As the battles between the First Species and the Amazons grew more severe, a species of beings from beyond the young world took notice. From their chaotic cities in the roaring fires of the world's sun, this species grew more and more fascinated by the titanic battles unfolding, deciding at last to take part.
These humanoids – elementals who were part fire and part air – descended to the young world, settling in the mountains and plains where they scorched their surroundings black and lifeless.
They brought their fiery magics and monstrous beings like the mighty phoenix and the murderous salamander down from the sun, offering their services to armies that would have them. The newcomers were dubbed the Firewalkers, for they used no name for themselves. While startled by the ardor the Firewalkers had for battle, the generals gladly accepted their aid. Many commanders soon found that the Firewalkers view the great war as a game, and the elementals truly do not care on which side they fight!
Click here for more about this species.
Small 1 Health | Medium 2 Health | Large 3 Health | Monster 4 Health |
||
---|---|---|---|---|---|
Heavy Melee | Guardian | Watcher | Sentinel | Fireshadow |
|
Light Melee | Explorer | Adventurer | Expeditioner | Genie |
|
Cavalry | Shadowchaser | Nightsbane | Daybringer | Gorgon |
|
Missile | Firestarter | Firemaster | Firestormer | Phoenix |
|
Magic | Sunburst | Sunflare | Ashbringer | Salamander |
Magic | Maneuver | Melee | Missile | Save |
---|---|---|---|---|
Air Flight |
---|
During the Retreat Step of the Reserves Phase, Firewalker units may move from any terrain that contains blue (air) to any other terrain that contains blue (air) and where you have at least one Firewalker unit. |
Flaming Shields |
---|
When at a terrain that contains red (fire), Firewalkers may count save results as if they were melee results. Flaming Shields does not apply when making a counter-attack. |
Hailstorm | |||
---|---|---|---|
Race | Any | Cost | 2 |
Reserves | No | Cantrip | Yes |
Target any opposing army. Inflict one point of damage on the target. |
Wind Walk | |||
---|---|---|---|
Race | Any | Cost | 4 |
Reserves | Yes | Cantrip | No |
Target any army. Add four maneuver results to the target’s rolls until the beginning of your next turn. |
Mirage | |||
---|---|---|---|
Race | Firewalkers | Cost | 5 |
Reserves | No | Cantrip | No |
Target five health-worth of units at any terrain. The targets make a save roll. Those that do not generate a save result are moved to their Reserve Area. |
Lightning Strike | |||
---|---|---|---|
Race | Any | Cost | 6 |
Reserves | No | Cantrip | No |
Target any opposing unit. The target makes a save roll. If it does not generate a save result, it is killed. A unit may not be targeted by more than one Lightning Strike per magic action. |
Ash Storm | |||
---|---|---|---|
Race | Any | Cost | 2 |
Reserves | No | Cantrip | Yes |
Target any terrain. Subtract one result from all army rolls at that terrain until the beginning of your next turn. |
Flashfire | |||
---|---|---|---|
Race | Firewalkers | Cost | 3 |
Reserves | Yes | Cantrip | Yes |
Target any army. During any non-maneuver army roll, any one unit in the target army may be re-rolled once, ignoring the previous result. The effect lasts until the beginning of your next turn. |
Fiery Weapon | |||
---|---|---|---|
Race | Any | Cost | 4 |
Reserves | Yes | Cantrip | No |
Target any army. Add two melee or missile results to any roll the target makes until the beginning of your next turn. |
Dancing Lights | |||
---|---|---|---|
Race | Any | Cost | 6 |
Reserves | No | Cantrip | No |
Target any opposing army. Subtract six melee results from the target's rolls until the beginning of your next turn. |
Resurrect Dead | |||
---|---|---|---|
Race | Any | Cost | 3 |
Reserves | Yes | Cantrip | No |
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons. |
Summon Dragonkin | |||
---|---|---|---|
Race | Any | Cost | 3 |
Reserves | No | Cantrip | No |
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army. |
Summon Dragon | |||
---|---|---|---|
Race | Any | Cost | 7 |
Reserves | No | Cantrip | No |
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon. |
Summon White Dragon | |||
---|---|---|---|
Race | Any | Cost | 14 |
Reserves | No | Cantrip | No |
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell. |
Bullseye | Cantrip | Counter | Create Fireminions | Firecloud |
---|---|---|---|---|
Firewalking | Flame | Fly | Galeforce | Rise from the Ashes |
Seize | Smite | |||
Bullseye | |
---|---|
Dragon Attack, Missile | During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well. During a dragon attack, Bullseye generates X missile results. |
Cantrip | |
---|---|
Magic, Non-Maneuver | During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results. During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list. |
Counter | |
---|---|
Dragon Attack, Melee, Save* | During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage. During any other save roll, Counter generates X save results. During a melee attack, Counter generates X melee results. During a dragon attack, Counter generates X save and X melee results. |
Create Fireminions | |
---|---|
Any Non-Individual | During any army roll, Create Fireminions generates X magic, maneuver, melee, missile or save results. |
Firecloud | |
---|---|
Melee, Missile | During a melee or missile attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed. |
Firewalking | |
---|---|
Maneuver, Non-Maneuver | During a maneuver roll, Firewalking generates X maneuver results. During any non-maneuver roll, this unit may move itself and up to three health-worth of units in its army to any terrain. |
Flame | |
---|---|
Melee | During a melee attack, target up to two health-worth of units in the defending army. The targets are killed and buried. |
Fly | |
---|---|
Any | During any roll, Fly generates X maneuver or X save results. |
Galeforce | |
---|---|
Magic*, Melee, Missile | During a melee or missile attack, or a magic action at a terrain, target an opposing army at any terrain. Until the beginning of your next turn, the target army subtracts four save and four maneuver results from all rolls. |
Rise from the Ashes | |
---|---|
Save, Special | During a save roll, Rise from the Ashes generates X save results. Whenever a unit with this SAI is killed or buried, roll the unit. If Rise from the Ashes is rolled, the unit is moved to your Reserve Area. If an effect both kills and buries this unit, it may roll once when killed and again when buried. If the first roll is successful, the unit is not buried. |
Seize | |
---|---|
Melee, Missile | During a melee or missile attack, target up to X health-worth of units in the defending army. Roll the targets. If they roll an ID icon, they are immediately moved to their Reserve Area. Any that do not roll an ID are killed. |
Smite | |
---|---|
Dragon Attack, Melee | During a melee attack, Smite inflicts X points of damage to the defending army with no save possible. During a dragon attack, Smite generates X melee results. |