Kharadron Overlords – Incarnate Elemental of Fire
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Incarnate Elemental of Fire

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
DAMAGE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

The MONSTER keyword is used in the following Kharadron Overlords warscrolls:

Behemoth
• Merwyrm
© Vyacheslav Maltsev 2013-2021