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Pocket-Tactics (Third Edition): Sons of Dvalinn

by dutchmogul, published

Pocket-Tactics (Third Edition): Sons of Dvalinn by dutchmogul Dec 10, 2014
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Summary

This is an outdated (but still playable using Third Edition rules) version of Pocket-Tactics. For the new (and much improved) Fourth Edition sets and pieces, check out this collection. We'll be updating the new edition to include rules for all of the Third Edition units, so if you have printed them (or want to), check in for updates and eventually all of those pieces' rules will be available.

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 that you can use for whatever you want! (Psst... we take requests and commissions...)

Enjoy!

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Hey, I was looking through the pdf for these guys with my friend who wants to play them, and was a bit puzzled about the kicker ability shown on the tunneler pod and the clan battlemech, specifically the mech; the mech has a kicker of 6 and a defence of 0 for ballistics and melee, so does this mean the mech is invulnerable to such attacks? The way I understand it is that the mech has 1 defence die of a 6 always, which would counteract any assault made on it, unless attacking with 2 dice would overflow the kicker and damage the mech? This has been a bit puzzling so I decided to ask to get a definite answer.
Thanks for the help!

No worries, that's a great question! Yeah, a kicker counts as an extra die roll that is always that value. So, you were right, you'd have to have at least two OFF dice (or an OFF die and an OFF kicker of your own) to match the 6 and have something left over to take him out. Any time you have questions, hit me up, and so you know, we have a new edition coming out soon that streamlines a lot of subsystems and adds some new ones.

Cool, thanks a lot!
Now you've made me exited about the new edition.
:P

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