Pocket-Tactics: Summoner's Dial (Second Edition)

Pocket-Tactics: Summoner's Dial (Second Edition)

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Conjured units are available to Pocket-Tactics forces that include these unique units: Conjured Units: When a unit's cost has a parenthetical value attached, this indicates that the unit must be conjured. This value does not alter the base point value of the unit, but is used to bring the conjured unit onto the map (see below). Conjured units cannot be brought to the map through the base tile and are not considered to be in reserve. Instead, they remain in the Aether Queue and require a Summoner's Dial to summon them. At the start of each match, your Summoner's Dial begins at Zero. Each round you activate a unit with at least one Magic OFF dice that performs a move action, you may turn the Summoner's Dial clockwise by a single value. Once the Summoner's Dial reaches a value equal to or greater than the conjuration cost of the unit (the cost value in parentheses), you may summon a Conjured unit instead of activating another unit. To do this, turn the dial counter-clockwise by a number of values equal to the conjuration cost and bring the Conjured unit onto the map. The Conjured unit can enter any unoccupied tile adjacent to an allied unit with a minimum of one Magic OFF dice. Like normal summoning, the unit being conjured is not affected by hazard effects when it enters a hazard tile. When a Conjured unit is defeated, rather than going to enemy captures, it returns to the Aether Queue and may be summoned again if the terms for conjuration can still be met.

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