Sylvan Elves

Sylvan Elves

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT ZH RU
Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal. referenceonly
Attaque empoisonnée#1~(#1)
Lorsqu’une attaque avec cet attribut touche sur un~6, elle blesse automatiquement (aucun jet pour blesser n’est requis). Si une attaque a au moins deux instances de cette règle, à la place, elle blesse automatiquement sur un résultat de ‘5’ ou ‘6’ pour toucher. referenceonly Si l’attaque génère plus d’une touche (ex. : parce qu’elle a aussi les attributs Attaque de zone, Fureur), seule une touche, choisie par l’attaquant, blesse automatiquement ; toutes les autres touches doivent faire des jets pour blesser selon les règles habituelles. referenceonly
Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal. referenceonly
Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal. referenceonly
Ataques Envenenados#1~(#1)
Siempre que un ataque con Ataques Envenenados impacte con una tirada para impactar de~6, hiere automáticamente (no se necesita tirar para herir). Si el ataque tiene dos o más instancias de Ataques Envenenados, hiere automáticamente con una tirada para impactar exitosa de~5 o~6 en su lugar. referenceonly Si el ataque se convierte en más de un impacto (p.e. un impacto Ataque de Área, Furia), solo un impacto, elegido por el atacante, hiere automáticamente. Todos los otros impactos deben de tirar para herir normalmente. referenceonly
Attacchi Venefici#1~(#1)
Whenever an attack with Attacchi Venefici hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Attacchi Venefici, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Attacco ad Area, Furia), only a single hit, chosen by the attacker, wounds automatically. Per tutti gli altri colpi a segno dovrai tirare per ferire come al solito. referenceonly
Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal. referenceonly
Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal. referenceonly
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Avant-garde#1~(#1~)
Après le déploiement, une unité entièrement avec cette règle peut immédiatement faire un Déplacement standard (Mouvement simple, Marche forcée ou Reformation) d’avant-partie, soumis aux restrictions suivantes : itemize Si une valeur « X″ » est donnée entre parenthèses, la Mobilité de l’unité est fixée à X″ pour ce mouvement ; sinon, utilisez à la place la Mobilité de l’unité. Aucune figurine ne peut parcourir plus de 12″ pendant ce déplacement, quelle que soit sa Mobilité. L’unité ne peut terminer ce mouvement à~6 d’une unité ennemie. Les figurines attachables ne peuvent quitter leur unité dans le cadre de ce déplacement. itemize Si les deux joueurs ont des unités avec Avant-garde, ils déplacent leurs unités à tour de rôle, en commençant par l’unité à laquelle le Défenseur a attribué la règle Avant-garde~Mob) (3). Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guardia#1~(#1~)
Después del Despliegue, las unidades enteramente con Vanguardia pueden realizar un Movimiento de Reforma, Avance, o Marcha pre-partida, llamado un Movimiento de Vanguardia, con las siguientes excepciones: itemize Si un valor X es dado, la Movilidad de la unidad es fijada a~X durante el Movimiento de Vanguardia, en otro caso utiliza la Movilidad de la unidad. Ninguna miniatura puede mover más de~12 durante el Movimiento de Vanguardia, independientemente de su Movilidad. La unidad no puede finalizar su Movimiento de Vanguardia dentro de~6 de una unidad enemiga. Miniaturas Adjuntables no pueden salir de una unidad como parte del Movimiento de Vanguardia. itemize Si ambos jugadores tienen unidades completamente con Van\-guardia~Mov), se alternan moviendo sus unidades una por una, empezando por la unidad a la que el defensor dió Van\-guardia~Mov) (3). Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Avanguardia#1~(#1)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Modelli Aggregabili cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Avanguardia), they alternate moving their units one by one, starting with the unit the Defender has given Avanguardia) (3) to. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Cible difficile#1~(#1)
Toute Attaque de tir allouée à une Réserve de Points de vie avec cette règle subit une pénalité de –X pour toucher.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Objetivo Difícil#1~(#1)
Los Ataques de Disparo dirigidos a una Reserva de Heridas con Objetivo Difícil sufren X a impactar.
Bersaglio Difficile#1~(#1)
Shooting Attacks allocated against a Health Pool with Bersaglio Difficile suffer X to hit.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
Chasseurs de gros gibier
Lorsqu’elle est allouée à une Réserve de Points de vie entièrement de Taille 4-5, l’attaque gagne un bonus de +1 pour toucher et blesse toujours sur au moins~4+.
Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
Cape elfique
Pour les Attaques de tir allouées à une Réserve de Points de vie avec , les jets pour toucher qui ont donné un résultat de ‘1’, ‘2’ ou ‘3’ sont toujours considéré comme ayant échoué (au lieu de n’échouer que sur un résultat de ‘1’).
Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
Chasseurs des clairières
la figurine gagne Repli tactique, Harcèlement, Troupe légère, Avant-garde~Mob), et l’élément de figurine gagne une Lance légère et un ~(3+).
Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
Esprits des clairières
la figurine gagne Cible difficile (1), Troupe légère,Tirailleur.
Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Coup fatal#1~(#1)
Si une attaque avec cet attribut blesse sur un 6, sa Pénétration d’armure est fixée à~10, et elle n’autorise aucune sauvegarde de [regeneration]Régénération.
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Golpe Letal#1~(#1)
Si un ataque con Golpe Letal hiere con una tirada para herir de~6, su Penetración de Armadura es fijada a~10, y las Salvaciones de [regeneración]Regeneración no pueden ser utilizadas contra él.
Colpo Letale#1~(#1)
If an attack with Colpo Letale wounds with a to-wound roll of~6, its Penetrazione dell’Armatura is always~10, and [regeneration]Rigenerazione Saves cannot be taken against it.
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Les grands esprits se rencontrent
au moment de faire un Déplacement standard, la figurine peut choisir de perdre Vol pour gagner +2 en Mobilité, avec Durée : Fin de la phase.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Conexión de Mentes
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Unione di Menti
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Course rapide
Les jets de Portée de charge, de Distance de fuite ou de Distance de poursuite des unités avec cette règle sont maximisés.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Zancada Veloz
Las tiradas de Alcance de Carga, Distancia de Huida y Distancia de Persecución de unidades enteramente con Zancada Veloz ganan Maximizado.
Falcata Rapida
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Falcata Rapida gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat. itemize Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks. Dance of Biting Wind: +1~AP and Lethal Strike Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+) Dance of Whirling Blades: +1~Att itemize The unit cannot choose a specific Dance again until after one or both of the following has happened: itemize The unit is not Engaged in Combat. The unit has chosen a different Dance. itemize
Danses de Cenyrn
lors du Choix de l’équipement et des capacités, une unité avec doit choisir une des Danses suivantes et gagner les effets associés. Les éléments de figurine avec Elfe dans l’unité gagnent les effets associés, avec Durée : Manche de combat. itemize Tourments malicieux : Contact (1~Dis) et les unités ennemies en contact ne peuvent obtenir de Bonus de rang pour le calcul du Résultat de combat. Vent mordant : +1~PA et Coup fatal Brumes estompées : 1~Fo, 1~PA, et Ægide (3+) Tourbillon de lames : +1~Att itemize L’unité ne peut plus choisir cette même Danse tant que : itemize elle n’est plus engagée au combat, ou elle n’a pas choisi une autre Danse. itemize
Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat. itemize Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks. Dance of Biting Wind: +1~AP and Lethal Strike Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+) Dance of Whirling Blades: +1~Att itemize The unit cannot choose a specific Dance again until after one or both of the following has happened: itemize The unit is not Engaged in Combat. The unit has chosen a different Dance. itemize
Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat. itemize Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks. Dance of Biting Wind: +1~AP and Lethal Strike Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+) Dance of Whirling Blades: +1~Att itemize The unit cannot choose a specific Dance again until after one or both of the following has happened: itemize The unit is not Engaged in Combat. The unit has chosen a different Dance. itemize
Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat. itemize Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks. Dance of Biting Wind: +1~AP and Lethal Strike Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+) Dance of Whirling Blades: +1~Att itemize The unit cannot choose a specific Dance again until after one or both of the following has happened: itemize The unit is not Engaged in Combat. The unit has chosen a different Dance. itemize
Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat. itemize Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks. Dance of Biting Wind: +1~AP and Lethal Strike Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+) Dance of Whirling Blades: +1~Att itemize The unit cannot choose a specific Dance again until after one or both of the following has happened: itemize The unit is not Engaged in Combat. The unit has chosen a different Dance. itemize
Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat. itemize Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks. Dance of Biting Wind: +1~AP and Lethal Strike Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+) Dance of Whirling Blades: +1~Att itemize The unit cannot choose a specific Dance again until after one or both of the following has happened: itemize The unit is not Engaged in Combat. The unit has chosen a different Dance. itemize
Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat. itemize Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks. Dance of Biting Wind: +1~AP and Lethal Strike Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+) Dance of Whirling Blades: +1~Att itemize The unit cannot choose a specific Dance again until after one or both of the following has happened: itemize The unit is not Engaged in Combat. The unit has chosen a different Dance. itemize
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Éclaireur
Les unités avec cette règle ne doivent pas être déployées dans leur Zone de déploiement. À la place, toute unité d’Éclaireurs peut être déployée n’importe où sur le champ de bataille, à au moins 12″ de la Zone de déploiement ennemie. Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Explorador
Las unidades completamente con Explorador no tienen que ser Desplegadas dentro de su Zona de Despliegue: en su lugar, pueden ser desplegadas en cualquier lugar del Campo de Batalla a más de~12 de la Zona de Despliegue del oponente. Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Esploratore
Units entirely with Esploratore are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Grâce elfique
Avec leur mode de vie raffiné et la grande maîtrise conférée par leur incroyable longévité, les soldats elfiques pratiquent souvent des formes de combat particulièrement gracieuses. La fluidité de leurs mouvements et la précision de leurs frappes paraît souvent surnaturelle aux yeux de leurs ennemis. Lorsqu’un élément de figurine avec cet attribut manie une Arme lourde, il subit une pénalité de –1 en Agilité au lieu de toujours attaquer au Palier d’initiative~0.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Precisión Élfica
Priorizando estilos gráciles y beneficiándose de el entrenamiento y la experiencia de sus largas vidas, los soldados elfos suelen demostrar estilos de combate particularmente refinados. Sus fluidos movimientos y golpes precisos les garantizan una maestría que puede parecer casi sobrenatural a sus enemigos. Una parte de miniatura con este Atributo de Ataque atacando con una Arma a Dos Manos golpea a 1~Agilidad en vez de siempre a Agilidad~0.
Raffinatezza Elfica
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attributo d’attacco attacking with a Grande Arma strikes at 1~Agilità instead of always at Agilità~0.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Poisoned Thorn
Épine empoisonnée
Poisoned Thorn
Poisoned Thorn
Poisoned Thorn
Poisoned Thorn
Poisoned Thorn
Poisoned Thorn
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vol
Une unité avec cette règle ignore les Décors, le Terrain découvert et les autres unités durant ses Déplacements standard et ses Mouvements de charge. L’unité doit respecter la Règle du pouce d’écart à la fin de l’ensemble de ses déplacements. De plus, les règles des Décors et/ou du Terrain découvert où elle débute et termine son déplacement s’appliquent toujours à elle. Pendant un Mouvement de charge, l’unité chargée n’est pas ignorée ; de plus, il doit y avoir de la place pour permettre au front de l’unité d’entrer en contact avec l’unité chargée avant l’Alignement.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vuelo
Unidades enteramente con Volar ignoran Terrenos, Terreno Abierto y otras unidades durante los Movimientos de Maniobra y los Movimientos de Carga. La unidad ha de seguir la regla de Espaciado entre Unidades al final de cualquiera de sus movimientos y Terrenos y Terreno Abierto desde el que la miniatura empieza o acaba su movimiento sigue afectándole. La unidad siendo cargada no se ignora durante un Movimiento de Carga y debe de haber espacio para que el Frontal de la unidad sea colocado en contacto con la unidad siendo cargada antes del Movimiento inicial de Alineación.
Volo
Units entirely with Fly ignore Tipologie di Terreno, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Tipologie di Terreno and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
Habitant de la Sylve
Si une unité entièrement avec cette règle se trouve à 3 d’une Forêt, elle bénéficie de la règle Tenace. De plus, si l’unité contient déjà cette règle, l’unité est considérée comme Déterminée lors des Tests de moral.
Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
Foreststhorns
Foreststhorns
Foreststhorns
Foreststhorns
Foreststhorns
Foreststhorns
Foreststhorns
Foreststhorns
Heath Lancers
The model gains a Shield and the model part gains a Lance.
