War Commander

War Commander

thingiverse

My sons and I wanted a fun table top game to play. After looking at many different ones we decided to create our own. War Commander is a C&C / Star craft inspired game. All the pieces are 3d printed. All you need is dice. The rules and game play are still being worked on. Any input and ideas can help. The aim is to keep pieces small for easier printing. Instructions Some pieces require assembly after printing, and the rules are still in the early state. War Commander basic rules: Each player starts with a command center, 10 mech units (2 mech infantry pieces), 250 energy, and 250 quadtainium. Players roll dice to determine who goes first. A players turn starts with collecting phase where each power plant gives 40 energy and and each quadtainium plant gives 40 quadtainium. The second phase is the build phase. A player may spend energy and quadtainium to obtain more assets. The third phase is movement. Any units in range of enemy at the end of movement will fight. Units have health and range along with, damage, defense, and movement multipliers. Mechanized Infantry (5 units per piece) health 25 range 3 damage x5 defense x8 movement x2 cost 20e/20q “requires barracks” Reaver Health 35 range 4 damage x7 defense x10 movement x4 cost 40e/40q “requires barracks & war factory” Battle Tank Health 50 range 5 damage x10 defense x12 movement x2 cost 90e/90q “requires barracks & war factory” Reaper Health 25 range 3 damage x7 defense x10 movement x6 cost 50e/50q “requires barracks & landing pad” Titan Health 65 range 3 damage x9 (on 3 targets) defense x15 movement x1 cost 500e/500q “requires barracks, landing pad, & satcom” Buildings have health and defense. Command Center health 250 Defense 10 Power plant cost 100e/100q health 250 Defense 10 Quadtainium plant cost 100e/100q health 250 Defense 10 Barracks cost 90e/90q health 250 Defense 10 War Factory cost 120e/120q health 250 Defense 10 Landing pad cost 150e/150q health 250 Defense 10 Satcom cost 300e/300q health 250 Defense 10 The game is over when all opponent's command centers have been destroyed. In games with 3 or more players, a player my continue to play units in play after their command center is destroyed, but may not make new ones. Battle is done with 5 (6 sided) dice per player. The first 4 are rolled for the hit chance. The 5th is the damage die. To score a hit you must roll equal to or greater then the defense rating of your opponents unit. For a roll equal to the defense rating the damage will be equal to the damage roll. If the roll is greater the damage is, the roll of the 5th die times the damage multiplier. Both side roll and can inflict damage. Units must be within range to attack. Movement, each piece may move an equal number of spaces to it's movement rating. One space is equal to the size of the unit base. Tarth expansion Kreail health 25 range 3 damage x5 defense x8 movement x2 cost 20e/20q “requires training center” Krual Health 35 range 4 damage x7 defense x10 movement x4 cost 40e/40q “requires training center & Genetics lab” Krionen Health 50 range 5 damage x10 defense x12 movement x2 cost 90e/90q “requires training center & Genetics lab” Krelain Health 25 range 3 damage x7 defense x10 movement x6 cost 50e/50q “requires genetics lab & hover pad” Krelox Health 65 range 3 damage x9 (on 3 targets) defense x15 movement x1 cost 500e/500q “requires barracks, hover pad & space port” Buildings have health and defense. Command Center health 250 Defense 10 Power plant cost 100e/100q health 250 Defense 10 Quadtainium plant cost 100e/100q health 250 Defense 10 Training Center cost 90e/90q health 250 Defense 10 Genetics lab cost 120e/120q health 250 Defense 10 Hover pad cost 150e/150q health 250 Defense 10 Space port cost 300e/300q health 250 Defense 10

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