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Summoners (A homebrew ttm game using Bones Minis) Help?

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bibblesBunn


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PostPosted: Thu Nov 14, 2013 10:31 am


Summoners
A home-brew tabletop skirmish game project



Hello, and thank you you for stumbling on to my project page. First would like to introduce you to the game, and how/why I am creating it.

A little information about me

I am 25 years old and have been war-gaming pretty much my entire life. I collected Heroclix when they first came out, and I stumbled into playing D&D after collecting and playing the miniatures game first. I have collected and played mage knight, axis and allies, star wars miniatures, War Hammer 40k and Warmachine. I have always loved collectable plastic miniatures and have a large collection of D&D, Pathfinder and most recently Bones. I love bones figures. They are inexpensive, pretty and just down right cool. I did participate in the bones kickstarter project, and most recently in the second kickstarter project. SO I have a lot of bones, and will soon have a lot more. This being said, I am currently only using them for my Pathfinder games, but want to use them for so much more.
So, I looked on the internet for games that I could use them for and found nothing I liked. SO the idea came to me. It was time for something new. I am going to make my own game that they can be played in, and I am going to share it with anyone who also wants a fun easy tabletop game that can be played with any fantasy miniatures.

This thread is the start of that project. That being said, I am widely open to sujestions and feedback, I will add to this thread every time I get some new stats, information or ideas hammered out.



Table of contents
1st post Introduction/About me
2nd post Lore of Summoners
3rd post Rules/How the game is played
4rth post List of Summoners(playable characters)
5th post List on Units(Creatures and Warriors)
PostPosted: Thu Nov 14, 2013 10:32 am


The Lore of Summoners


(The name of the world Summoners is based in has not been written yet, however names of locations, cities and kingdoms will be added to section as they are finalized.)

Summoners is a game of powerful heroes whom where born with the power to be awakened as Summoners. A Summoner holds the most power magic in the land, the ability to bring creatures, warriors and minions into existence. These powerful beings are spread throughout the land and fight for different reasons, some for king and country, some for fame and power, some for destruction and death, and some just for the fun of it.

Because of a Summoner's ability to call an army to themselves almost instantly, a fight between two of these powerful casters can happen anywhere, a dense forest, a deep dungeon, anywhere 2 Summoners clash becomes an instant battlefield. And because any summoned creature or warrior simply vanishes when they are defeated, there are rarely any bodies left on the field of battle, unless one of the Summoners is killed.

The world of Summoners is a dangerous and ancient land of sword and spell, magic and might, where kingdoms rise and fall, wars are common, and ancient treasures are hidden everywhere.

Gods

Lythian- Godess of Life and Healing
Kor' Teagon- Evil god of Darkness and Demons
Gurum- God of War and Weapons
Abador- God of Civilization and Law
Cerithis- God of Magic and Knowledge


Locations

The Outlands


Kingdoms


bibblesBunn


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bibblesBunn


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PostPosted: Thu Nov 14, 2013 10:32 am


How the game is played/ THE RULES



Summoners is a game of powerful heroes whom where born with the power to be awakened as Summoners. A Summoner holds the most power magic in the land, the ability to bring creatures, warriors and minions into existence. These powerful being are spread throughout the land and fight for different reasons, some for king and country, some for fame and power, some for destruction and death, and some just for the fun of it.


Army Building


To play the game 2 or more players each choose a Summoner and spend points to build their army. The point total is decided by the players before the game begins and each player assembles an army based on the type of units their Summoner is allowed to field. For example a Summoner may be able to field Angelic, Holy, Warrior and Human units, but not allowed Undead, Goblin and Demon Units. So this Summoner can field a (Elf, Warrior) unit because it has the Warrior type, but not a (Undead, Warrior) because it has the undead type.

To begin the game players choose a map and deploy in their appropriate deployment zones and roll a die to decide who goes first.

The players take turns moving their units across the field and attacking until one player destroys the other player's Summoner, First player to kill their opponents summoner wins.


Breakdown of a turn


Each round a player gets 3 movement actions, 3 attack actions, 1 spell action and 3 recovery actions.

When any unit is given any type of action (move, attack, or cast spell) it is given a action token. A model with 2 action tokens may not be given another action until the tokens are removed with a recovery action. A unit can only be given a recovery action if it was given no other actions that turn.

Movement actions must be given before making Attack actions, however your Spell action can be made before your Movement actions, after Movement actions before Attack actions, or after attack. You can even use one Movement action, use your Spell action and then finish making your Movement actions. The same is true with Attack actions and Spell Actions. Making Recovery actions always ends the turn.
PostPosted: Thu Nov 14, 2013 10:35 am


The Summoners

To start their will be 15 playable Summoners. As the project expands and I start getting all the stats balanced and play tested, there will be be more.

To start I have the basic ideas for my first wave of playable characters. Names, back-storys and stats will all come with time.