Lanciers des clairières
la figurine gagne un Bouclier, et l’élément de figurine gagne une Lance de cavalerie.
Heath Lancers
The model gains a Shield and the model part gains a Lance.
Heath Lancers
The model gains a Shield and the model part gains a Lance.
Heath Lancers
The model gains a Shield and the model part gains a Lance.
Heath Lancers
The model gains a Shield and the model part gains a Lance.
Heath Lancers
The model gains a Shield and the model part gains a Lance.
Heath Lancers
The model gains a Shield and the model part gains a Lance.
Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
Messager de Sura
l’unité du porteur gagne Attaque magique, Guide.
Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
Sylvan Blades
Paired Weapons, +1~AP.
Lames sylvestres
Paire d’armes, +1~PA.
Sylvan Blades
Paired Weapons, +1~AP.
Sylvan Blades
Paired Weapons, +1~AP.
Sylvan Blades
Paired Weapons, +1~AP.
Sylvan Blades
Paired Weapons, +1~AP.
Sylvan Blades
Paired Weapons, +1~AP.
Sylvan Blades
Paired Weapons, +1~AP.
Spear
Lance
Spear
Spear
Lanza
Picca
Spear
Spear
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Troupe légère
Lorsqu’une unité avec cette règle fait une Reformation, elle peut se déplacer d’une distance maximale équivalant au double de sa Mobilité (au lieu de la moitié de sa Mobilité). Si, lors d’une Reformation, son centre se déplace d’une distance supérieure à sa Mobilité, alors ce déplacement est considéré comme une Marche forcée pour ce qui est des règles qui sont associées à ce type de déplacement (Tests de terrain dangereux, interdiction de faire un déplacement si l’unité a la règle Mort-vivant, etc.). Pour ce qui est du tir, ce mouvement est toujours considéré comme une Reformation. (c.-à-d. que l’unité peut tirer même si elle se déplace d’une distance supérieure à sa Mobilité). Remarque : cette règle est sans effet sur les autres types de Déplacement standard, dont Marche forcée. Une unité contenant Troupe légère est toujours considérée comme ayant zéro Rang complet ; aux fins de cette règle, ignorez les éventuelles figurines attachables avec Troupe légère jointes à l’unité, à moins que l’unité ne soit intégralement constituée de figurines attachables.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Tropas Ligeras
Una unidad enteramente con Tropa Ligera puede realizar Movimientos de Reforma hasta el doble de su Movilidad (en vez de a la mitad de su Movilidad). Si, mientras realiza una Reforma, su centro se mueve más allá de su Movilidad, el movimiento es considerado un Movimiento de Marcha a propósito de las reglas activadas por Marchar (p.e. Chequeos de Terreno Peligroso y, si es No Muerto, tener restringido hacer Movimientos de Marcha, etc.). Para el propósito de disparar, se sigue considerando un Movimiento de Reforma. P.e. la unidad puede disparar si mueve más de su Movilidad Nota: esta regla no tiene efecto en otras Maniobras de movimiento, incluyendo Movimientos de Marcha Una unidad que contenga Tropas Ligeras es siempre considerada como que tiene cero Filas Completas; ignora Miniaturas Adjuntables con Tropas Ligeras unida a una unidad para este propósito, a menos que la unidad consista solo en Miniaturas Adjuntables.
