
Quanar Night Cult (Fourth Edition Pocket-Tactics Update)
thingiverse
This is an update of our old Quanar Night Cult set for the new Fourth Edition Pocket-Tactics rules. If you printed that set for the third edition stuff, you can now use the units as a faction (or in custom builds) for the new stuff! We've set up a Patreon page for anyone who's interested in helping to fund us so we can keep making free and open sourced games like Pocket-Tactics, Wayfarer Tactics. and others, not to mention the growing catalog of gaming miniatures. These units are now fully compatible with the latest edition of Pocket-Tactics, allowing you to use them as a faction or in custom builds. We've also set up a Patreon page for anyone who wants to support us in making more free and open sourced games like Pocket-Tactics, Wayfarer Tactics. and others. This will help us create even more gaming miniatures and content for the community. Here's what's new with this update: * All units are now fully compatible with the latest edition of Pocket-Tactics. * We've added a Patreon page where you can support us in making more free and open sourced games like Pocket-Tactics, Wayfarer Tactics. and others. * The growing catalog of gaming miniatures will continue to expand with new and exciting releases. If you have any questions or need further assistance, please don't hesitate to ask. We're always here to help. Now that we've got the update out of the way, let's dive into the rules for this version of Pocket-Tactics. **Gameplay** The game is played on a grid-based board, with each player starting with a set of units and resources. The objective is to defeat your opponent's units and control key features on the board. Here are the basic gameplay mechanics: * **Movement**: Units can move around the board, but they have different movement rates depending on their type. * **Combat**: When two units engage in combat, they roll dice to determine the outcome. The unit with the higher offense score wins. * **Deployment**: Players can deploy new units onto the board at specific points, but these points are limited. **New Mechanics** We've introduced a few new mechanics to this version of Pocket-Tactics: * **Hazards**: Some terrain tiles and features contain hazards that can affect gameplay. Units that move into these areas must succeed at a DEF test or be defeated immediately. * **Victory Conditions**: A player achieves victory as soon as their opponent cannot activate or deploy any units, or when they control all features on the board. **Types** Units have different types (Human, Elf, Robot, etc.) that have no effect on gameplay. However, these types are referenced by certain abilities and terrain effects that may be beneficial or detrimental to the unit. **Hazards** Some terrain tiles and features contain hazards that can affect gameplay. Units that move into these areas must succeed at a DEF test or be defeated immediately. **Victory Conditions** A player achieves victory as soon as their opponent cannot activate or deploy any units, or when they control all features on the board.
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