Demonworld version 3 – Rules propositions – Summoning (main)

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popidus
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Joined: Thu May 02, 2013 7:36 am

Demonworld version 3 – Rules propositions – Summoning (main)

Postby popidus » Sun Aug 25, 2013 12:29 pm

I only put suggestions on the Elementals but as Summonig is very important, feel free to give you ideas.

Modifications on the Tree elemental ar suggested in this topic:
Demonworld version 3 – Armies – Rules

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Magic -8 – Invocations - Elementals.

=> Popidus’s opinion: A new topic is needed… SUMMONING.
=> Popidus’s opinion: Add a paragraph “XX.4.--. Summoning” or only “XX.4.--. Elementals” to unify all the rules on them.
See also the topic “Unit Modification”.

Elemental Summoning

Effect: The spell summons an Elemental that will obey the battle mage’s commands. The Elemental is represented by a single model of size 4 on a normal-sized base. DEMONWORLD pack 4601 ‘Elementals’ includes models of Fire, Earth, Ore and Ice Elementals that may be used to represent this (and other) Elementals. DEMONWORLD pack 4125 ‘Elementals’ includes tree Elemental that may be used to represent this Elementals. Each army book contains a recruitment card for the Elemental in order for you to have the required data readily accessible during a game.

The Elemental has no Movement Points as such, but ‘moves’ a maximum of 5 hexes per turn through any terrain, which it may not enter (the Tree Elemental may move up to 4 hexes each turn, but may not leave the forest in which it was summoned). Exactly how this movement is resolved is determined by whether the Elemental is controlled or out of control (see ‘Duration’).

A controlled Elemental is moved like a commander acting independently by the player who has summoned it.

An Elemental that is out of control moves randomly after the moves of routed and impetuous units have been completed, but before all the other moves. Roll 1D6 at the beginning of the move and determine the direction in which the Elemental will move (is to move) by referring to one of the compass cards printed on the DEMONWORLD maps. The Elemental then moves in a straight line in this direction until it has either moved five hexes or comes into contact with ANY other element. An Elemental that would have to move onto an occupied hex (or for a Fire Elemental a water hex stops instead). If an Elemental that is out of control has to leave the battlefield (ie has to move off the playing area completely), it is removed from play.

An Elemental that is out of control and is in contact with one or several elements (or that moves into such a contact), attacks, in the melee phase, an element on the hex onto which it would have to move next. If this hex is empty, another, randomly determined element in contact with the Elemental, is attacked instead.

Let us assume that the Elemental in the illustration above (represented by the base with the single figure) has gone out of control. If at the beginning of the move a 1 is rolled to determine the direction of movement, the Elemental has to move from hex 5 onto hex 4, then onto hex 3. The move ends on this hex because the Elemental has come into contact with an element. It does not matter whether this is a friendly or enemy element. If hex 2 were also occupied by an element, this element would have to be attacked, since the Elemental would normally carry on its move onto this hex. Since this is not the case here, the element on hex 1 must be attacked because it is the only element in contact with the Elemental.

The Elemental has the same initiative as its summoner (2 in most cases), even if the summoner is eventually slain.

The Elemental has 5 hit points and ‘armour values’ of s4 and S6 by virtue of its particular attributes. The Elemental may be attacked in melee and shot at, however, In other respects, melee and shooting is resolved in the usual way. Shooting and melee attacks against the Elemental cannot be supported. If the Elemental is attacked with a magical melee or missile weapon, its ‘armour’ is only s2 and S4 respectively. If the Elemental is attacked with spears or pikes, their battle factor against infantry must be used.
The Elemental cannot be ‘pinned’ in melee. Therefore an Elemental (even if in contact with enemy elements) can be moved at any point during the movement phase that the player likes, but cannot ‘follow up’ at the end of the melee phase. Still, an Elemental ‘pins’ enemy elements in melee; an element or unit that comes into contact with an Elemental is therefore treated like any other unit in contact with an enemy.

Also, an attack on the Elemental may only be made if a charge test is passed before, taking into account the Elemental’s fear factor of 3.
Elementals may neither overrun nor be overrun.

The Elemental cannot be enchanted.

