Vehicle)
Pew Pew Pew Card: Mechanical Blade Arm: A = 1
Pew Pew Pew Card: Command: Draw 2 Cards

SERGEANT SMALL
Snark Card: Easy Target: Target Attack must hit him if possible
Flip Card: Cower: Defense
Pew Pew Pew Card: Hide: Defense

SOLDIERS 
Snark Card: Maneuver: M = 2
Flip Card: Find Cover: Defense
Pew Pew Pew Card: Automatic Rifles: A = 2

COMMANDOS
Snark Card: Take Position: M = K
Flip Card: Concealment: Defense
Pew Pew Pew Card: Automatic Weapons: A = K

INTERCEPTOR JET
Snark Card: Flyby: M = 4 then M = 3
Flip Card: Altitude: Defense
Pew Pew Pew Card: Target Lock: A = 3
Note: A Jet may transport 1 Squad

PEACEKEEPER TANK
Snark Card: Treads: M = 3
Flip Card: Heavy Armor: Defense
Pew Pew Pew Card: Big Gun: A = 4
Note: A Tank may transport 1 Squad

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SETUP
Each player places one unit on each square of his back two rows.
TG & Friends go first. 

STACKING RULES
Friendly Units may stack. 
Vehicles must always be targeted before other units in a space. 

THE CARDS
Players share a common deck. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
1. Fate Phase
2. Move Phase
3. Fight Phase

FATE PHASE
Draw 3 cards. 
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.

MOVE PHASE
Play (discard) a Move card to move one of your Units.
The move card has a number. 
This is the number of spaces the unit moves.
Moves can be diagonal or orthogonal. 
“Knight” type move cards allow a unit to move like a knight in chess.
Instead of moving just one unit in any direction, you have the 
option of moving 2 or 3 units forward the indicated number of 
spaces using a single move card.
Units cannot move through other units.

FIRE PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
“Knight” type attack cards produce an attack with a 
range like a knight in chess.
Every attack does a base of 1 Damage (Target loses 1 Hit). 
Use Chits or coins to record damage.
A unit reduced to 0 Hits is killed or incapacitated and 
removed from the board.
Your opponent may play Defense cards to negate your attack.
Units cannot attack through other units.

FLYER RULES
Flyers are immune to Hand to Hand Attacks. 

CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
S = Special
K = as a Knight would move in Chess
Type = Purpose of card

CARD LIST
Card Name:		#	Range	Type	Notes:
Go!			6	1	M	-
Go! Go!			5	2	M	-
Go! Go! Go!		4	3	M	-
Infiltrate		3	K	M	-
Zoom!			2	4	M	Vehicles Only
Zoom! Zoom!		2	5	M	Flyers Only
Hand to Hand		4	1	A	-
Short Range		4	2	A	-
Corner Shot		4	K	A	-
Medium Range		4	3	A	-
Long Range		4	4	A	-
Rubble			2	-	D	In Rough Space Only
Behind Dune		2	-	D	In Sand Dunes Only
Dodge			2	-	D	-	
Snark			5	-	-	-
Flip			5	-	-	-
Pew Pew Pew		5	-	-	-


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LINKS
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