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Made in ca
Longtime Dakkanaut





Anyone see this anywhere I just went through both scrolls and I can't see a rule for summoning skulls zombies or anything....

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Millions of people on welfare depend on me. 
   
Made in us
Stealthy Warhound Titan Princeps






Um, are you sure? Every unit gives wizards a spell to summon more of that unit. Even Lizardmen got this...

I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in gb
Drakhun





Doesn't the Summon rule on the unit cards mean that a wizard of death can summon that unit?

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Made in nz
Heroic Senior Officer




New Zealand

Lizardmen can summon carnosaurs...

I don't know how it works though. Do you take the carnosaur and then summon your model onto the field? or does it mean you can summon more? Or do you need to take the unit in order for your wizard to have the spell to cast it?
   
Made in us
Stealthy Warhound Titan Princeps






 Swastakowey wrote:
Lizardmen can summon carnosaurs...

I don't know how it works though. Do you take the carnosaur and then summon your model onto the field? or does it mean you can summon more? Or do you need to take the unit in order for your wizard to have the spell to cast it?


Yea, I'm confused on that, too. Bit of a cop-out but...

THE MOST
IMPORTANT RULE wrote:

In a game as detailed and wide-ranging as
Warhammer: Age of Sigmar, there may be
times when you are not sure exactly how to
resolve a situation that has come up during
play. When this happens, have a quick
chat with your opponent, and apply the
solution that makes the most sense to you
both (or seems the most fun!). If no single
solution presents itself, both of you should
roll a dice, and whoever rolls higher gets to
choose what happens.  Then you can get on
with the  fighting


I'll have to talk to my playgroup (which we're all friends and don't have to deal with pick-up games) and we'll have to decide on something.

I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in nz
Heroic Senior Officer




New Zealand

Yea I assume it is a deep strike thing using the Wizard. Get the model and it gives the wizard the options to summon it on the table?

Can't be sure though.
   
Made in ca
Longtime Dakkanaut





ah ok I am going to need to reread some things lol. I was looking for a lore or a spell kinda like summon 2d6 zombies like before :(.

ok WTH am I missing here . This is the necromancer entry

Abilities
Undead Minions: Each time this model
suffers a wound or mortal wound and there
is another Death unit from your army
within 3", you can roll a dice; on a 4 or
more the Necromancer ignores that wound
but one of these units suffers a mortal
wound in his stead.

Magic
A Necromancer is a wizard. He can
attempt to cast one spell in each of your
hero phases, and attempt to unbind
one spell in each enemy hero phase. He
knows the Arcane Bolt, Mystic Shield and
Vanhel’s Danse Macabre spells.

Vanhel’s Danse Macabre
The undead are filled with magical energy
that causes them to jerk forwards and
attack with tireless, unnatural speed.
Vanhel’s Danse Macabre has a casting
value of 6. If successfully cast, pick a
Skeleton, Mordant or Zombie unit
within 18"; that unit can pile in and attack
twice in your next combat phase.

MYSTIC SHIELD
Mystic Shield has a casting value of 6.
If successfully cast, pick the caster, or a
friendly unit within 18" of the caster and
which is visible to them. You can add 1 to
all save rolls for the unit you pick until the
start of your next hero phase.

ARCANE BOLT
Arcane Bolt has a casting value of 5. If
successfully cast, pick an enemy unit
within 18" of the caster and which is visible
to them.  e unit you pick su ers D3
mortal wounds.


sooo necromancer can't summon?

This message was edited 1 time. Last update was at 2015/07/04 01:22:14


I need to go to work every day.
Millions of people on welfare depend on me. 
   
Made in nz
Heroic Senior Officer




New Zealand

OgreChubbs wrote:
ah ok I am going to need to reread some things lol. I was looking for a lore or a spell kinda like summon 2d6 zombies like before :(.


Look through the units. Some have a rule about granting wizards a spell to summon.
   