(All current names are just temporary until names and titles are worked out for each Summoner.)

#1 Talia Blightman, Urban Witch
X (There is a Bones figure for this model, it is just not on the online store yet)

Talia was a street-rat, left in an orphanage at a very young age. She had always known that she had a very strong potential for magic, she practiced minor illusions and the art of pickpocketing. Talia was discovered stealing from a gypsy caravan and kidnapped, her talents where quickly discovered and she trained with the caravan's witch while traveling from city to city. Talia's talents include mind tricks and Illusion magic. Shes still travels, searching for thrills, and a purpose, a cause she can believe in. Until the day she finds cause, she sells her talents to anyone who will hire her, however she does not reveal the fact that she is a Summoner unless necessary, she rather not people seek her out for her power so she can choose her contracts.

Spd(Speed)- 6
Rng(Range)- m
Atc(Attack)- 2d6+4
Dam(Damage)- Gypsy Dagger 1d4+1
Mag(Magic)-7
Def(Defense)- 13
Hp(Hit Points)- 10

Maneuverable Casting- When ever Talia hits a unit with one of her spells, you may free move one of your units (other then Talia) within 10 Squares of Talia 2 squares

Spells

Back-ally curse = Make an attack with range 10, on a hit the unit gets -2 Spd, Atc, Dam and Def until the start of your next turn. A target with a equal or higher Mag stat than Talia gets +2 def against this attack

Phantom Strike = Make an +1 attack with range 6 ignoring blocking units and terrain and 1d6 Dam. Against a unit with a lower Mag stat then Talia, they get -2 damage until the start of your next turn

(Epic spell)

Phantom Shift = You may free move all units you control 3 squares, these movements do not provoke attacks of opportunity

#2 Duke Ivan Van Rajeek
X

The Rajeek family have been in control of most of the slave trade in the realm for as long as history has recorded. Ivan has been the Duke of Misty Castle for at least 50 years, born as a vampire, Ivan had been prepped for his role since birth, however he finds being a duke rather boring, so instead, he plunges himself into the chaos of war and Summoner battles, claiming territory for feeding, and taking slaves. Ivan is a skilled combatant, and has mind effecting magic.

Spd(Speed)- 6
Rng(Range)- m
Atc(Attack)- 3d6+3
Dam(Damage)- Blood Drinker 1d6+2
Mag(Magic)-5
Def(Defense)- 13
Hp(Hit Points)- 14

Blood Drinker- Whenever Ivan deals damage to a unit with his sword blood drinker, he heals 2 HP

Undead commander- Whenever another undead unit you control deals damage to a enemy unit, it heals 1 HP.

Spells

Negative burst = Each living unit (yours and your opponents) within 3 squares takes 1 damage, ignore Damage Reduction for this spell.

Epic Spell

Mesmeric Gaze = Move 1 of your opponents units this has a lower Mag than Ivan, and that is within 5 squares of Ivan up to that unit's Spd Stat, then you may make 1 basic attack with that unit. That unit does not get any action tokens for this movement and attack


#3 Greyfol The Wise
X

Greyfol wonders the waist-lands and kingdoms, collecting knowledge and artifacts, always seeming to be where he is most needed at the right time, or being present when a new artifact has been discovered, no one knows how old Greyfol is, it is whispered that he may have found someway to preserve his own life, for there are records of his exploits going back at least 200 years. Greyfol's biggest regret, are largest failure was his student, Nethim. Nethim desired nothing but power, and Greyfol was blinded by wanting to pass the knowledge of the arcane arts on to a younger generation. Nethim used his powers recklessly, and attack a village because he had found ancient knowledge about a powerful artifact, and Greyfol has been attempting to stop him ever since.

Spd(Speed)- 6
Rng(Range)- 6
Atc(Attack)- 2d6+4
Dam(Damage)- Magic Missile 2d4
Mag(Magic)-8
Def(Defense)- 13
Hp(Hit Points)- 10

Mythic casting - Once per turn when Greyfol casts a spell, you may make a Free Magic Missile attack

Spells

Recall - Move one unit you control that is within 10 squares of Greyfol into a unoccupied square next to Greyfol

Forceful Blast- Make a range 10 attack with +1, if you hit this attack deals 1d4 damage and pushes the hit unit the same amount of squares as it was damaged

Flame spout- Cone 4, Make an attack against each unit in the cone, hit units take 1d4+1 fire damage

Epic Spell

Unload magic - Greyfol casts each of his spells once (this does trigger Mythic casting)

#4 The Seductive Bard

#5 The Dark Elf Priestess

#6 The Ancient Litch

#7 The Valkyrie

#8 The Wandering Woodsman

#9 The Succubus

#10 The Armored Executioner

#11 The Righteous Paladin

#12 The Dwarfen Enchanter

#13 The Anti Paladin

#14 The Mind Corrupter

#15 The Elderly Necromancer The Unavoidable


bibblesBunn


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bibblesBunn


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PostPosted: Thu Nov 14, 2013 10:36 am


Units


The power of a Summoner is the ability to Summon beasts, warriors and all manor of creatures to fight for them. This is a list of units that you can select from when building an army for your Summoner. This list will grow as the game is expanded on, Bones models are perfect for representing your army, however if you wish to use some other form of miniatures that you have available, please do. As the project grows I will post links to the models I use for each unit.

