warhammer fantasy elemental rules

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  • 8/13/2019 Warhammer Fantasy Elemental Rules

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    Warhammer Fantasy Elementals6th (or 7 th) Edition Rules - Created by Sergio van Pul

    M WS BS S T W I A Ld2D6 3 - 5 5 4 2 Sp 10

    Cost: 125 points, 0-1 Rare choice, single model.You can take a maximum of 1 elemental in your army selection and it's always placed on it's own,never with(in) a unit.

    Movement: You move the Elemental during your Compulsory Movement Phase. Roll 2D6 todetermine the distance the Elemental will move. If the elemental hits another unit this counts as acharge, however the charged unit doesn't get a chance to react as they normally would. They have toHold.

    Attacks: The Elemental always attacks during Close Combat, even if it isn't Engaged, and even othermodels on its own side. (The Elemental doesn't care, it just trashes anything that comes close enough.)

    If you didnt roll a double for movement place the 3"-template with the hole on the Elemental. Allmodels (except the Elemental itself) touched by the template, even grazed by it, get an automatic hitfrom the elemental. Roll to Wound and take Armour saves as normal.If you rolled a double for your Movement the Elemental gathers all his strength and will attack usingthe 5"-template. His combat range is getting bigger, so it's likely he'll hit more models. Other than thatthere is no difference.Because of this rule you even have to roll for Movement when you're engaged in Close Combat. Youaren't allowed to move, but you might get more hits.In Combat the Elemental can also chose to give al his attention to one model (a character, chariot orwar machine for example). Instead of the Template attack choose a model in Base Contact and inflictD3 hits on it. (Or D6 hits if you rolled a double for Movement.) Roll to Wound and take Armour Savesas normal.

    Special Rules: All Elementals have the following Special RulesUnbreakable: See Warhammer rulebook.Fear: See Warhammer rulebook.Ethereal: Elementals can only be hit by Magic or Magical Weapons. Difficult Terrain

    has no effect on them and they can move through obstacles such as walls.Magical instability: An elemental is always summoned by and bound to a specific type of

    Wizard before the battle, as specified by the table below. If the Wizard dies,then the Elemental vanishes along with it. The unit counts as destroyed forthe purpose of Victory Points.If the elemental fights against greater numbers he starts to degrade. If itloses a round of Close Combat you have to take a Break Test even thoughthe Elemental is Unbreakable. If your score is too high the elemental getsthe difference in Wounds.

    Example: An Elemental loses a Close Combat by 3. You have to score 7 orlower to pass the Breaktest. You're score turns up 9. The Elemental loses (9-7=) 2 Wounds.

    Next to these general Special Rules each Elemental has a characteristic rule based on it's type as statedin the table below:Elemental Type Wizard Type Special RuleEarth Metal/Beasts +1 ToughnessAir Shadow/Death ScoutFire Fire/Heavens Fire AttacksWater Life/Light Quickness+1 Toughness: Add +1 to the Toughness characteristic. (Becomes T6)Scout: See Warhammer rulebookFire attacks: Do double damage on Flammable creatures.Quickness: Throw 3D6 for Movement. Take the highest two as the score.