If the Elemental inflicts any casualties on a unit, the unit has to take a melee casualty test, taking into account the Elemental’s fear factor of 3. The Elemental itself is not subject to any of the morale rules.

Spells that affect the Elemental ‘from the outside’ can therefore be used against it; spells that manipulate the Elemental’s attributes (e.g. the fear factor or hit points), or actions that are aimed at influencing the Elemental (like the wailing of Harpies), have no effect.
Duration: The Elemental is summoned in the magic phase. A summoned Elemental is automatically controlled by the summoner, but cannot move further than 12 hexes away from him. As long as the battle mage controls the Elemental (ie as long as this is within at most 12 hexes distance), he is neither able to cast spells nor may he recover Spell Points by ‘resting’. If either the battle mage or the Elemental moves out of the maximum range of 12 hexes, the Elemental automatically returns to its home plane at the end of the current turn; remove the model from play. Therefore, simply by moving in this way, the battle mage is able to make the Elemental ‘vanish’ so that he can again deal with other business.

If the summoner is slain, the Elemental does not vanish but rather goes out of control, with the consequences as noted above.
Requirements: The Elemental may only be summoned on an empty hex that is no further than 5 hexes from the battle mage and to which a line of sight exists. An Elemental may not be summoned into contact with an enemy element.

The Fire Elemental has a fire attack with a battle factor of 10, which is resolved in the melee phase and must be directed against an element on one of the hexes to the Elemental’s front, if the Elemental is controlled. Armour values, weapon skill or anything similar that the attacked element may have are not taken into account. Trolls may not regenerate damage suffered from such an attack. If the Elemental inflicts any casualties on a unit, the unit has to take a melee casualty test, taking into account the Elemental’s fear factor of 3. The Elemental itself is not subject to any of the morale rules. Flaming arrows and incendiary projectiles cannot hurt Fire elemental. The Fire Elemental can’t enter in water hexes)

The Earth Elemental has…

The Ice Elemental has…

The Ore Elemental has…

In each turn, the Tree Elemental has two melee attacks with a battle factor of 10. These are directed at elements on one of the Elemental’s front hexes as usual and may support each other. The Tree Elemental is always controlled by the player who summoned it. (See Unit modifications propositions).

Target: An empty hex of the playing area/a Fire Elemental.
Level of difficulty: 6.


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Magic -9 – Invocations - Elementals.
- make Elementals move like normal characters (stuck in melee etc.) ;
The Elemental cannot be ‘pinned’ in melee. Therefore an Elemental (even if in contact with enemy elements) can be moved at any point during the movement phase that the player likes, but cannot ‘follow up’ at the end of the melee phase.
=> Popidus’s opinion: This is an hot point. I think that this is too powerful.

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Arhnayel
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Re: Demonworld version 3 – Rules propositions – Summoning (m

Postby Arhnayel » Mon Aug 26, 2013 10:45 am

Elementals are powerfull but extremely limited :
- first, the Sorcerer is totally unable to use magic until the Elemental is destroyed or the player decides to send back the Elemental ;
- second, the Elemental is slow (5 hexes) and has only melee attacks ;
- third, the Sorcerer must be near the fight and therefore can be attacked by the opponent more easily.

The German players have clarified that Elementals can leave a melee but once they come in contact with an enemy element, they stop and can't move furthermore. This means that the Elemental cannot turn around an element.

If you want to decrease the power of Elementals (and other summonings), just apply the homerule of orders to characters as we do in tournaments in France :
- during the Order Phase of a Turn, the player must give an order to each of its characters not engaged in melee nor impetuous (or else, like Tauros) ;
- the order given to the characters just indicates WHEN the characters will move (during M-phase or S-phase or C-phase) but doesn't prevent them to use bows, magics or anything else (no MP change by example) ;
- Elemental and others "controlled-summonings" receive the same orders than the Sorcerers who summoned them (Elementals, Wild Spirits, Insects Swarms...) ;
- other summonings receive the same orders than the Sorcerers who summoned thm for the FIRST Turn and can receive another order as they will after (this for Pain Demons, Thaïn Totems, Dark Elves giant demon...) ;
- if you want your Sorcerer to rest, you must give him a Hold Position order.
The Blessing of Stars' eternal
Although the Knight remains mortal.


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