Made in us
Stealthy Warhound Titan Princeps






OgreChubbs wrote:
ah ok I am going to need to reread some things lol. I was looking for a lore or a spell kinda like summon 2d6 zombies like before :(.

ok WTH am I missing here . This is the necromancer entry

Abilities
Undead Minions: Each time this model
suffers a wound or mortal wound and there
is another Death unit from your army
within 3", you can roll a dice; on a 4 or
more the Necromancer ignores that wound
but one of these units suffers a mortal
wound in his stead.

Magic
A Necromancer is a wizard. He can
attempt to cast one spell in each of your
hero phases, and attempt to unbind
one spell in each enemy hero phase. He
knows the Arcane Bolt, Mystic Shield and
Vanhel’s Danse Macabre spells.

Vanhel’s Danse Macabre
The undead are filled with magical energy
that causes them to jerk forwards and
attack with tireless, unnatural speed.
Vanhel’s Danse Macabre has a casting
value of 6. If successfully cast, pick a
Skeleton, Mordant or Zombie unit
within 18"; that unit can pile in and attack
twice in your next combat phase.

MYSTIC SHIELD
Mystic Shield has a casting value of 6.
If successfully cast, pick the caster, or a
friendly unit within 18" of the caster and
which is visible to them. You can add 1 to
all save rolls for the unit you pick until the
start of your next hero phase.

ARCANE BOLT
Arcane Bolt has a casting value of 5. If
successfully cast, pick an enemy unit
within 18" of the caster and which is visible
to them.  e unit you pick su ers D3
mortal wounds.


sooo necromancer can't summon?


Under Skeleton Warrior entry (for example)
Magic
Death Wizards know the Raise
Skeletons spell, in addition to any other
spells they know.
Raise Skeletons
Raise Skeletons has a casting value of 5.
If successfully cast, you can set up a unit
of up to 10 Skeleton Warriors within 18"
of the caster and more than 9" away from
the enemy. The unit is added to your
army, but cannot move in the following
movement phase. If the casting roll was 10
or more, set up a unit of up to 20 Skeleton
Warriors instead.

I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in ca
Longtime Dakkanaut





 Swastakowey wrote:
OgreChubbs wrote:
ah ok I am going to need to reread some things lol. I was looking for a lore or a spell kinda like summon 2d6 zombies like before :(.


Look through the units. Some have a rule about granting wizards a spell to summon.

Oh ya I found it but am more confused lol. So If you take that unit all your death wizards get that spell?
So if that unit dies the wizard losses that spell?
And if you never take that unit they not get it?

I need to go to work every day.
Millions of people on welfare depend on me. 
   
Made in nz
Heroic Senior Officer




New Zealand

OgreChubbs wrote:
 Swastakowey wrote:
OgreChubbs wrote:
ah ok I am going to need to reread some things lol. I was looking for a lore or a spell kinda like summon 2d6 zombies like before :(.


Look through the units. Some have a rule about granting wizards a spell to summon.

Oh ya I found it but am more confused lol. So If you take that unit all your death wizards get that spell?
So if that unit dies the wizard losses that spell?
And if you never take that unit they not get it?


I have no idea. I really have no idea. Just make it up as you go with your mates if attempt this I suppose would be the rule for it.
   
Made in us
Blood-Raging Khorne Berserker





Pittsburgh, PA

OgreChubbs wrote:
 Swastakowey wrote:
OgreChubbs wrote:
ah ok I am going to need to reread some things lol. I was looking for a lore or a spell kinda like summon 2d6 zombies like before :(.


Look through the units. Some have a rule about granting wizards a spell to summon.

Oh ya I found it but am more confused lol. So If you take that unit all your death wizards get that spell?
So if that unit dies the wizard losses that spell?
And if you never take that unit they not get it?


All death wizards (and Chaos wizard, for Chaos summons, and anyone else who can summon in the other armies) automatically have those spells, for the units you possess (and wish to use). When you cast the spell, you summon that unit to the board. The units summoned are the ones you chose to keep in reserve (remember the deployment rules say you can choose to keep some units in reserve, this is how you get them into play)

At least, that's how I read it.
   
 
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