Table of Contents
Fire Kami
The enigmatic Elemental Champions have redoubled their efforts to save the world from the ravages of the Monsterpocalypse. Elemental Champions use their mastery of the elements—air, earth, fire, and water—to protect the planet from the destruction wrought by the global war. Kami tend to be less powerful than full-fledged Avatars, but that isn't to say they are not dangerous in their own right.
Protectors - This model may be played in any list with the Protectors agenda
Faction - Elemental Champions
Model Type - Unit
Special Rules
Grunt
Action: Ignite - During this models Activation, this model can spend two Action Die while on or adjacent to a debris tile to perform an Ignite action. If the tile is rubble, flip it to the hazard side. Models occupying the same space as the hazard suffer the effects of the hazard as if they had collided with the hazard.
All-Terrain - This model treats rough terrain as open terrain while advancing.
Fire Proof - This model is immune to hazards regardless of other special rules.
Cost | SPD | DEF | High Mobility |
---|---|---|---|
1 | 6 | 2 | No |
Elite
Action: Ignite - During this models Activation, this model can spend two Action Die while on or adjacent to a debris tile to perform an Ignite action. If the tile is rubble, flip it to the hazard side. Models occupying the same space as the hazard suffer the effects of the hazard as if they had collided with the hazard.
All-Terrain - This model treats rough terrain as open terrain while advancing.
Commander: Fire Kami - Allied Fire Kami grunts units within two spaces of this unit gain +1 Boost Die when participating in brawl or blast attacks.
Fire Proof - This model is immune to hazards regardless of other special rules.
Cost | SPD | DEF | High Mobility |
---|---|---|---|
2 | 6 | 2 | No |
Strategy
Like many of the elemental units, Fire Kamis are fairly speedy at SPD 6 with the All-Terrain and Fireproof special rules allowing them to get into a lot of places other units cannot. They have a basic brawl attack, but the primary reason to bring these fiery pyros is for their Ignite action. Simply put, Ignite on a unit will win you the game sometimes. It is the cheapest option for dealing damage to a monster during a unit turn, and it is completely risk-free as you don’t even need to roll dice to make sure it happens. The only downside is the enemy monster needs to be over a rubble tile so that it can flipped to a hazard tile. This can occasionally be useful for killing off misplaced enemy units as well, but not getting power dice for destroying them is a big deterrent for that use. Some previous versions of the Fire Kami claim that the Ignite action only costs one action die, but two action dice is the correct version.
List Building
A Fire Kami is a very common sight in any Protectors list, but they’re particularly good in lists that with Armored monsters that want to bring a bunch of Tokyo Triumph buildings anyways as they can help really spread the health gap out in those lists.