Freespace Privateers (Fourth Edition Pocket-Tactics Update)

Freespace Privateers (Fourth Edition Pocket-Tactics Update)

thingiverse

This update brings our classic Freespace Privateers set into the Fourth Edition Pocket-Tactics rules. If you printed those for the third edition stuff, now you can use the same units as a faction (or in custom builds) with the new rules! We've also created a Patreon page where anyone interested in supporting us to keep making free and open-sourced games like Pocket-Tactics, Wayfarer Tactics, and others can contribute. We're not just about creating these games; we're also growing our collection of gaming miniatures that you can use freely! Here's how to set up for a 50-point match using the units: Company Trooper x1, Company Scout x1, Company Heavy x1, Combat Medic x1, Combat Psion x1, and Squad Leader x1. You won't need any special terrain or features; just these six units. Now, let's look at the rules for how to play with your new units: **Roll Phase**: All dice are rolled simultaneously by both players. This is the first phase of an assault. **Bump Phase**: Some units have "bumps," a numeric value listed under their OFF or DEF dice. Starting with the player initiating the assault, each player takes turns using a single bump to adjust a die result (either OFF or DEF) up by its value. A single die may not go higher than 6. **Re-Roll Phase**: Each player then gets re-rolls they're afforded by special abilities or terrain/unit placement. Each re-roll allows the player to re-roll one of their die results (OFF or DEF). Units with adjacent allies get a bonus, and units occupying "favored terrain" gain an extra re-roll. **Tally Phase**: Compare OFF results against enemy DEF results, starting with the highest OFF die. If the results are a tie, move on to the next highest. If a single OFF die can't be matched or beaten by value from the enemy's DEF, that enemy is "defeated" and removed from the map. **Ranged Attacks**: Units with this symbol may make assaults against units an extra number of tiles away equal to the listed value. Count through the closest route to get to the target before making a ranged assault. **Deployment**: Instead of activating one unit on the map, you can deploy a unit from your reserves adjacent to any feature you control (provided the space is unoccupied). Here are some basic types: * Human * Elf * Robot And here's a list of hazards: * Water: A unit moving into a Water tile must succeed at a DV 5 DEF test or be defeated immediately. * If a feature is placed in a terrain tile, the tile counts as that feature rather than the terrain type and negates any hazard effects native to the terrain type.

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