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Latest revision as of 03:09, 24 December 2024
Summoned monsters are elements of the Warhammer world that would not normally be playable as a character due to their inability to interact with the players through anything other than violence.
Summoned monsters have the following rules;
- Wound points (WP) may not be increased with armour, (see Types and Abilities)
- Takes 1 WP per hit from any attack.
- They may not benefit from healing or player advantages such as banners, potions, etc.
- Immune to Spells and Enhancements.
Only Artificers and Mages can summon monsters. The summoner may be any of these archetypes that are able to summon on the side of the monster. This means a single summoned monster may be bought into the battle from different summoners or the same summoner throughout the game.
Summoning Monsters
To summon a monster:
- Hold your Casting Item in one hand and have the other free.
- Briefly roleplay the act of binding, coercing, or bribing the monster, and use at least 10 words flavored to your Caster type and the monster.
- Perform a Runestone test:
- Draw a single stone out and hold it aloft in full view of the monster;
- If a success stone is drawn, the summon was successful, you may issue a command.
- If the failure stone was drawn, the monster must attack the summoner first and then anyone it can see.
- The summoner loses a success stone and the monster may be resummoned after it is defeated.
Types of Summons
Summoned monsters have one of the following four combinations of equipment and abilities. To change the abilities combination of a monster it must be re-summoned. Chapters may limit which summoned monsters are available based on their game type.
Guardian
Guardians are large monsters that are called upon to protect the caster and their allies. With their higher constitution, these hulking beasts are difficult to slay!
- Guardians have the following combat profile:
- Has 10 Wound Points.
- A Pavise with any weapon held in one hand.
- Pavise can be used to block any attack including Devasting Weapons.
- Guardians take no damage from ranged weapons.
- Guardian may only WALK
Destroyer
These creatures are the stuff of nightmares. They are powerful creatures that wreak havoc on the field of battle. A single destroy can lay waste to an army if they are not properly handled...
- Destroyers have the following combat profile:
- Has 8 Wound Points.
- A pair of Limb Weapons.
- Weapons deal siege damage.
- Destroyers may only WALK.
Servant
Constructs of magic and immoral practices, golems, mutants, and undead, lack sapient nature and are truly servants of the summoner. These Servants perform the will and actions of their summoner, usually reluctantly, until they decide otherwise.
- Servant have the following combat profile:
- Has 12 Wound Points.
- Any melee weapon combination.
- Servants are not limited in movement.
Liberator
Liberators are soldiers in the armies of the Warhammer World, that deploy lightly armoured on the back of beasts. Cavalrymen of the Empire, Squigriders of the Green Hordes, Wood Elf Beastmasters riding Wild Cats, all of these Liberators ride into battle atop their beasts and strike hard at their foes!
- Liberators have the following combat profile:
- Has 8 Wound Points.
- These are closer to cavalry than foot soldiers. The beast that is being ridden or herded is immune to player damage.
- Strikes from the creature are weapon strikes and may be blocked by players.
- Any player weapon combination, including ranged weapons.
- They may summon themselves, but this only may be accomplished at the start of a game.
- Liberators are not limited in movement.
- Has 8 Wound Points.
Commands
The summoner may command the summoned monster or the monster may be a free agent on the summoner’s side.
Examples:
defend me against all who threaten my life.
defend that gate against all who would pass through.
defend the flag as you would my life.
attack that warband and let none survive.
attack that flag bearer, cast them down.
find the one called …… and say …….
Monsters do not respawn, on their death, they return via the safest route, which may be outside the play area or through terrain considered impassable. A designated return point for the summoned creature should be agreed upon if there are multiple potential summoners such as the warband banner, terrain feature, a totem, or a pile of their weapons.
Costuming
Costume standards should be very high and designed with the safety of players inside and out in mind.
Examples:
- Daemons or elementals, creatures of primal elements and other worlds brought forth and bound in this world - usually unwillingly.
- Ferocious or inhuman beasts, bears, boars, treekin, trolls, and other naturally occurring but either carnivorous, aggressive, or reclusive creatures. Beasts may not truly be summoned as a daemon or undead, they are lured with enticing rituals or tasty bait, and they are then pointed at the enemy with promises of more hospitality.
- Squigs, boars, giant cats with a rider or someone hanging on for dear life.
- Constructs of magic and immoral practices, golems, mutants, and undead, lack sapient nature and are truly servants of the summoner. At least until they decide otherwise.
The costume must represent what the summoned creature is and be a minimum of 2 metres tall, including; banners, trophy racks, horns, wings, and stils. All costumes must completely cover the player, and weapons and shields must be thematic to the monster. The costume must also include rigid head protection and appropriate hand, chest, and abdomen protection.
Before bringing a summoned monster onto the field, it must go through a formal review process with Swordcraft. Once the Summoned Monster is approved, an approval card with a photograph of the summoned monster's full kit will be issued to the costume owner. The Summoned Monster may only take to the field if it is wearing the fully approved costume. If the Summoned Monster is missing costume parts, they may be asked to leave the field if the costume no longer meets the standard on the issued approval card.
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