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Elementals

Perhaps the most dangerous creature in the older versions of Warhammer was the Elemental - incredibly high statline, incredibly tough to kill.  Given that this was what GW had established for Warhammer elementals, I can see why they dropped them from the line.  Nevertheless, there are a lot of different elemental models out there (from many different companies), and elementals are kind of an integral part of the fantasy milieu.  Imagine a skirmish scenario where your troops have to get to the sorceror and stop his summoning ritual before he can create a monster that will destroy the city...

Summoning Elementals

You could play a game which allowed the combatants to merely include Elementals in their armies; but traditionally, Elementals must be summoned by a wizard.  In order to summon an Elemental, the wizard must be at least level 3, and the general must pay the points cost for the Elemental ahead of time, even though it may fail to appear for various reasons.  The wizard must give up one of his normal spell slots in order to take the "summoning" incantation necessary for retrieving the elemental from its otherworldly home.  Wizards should take spells of a compatible lore depending on the Elemental they're intending to summon (ie, no Fire Wizards summoning Water Elementals, please).

The wizard may try to summon the Elemental during any magic phase.  Treat the summoning as a power 8 spell, which may be dispelled as usual.  If successful, the Elemental appears near the sorceror who summoned it (use a d6 and a scatter die), but cannot move until the next turn, as the Magic Phase comes after Movement.  If the Elemental appears in contact with an enemy unit, it may fight hand-to-hand as usual, and is counted as charging.

Elementals

All elementals are considered to have the following base statline:

  M WS BS S T W I A Save
Elemental (xx pts) 4 6 6 6 6 4 4 3 5+

All Elemental Saves are Ward Saves.  Elementals are very difficult to hurt, either because they are extremely tough and well-armored, or they are relatively insubstantial.  However, normal weapons can indeed hurt them (they are not ethereal, per se).  Elementals count as four models for purposes of unit strength and outnumbering.  All Elemental models may elect to take a shooting attack in that phase if they are not engaged in combat; Elemental bolts are considered S4, and have a range of 12".

Earth Elemental: +1S.  

Fire Elemental:  +1A.  Will ignite flammable targets.

Air Elemental: +2 I.  May fly (20").

Water Elemental: +2 M.    Ignores difficult terrain.

 

 

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Last modified: February 23, 2001