This is a super interesting design. I played all the way to the end, but there were a few balance issues that kept me from engaging much with the more interesting mechanics like swapping modes on tanks or even using other tanks besides the basic gunner. Having every action cost persistent resources rather than per-turn movement/attack/specials is very unique but I think ultimately encourages a very conservative playstyle. I just stuck with the basic tank because it was the most cost efficient to use. Also, having to save up on the upgrade resource to produce more of it makes progression feel slow. I think if upgrades to upgrading costed every other resource it might work a bit smoother.
Rolling the dice is super satisfying as others have said and the core premise is very solid.