Truppe Leggere
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobilità Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Truppe Leggere is always considered to have zero Ranghi Adeguati; ignore Modelli Aggregabili with Truppe Leggere joined to a unit for this purpose, unless the unit consists of only Modelli Aggregabili.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic. Whenever an enemy spell targets one or more friendly units containing Magic Resistance: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Résistance à la magie#1~(#1)
Certaines créatures et individus jouissent d’une résistance innée aux effets de la magie, d’autres sont entraînés à résister aux attaques arcaniques, tandis que d’autres encore portent des amulettes, talismans et autres équipements enchantés qui les protègent des sorts lancés contre eux. D’autre part, la roche volcanique appelée obsidienne, ou « verre noir », est une source naturelle de résistance à la magie. Lorsqu’un sort ennemi prend pour cible au moins une de vos unités contenant Résistance à la magie : itemize Déterminez quelle est la valeur de Résistance à la magie la plus élevée parmi toutes vos unités ciblées. Le Jet de lancement du sort subit une pénalité égale à cette valeur. itemize
Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic. Whenever an enemy spell targets one or more friendly units containing Magic Resistance: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic. Whenever an enemy spell targets one or more friendly units containing Magic Resistance: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Resistencia a la Magia#1~(#1)
Algunos disfrutan de una resistencia innata a los efectos antinaturales de la magia, otros están entrenados para superar asaltos arcanos y otros usan amuletos, talismanes o otro equipamiento encantado para protegerse de la magia en todas sus formas. Un mineral volcánico también conocido como cristal negro, puede actuar como un inhibidor natural de la magia. Siempre que un hechizo enemigo toma como objetivo a una o más unidades amigas conteniendo Resistencia a la Magia: itemize Identifica la Resistencia Mágica más alta de entre todas las unidades amigas tomadas como objetivo Reduce la Tirada de Lanzamiento en ese valor itemize
Resistenza alla Magia#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic. Whenever an enemy spell targets one or more friendly units containing Resistenza alla Magia: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic. Whenever an enemy spell targets one or more friendly units containing Magic Resistance: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic. Whenever an enemy spell targets one or more friendly units containing Magic Resistance: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X]. enumerate Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with . Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature. enumerate
Mélopée des arbres
Une fois lors de chacune de vos Phases de magie, immédiatement après avoir Évacué la magie excédentaire, une unique figurine avec cette règle peut déplacer une Forêt, en suivant les étapes suivantes. Le propriétaire peut défausser un Dé de magie pour augmenter la portée de cette règle, en utilisant à la place les distances notées entre crochets [X]. enumerate Choisissez une Forêt, qui n’est en contact avec aucune unité, et à 8 [24] d’une figurine alliée avec . Déplacez cette Forêt en ligne droite d’une distance maximale de 4 [12], ou jusqu’à ce qu’elle entre en contact avec une unité ou un autre Décor. enumerate
Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X]. enumerate Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with . Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature. enumerate
Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X]. enumerate Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with . Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature. enumerate
Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X]. enumerate Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with . Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature. enumerate
Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X]. enumerate Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with . Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature. enumerate
Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X]. enumerate Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with . Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature. enumerate
Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X]. enumerate Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with . Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature. enumerate
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitaire
Une unité contenant cette règle ne peut jamais être rejointe par d’autres figurines, ni se joindre à une autre unité. Remarque : si une figurine a à la fois Solitaire, Attaché, elle ne peut pas être déployée et est retirée comme perte.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitario
Unidades que contengan Solitario no pueden unirse a otras unidades y no pueden unirseles otras miniaturas. Nota: si una minaitura tiene tanto Solitario, Adjuntable, no puede ser Desplegado y se considera entonces una baja.
Solitario
Units containing Solitario can never join other units, and can never be joined by other models. Note: if a model has both Solitario, Aggregato, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.

Magic Items usable by the army

EN FR DE PL ES IT ZH RU
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giganticide
Coup écrasant. Ce Coup écrasant gagne un bonus de +1 pour toucher les figurines de Taille 5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
Ammazzagiganti
Attacco Distruttivo. Questo Attacco Distruttivo ottiene +1 a colpire contro modelli di Altezza~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Appel du destin
Ægide (4+), et la valeur d’Armure de la figurine est fixée à~3. Remarque : cela signifie que sa valeur d’Armure ne peut jamais être supérieure à 3. Elle reste affectée par la Pénétration d’armure.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Llamada del Destino
Égida (4+), y la Equipamiento de Armadura de la miniatura es fijada a~3. Notar que esto significa que no puede ser mejorada más allá de~3. Sigue siendo afectada por la Penetración de Armadura.
Chiamata del Destino
Egida (4+), e l’Arm del modello è fissata a~3. Nota che ciò significa che l’Armatura non può essere migliorata oltre il~3. É comunque influenzata dalla Penetrazione dell’Armatura.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
Arc de Wyscan
Nombre de Tirs fixé à 1; Fo~3, PA~2, Attaque de zone~(15), Touche directe (Fo~6, PA~4, Blessures multiples (2)).
Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Lame vorpal
Les jets de sauvegarde d’armure, de sauvegarde d’Ægide et de sauvegarde de Régénération réussis effectués contre des attaques portées avec cette arme doivent être relancés.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
Sigillo Elementale
I Tiri Armatura e i Tiri di Rigenerazione ed Egida effettuati con successo contro gli attacchi fatti con quest’arma devono essere ritirati.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Baguette de bataille
Le porteur peut lancer le Sort lié suivant : Baguette de bataille : Valeur de lancement~(4+)Type : 18, Amélioration. Durée : Un tour. Effet : les Attaques de corps à corps standard de la cible gagnent un bonus de +1 pour toucher et Attaque magique.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Bastón de Batalla
El portador puede lanzar un Hechizo Vinculado único: Bastón de Batalla: Valor de Lanzamiento~(4+) Tipo: 18, Potenciación. Duración: Un Turno. Efecto: Los Ataques Estándar de Melé del objetivo ganan~+1 a impactar y Ataques Mágicos.
Scettro della Battaglia
Il portatore può lanciare un Incantesimo Infuso unico: Scettro della Battaglia: Valore di Lancio~(4+). Tipo: 18, Benedizione. Durata: Un Turno. Effetto: Gli Attacchi da Mischia Standard del bersaglio ottengono~+1 a colpire eAttacchi Magici.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Bastion de l’unité
Attaché (cette règle ne pouvant être perdue) et Résistance (Attaques de corps à corps).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
Baluardo dell’Unità
Aggregato, che non può essere perso, e Resistenza (Attacchi da Mischia).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Touch of Greatness
+1~Str, +1~AP.
Touché par la Grâce
+1~Fo, +1~PA.
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Toque de Grandeza
+1~Fue, +1~PA.
Barlume di Grandezza
+1 For, +1 Pen
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusion de basalte
+1 en valeur d’Armure, Ægide (3+, contre Attaque enflammée). Le porteur rate automatiquement tous ses jets de sauvegarde de Régénération.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
Infusione di Basalto
+1~Armature Equipaggiate, Egida (3+, contro Attacchi Infuocati) e il portatore fallisce automaticamente tutti i propri Tiri Rigenerazione.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Parchemin d’entrave
Usage unique. Durée : Fin de la phase Peut être activé au début de l’étape 2 (« Siphonner le Voile ») de la Phase de magie de votre adversaire. Dans ce cas, désignez un Lanceur de sorts et l’un de ses sorts (peu importe qu’il s’agisse d’un Sort lié ou d’un Sort appris) : ce Lanceur de sorts ne peut pas volontairement lancer cette instance de ce sort (remarque : s’il a plusieurs instances de ce sort, il pourra tout de même lancer la ou les autres ; ce pouvoir est sans effet sur les éventuels Fiascos).
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Pergamino de Dispersión
Un solo uso. Duración: Una Fase Puede activarse durante el Drenar el Velo del oponente (Fase de Magia, paso 2). Cuando se activa, selecciona un Lanzador y selecciona uno de sus hechizos (Vinculado o Aprendido): el Lanzador elegido no puede lanzar voluntariamente la instancia seleccionada de dicho hechizo en esta Fase de Magia. P.e. si un lanzador tiene el mismo hechizo más de una vez, solo una sola instancia no puede ser lanzada y esto no tiene efecto para Disfunción Mágica
Pergamena di Costrizione
Un solo uso. Durata: Una Fase Attivazione: In qualsiasi momento durante la fase Incanalare il Velo dell’avversario (Fase Magica, Step 2). Quando viene attivata, scegli un Incantatore e seleziona uno dei suoi Incantesimi (Appresi o Infusi): l’Incantatore scelto non può lanciare volontariamente l’istanza selezionata di questo incantesimo in questa Fase Magica. Quindi se un incantatore ha lo stesso incantesimo più di una volta, solo una singola istanza di questo non potrà essere lanciata e ciò non ha effetto su Contrattempo Magico
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
Bouclier d’écorce
+1 PV, Ægide (5+),Sans peur, ,Faiblesse (Attaque enflammée). La valeur d’Armure du porteur passe à 4 et ne peut jamais être améliorée au-delà de cette valeur.
Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Breuvage draconien
Usage unique. Durée : Fin du tour Attaque de souffle (Fo~4, PA~1, Attaque enflammée, Tenir et tirer !).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
Decotto del Drago
Un solo uso. Durata: Fine del Turno Attacco a Soffio (For~4, Pen~1, Attacchi Infuocati, Resistere e Tirare).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Cape de camouflage
Se tient derrière. La figurine du porteur perd les règles Tenace, Garde du corps (si elle les avait) et ne peut les gagner d’aucune façon ; elle n’est jamais considérée comme satisfaisant aux critères pour l’activation de la règle Garde du corps. De plus, elle ne peut porter d’Attaques de soutien.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Capa de Mímico
Quedarse Atrás. La miniatura del portador pierde Tozudo, Guardaespaldas, no puede ganarlo de ninguna forma, y nunca se considera que cumple el requisito para Guardaespaldas. Adicionalmente, la miniatura no puede realizar ningún Ataque de Apoyo.
Mantello dell’Imitazione
Resta Dietro. Il modello del portatore perde Determinato, Guardia del Corpo, non può guadagnarli in alcun modo e si considera che non rispetti mai i requisiti di Guardia del Corpo. In più, il modello non può effettuare alcun Attacco di Supporto.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Héritage magique
Le porteur connaît le Sort héréditaire de son Livre d’armée en plus de ses autres sorts (il ne peut l’échanger pendant les Sélections pré-partie, ne peut le remplacer par un autre sort ni le perdre d’aucune manière).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Reliquia Mágica
El portador conoce el Hechizo Hereditario de su Libro de Ejército adicionalmente a sus otros hechizos (no puede seleccionarlo durante la Selección de Hechizos, y no puede reemplazarlo o de otra forma perderlo).
Cimelio Magico
Il portatore conosce l’Incantesimo Ereditario del proprio Libro dell’Esercito in aggiunta ai suoi altri incantesimi (non può sceglierlo durante la Selezione degli Incantesimi e non può sostituirlo né perderlo in altro modo).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
Cor de la Chasse sauvage
Usage unique. Peut être activé lorsqu’une unité alliée à 8″ rate un test de Portée de charge : relancez ce jet de Portée de charge.
Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Couronne du Roi-magicien
Pendant les Sélections pré-partie, tirez au sort une Voie de magie parmi les dix figurant dans ce livre. Le porteur devient un Apprenti magicien utilisant cette Voie de magie, qui ne peut échanger de sorts. Le porteur ne peut choisir aucune amélioration (Objet magique ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Corona del Rey Mago
Durante las Elecciones Pre-partida, tira aleatoriamente una Senda de Magia (de todas la Sendas en este libro). El portador es un Mago Aprendiz usando la Senda aleatoria, y no puede Cambiar ningún hechizo. El portador no puede escoger ningún Objetos Mágicos ni otras mejoras restringidas a Magos (o cualquier tipo de Magos).
Corona del Re Mago
Durante le Scelte Pre-Partita, determina casualmente un Sentiero di Magia (fra tutti i dieci Sentieri presenti in questo libro). Il portatore è un Wizard Apprentice che usa tale Sentiero casuale e non può Sostituire alcun incantesimo. Il portatore non può acquistare Oggetti Magici, né qualsiasi altra opzione aggiuntiva riservata ai Maghi (o ai Maghi di qualsiasi tipo).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Supernatural Dexterity
+3~Def and +3~Off.
Dextérité surnaturelle
+3~Déf et +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Destreza Sobrenatural
+3~Def y +3~Ofe.
Destrezza Innaturale
+3~Dif e +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Inscriptions mystérieuses
Déchaînement (Haine, Zèle).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Inscripciones Sobrenaturales
Primer Golpe (Odio, Fervor).
Iscrizioni Arcane
Primo Colpo (Odio, Zelo).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
Esprit du cyclone
+1~Att, +1~Fo et +1~PA.
Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
Flèches spirituelles
Lorsque vous portez une attaque avec cette arme, avant de lancer les dés pour toucher, désignez une figurine avec Canalisation dans l’unité ciblée : cette figurine remplace sa règle Canalisation (X) par Canalisation (X1). Durée : Un tour.
Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
Oaken Might
+3~Str.
Force du chêne
+3~Fo.
Oaken Might
+3~Str.
Oaken Might
+3~Str.
Oaken Might
+3~Str.
Oaken Might
+3~Str.
Oaken Might
+3~Str.
Oaken Might
+3~Str.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Garde fantomatique
+2 en valeur d’Armure contre les attaques non magiques.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Guarda Fantasmal
+2~Arm contra Ataques no Mágicos.
