:: BattleLore | Customisations | Fire Elemental

Having the opportunity of getting an additional Earth Elemental, my initial plan was to keep it packaged as a collectors item (guilty as charged :)) but then came the urge to make something original with it. And since I was so eager to have a new creature, I figured what the hell… I turned him into Fire elemental. After a bit of modeling (cut of the arms / repositioned and glued them back into place / the paint job), he was almost ready to hit the board.

Fire Elemental Rules, v1.0

Before I get to the rules, I'd like to thank my good friend Gary Kennedy for his input (he loves coming up with this stuff) and writing it up. Although some play testing was done, I can't claim that it's not breaking the game at some point. Our main criteria was to make him similar to the Earth Elemental to some extent but different enough so that you would feel it while he was in play. And above all, he would have to be FUN to play. So here goes...

Movement: Special - Pay 1 lore token for a move up to two hexes and battle. There is no movement limit (as long as you can pay) but the FE can't battle in the same turn beyond a 2 hex movement. Normal terrain restrictions don't apply other than the FE can't cross rivers. The FE can move through one or several occupied hexes by paying one lore token per hex.

Retreat: None.

Weapon: Fire bursts, melee only.

Damage: 3d

Incineration: 2 arcanes = Target unit completely destroyed. Note: These must be rolled simultaniously. Concentration in not possible.

Bonus Strike: yes

Fiery trail: When the FE moves through an occupied hex, roll a die. Matching banner colour is a normal hit.

Inferno: When the FE is destroyed, each adjecent unit looses a figure.



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