(Please note that nothing is final yet, everything is a work in progress including the names of EVERYTHING)

Large Wind Elemental
Large Earth Elemental
Large Fire Elemental
Large Water Elemental
Small Wind Elemental
Small Earth Elemental
Small Fire Elemental
Small Wind Elemental
College Mage
Goblin Raider
Stone Golem
Clay Golem
Iron Golem
Eye Stalk Beast (Beholder)
Gargoyle
Mouthing Ooze
Glitscale Warrior (lizard folk)
Harpy
Dark Depth Stalker (Fish man)
The Mumified (Mummys)
Bear-Owl
Wraith
Spirit
Mimic
Kobold Ambusher
Griffin
Tree-Ent
Snake Devil-Lady
Elven Ranger
Hell-Hound
Wolf
Eagle
Giant Rat
Pixie
Large Beetle
Skeleton Soldier
Skeleton Archer
Zombie
Spider swarm
Bat Swarm
Orc Raider
Gorgon Archer
Ogre
Giant Scorpion
Rat Swarm
Healer of Lythian
Forger of Gurum
Kor' Cultist
Guard of Abador
Spell Weaver of Cerithis
Outland Berserker
PostPosted: Thu Nov 14, 2013 10:36 am


Stat Block


Stats are rather standard, I don't think anyone with much tabletop experience will be confused by these.



Spd(Speed)-The number of 1' squares this unit can move during a movement action Examples 5 or 7

Rng(Range)- The number of squares away this unit can hit with its attack. Examples M for Melee or 6

Atc(Attack)- Dice type and bonus to hit Examples d8+5 or 2d6+4

Dam(Damage)- The amount of dame an attack from this unit will deal Examples 2 or 1d4+1

Mag(Magic)- The magical level of unit Examples 5 or 3

Def(Defense)- The number you need to roll to hit this unit Examples 9 or 12

Hp(Hit Points)-The amount of Hit points the unit has, most small units have 1 hp, but others have more. Example 1 or 7



To make an attack, make sure your target is in range, then roll an Atk stat roll, then compare the number you get to your target's Def stat, if you got it, or higher, you hit and deal damage to that unit based on your damage stat. If that unit's Hp drops to 0 or less, that unit is defeated and fades out of existence, Unless that unit was your opponents Summoner, if it is you win the game. After the attack, put an action token on your unit,


bibblesBunn


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bibblesBunn


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PostPosted: Thu Nov 14, 2013 10:37 am


-
PostPosted: Thu Nov 14, 2013 10:40 am


I will post updates as I do them, this is a running project and may take some time to complete. Nothing is final, stats will be changed for balance as more models are stated and playtesting starts up. If anyone is interested in playtesting, please let me know!


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DarkElf27
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PostPosted: Fri Nov 15, 2013 9:23 am


Seems like a pretty straight-forward system, though the fixed number of actions per side might get constricting in larger games.
PostPosted: Fri Nov 15, 2013 7:48 pm


DarkElf27
Seems like a pretty straight-forward system, though the fixed number of actions per side might get constricting in larger games.

I thought about that, to adapt to larger games, I was thinking of something like adding a movement action and a attack action for every x amount of points in your totals, but I haven't worked out the costs for anything yet


bibblesBunn


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DarkElf27
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PostPosted: Sat Nov 16, 2013 2:34 am


bibblesBunn
DarkElf27
Seems like a pretty straight-forward system, though the fixed number of actions per side might get constricting in larger games.

I thought about that, to adapt to larger games, I was thinking of something like adding a movement action and a attack action for every x amount of points in your totals, but I haven't worked out the costs for anything yet
Makes sense. What are you planning to use for a playing surface? Square grid, hex grid, or movement in inches?
PostPosted: Sat Nov 16, 2013 5:23 am


DarkElf27
bibblesBunn
DarkElf27
Seems like a pretty straight-forward system, though the fixed number of actions per side might get constricting in larger games.

I thought about that, to adapt to larger games, I was thinking of something like adding a movement action and a attack action for every x amount of points in your totals, but I haven't worked out the costs for anything yet
Makes sense. What are you planning to use for a playing surface? Square grid, hex grid, or movement in inches?

Square grid, so far it plays a lot like a cross between warmachine and heroclix. Starting this Monday when I have time I will be adding a lot of stats and doing some playtesting (hopefully next week.)


bibblesBunn


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PostPosted: Wed Nov 20, 2013 7:45 am


11/20/13 - Greyfol the Wise added
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