Summons and Creatures: Difference between revisions
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* Takes 1 WP per hit from any attack. | * Takes 1 WP per hit from any attack. | ||
* They may not benefit from healing or player advantages such as banners, potions, etc. | * They may not benefit from healing or player advantages such as banners, potions, etc. | ||
* Immune to [[Magic#Scholarly Magic | Spells]]. | * Immune to [[Magic#Scholarly Magic | Spells and Enhancements]]. | ||
Only [[Archetypes#Artificer | Artificers]] and [[Archetypes#Mage | 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. | Only [[Archetypes#Artificer | Artificers]] and [[Archetypes#Mage | 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 siege damage. | |||
* 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...'' | |||
Guardians have the following combat profile: | |||
* Has 8 Wound Points. | |||
* A pair of limb weapons (see below). | |||
* 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.'' | |||
Guardians 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. | |||
* 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. | |||
== See Also == | == See Also == | ||
[[The Rules]] | [[The Rules]] | ||
Revision as of 00:30, 18 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 siege damage.
- 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... Guardians have the following combat profile:
- Has 8 Wound Points.
- A pair of limb weapons (see below).
- 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. Guardians 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.
- 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.