Salvaguardia Spettrale
+2~Arm contro Attacchi non-Magici
Ghostly Guard
+2~Arm against non-Magical Attacks.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Garde sauvage
+3 en valeur d’Armure. La valeur d’Armure du porteur ne peut jamais être supérieure à~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Protección Salvaje
+3~Arm. El valor de Armadura del portador nunca puede ser mejorado por encima de~5.
Guardia Selvaggia
+3~Arm. Il valore di Armatura del modello non può mai essere migliorato oltre~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Glyph of Amryl
The bearer gains +3~Def.
Glyphe d’Amryl
Le porteur gagne +3 en Capacité défensive.
Glyph of Amryl
The bearer gains +3~Def.
Glyph of Amryl
The bearer gains +3~Def.
Glyph of Amryl
The bearer gains +3~Def.
Glyph of Amryl
The bearer gains +3~Def.
Glyph of Amryl
The bearer gains +3~Def.
Glyph of Amryl
The bearer gains +3~Def.
Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
Graines sacrées
Usage unique. Durée : Permanent. Peuvent être activées à la fin de votre Phase de mouvement, si le porteur n’est pas engagé au combat : placez une Forêt en contact avec le porteur et à au moins 1″ d’écart de toute unité ennemie et de tout autre Décor. Cette Forêt a les dimensions d’un rectangle de 106 (environ 25×15 cm). Elle suit les règles habituelles des Forêts, à l’exception qu’elle est Terrain dangereux (6+) à la place de toute autre instance de Terrain dangereux.
Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile: itemize[noitemsep,wide=0pt, leftmargin= + 2] Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire. itemize cannot benefit from .
Pluie de flèches
Usage unique. Durée : Fin de la phase. Peut être activée pendant n’importe quelle Phase de charge ou Phase de tir. Ceci est une Arme de tir avec le profil suivant : itemize[noitemsep,wide=0pt, leftmargin= + 2] Précision~(2+), 30, Tirs (3D6), Fo~4, PA~1, Attaque magique, Tir rapide. itemize Cette attaque ne peut pas bénéficier de la règle .
Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile: itemize[noitemsep,wide=0pt, leftmargin= + 2] Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire. itemize cannot benefit from .
Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile: itemize[noitemsep,wide=0pt, leftmargin= + 2] Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire. itemize cannot benefit from .
Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile: itemize[noitemsep,wide=0pt, leftmargin= + 2] Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire. itemize cannot benefit from .
Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile: itemize[noitemsep,wide=0pt, leftmargin= + 2] Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire. itemize cannot benefit from .
Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile: itemize[noitemsep,wide=0pt, leftmargin= + 2] Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire. itemize cannot benefit from .
Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile: itemize[noitemsep,wide=0pt, leftmargin= + 2] Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire. itemize cannot benefit from .
Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
Honneur du chasseur
+1 Fo et +1 PA. Si le porteur inflige au moins une perte de Point de vie avec cette arme, celui-ci et toutes les figurines figurines ordinaires de son unité gagnent Perturbant (1), avec Durée : Manche de combat
Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Régicide
Attaché (cette règle ne pouvant être perdue). Tant qu’au moins un personnage ennemi est en contact avec l’unité du porteur, ce dernier gagne +1 en valeur d’Attaque, +2 en Force et +2 en Pénétration d’armure.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Matareyes
Adjuntable, que no puede ser perdido. Mientras haya un Personaje enemigo en contacto con la unidad del portador, el portador gana +1~Ata, +2~Fue, y +2~PA.
Regicida
Aggregato, che non può essere perso. Quando un Personaggio nemico è in contatto con l’unità di chi la brandisce, colui che la brandisce ottiene: +1~Att, +2~For e +2~Pen.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model: enumerate[noitemsep,wide=0pt, leftmargin= + 2] Remove the bearer’s unit from the Battlefield. Immediately place it back using Ambush (centre of Forest). enumerate If the unit cannot be placed, it is removed as a casualty where it was removed.
Miroir de l’arpenteur des brumes
Usage unique. Peut être activé à la fin d’une Phase de mouvement alliée, si l’unité du porteur est entièrement constituée de figurines de Taille 1, n’est pas engagée au combat et se trouve entièrement à l’intérieur d’une Forêt qui n’est pas en contact avec une figurine ennemie : enumerate[noitemsep,wide=0pt, leftmargin= + 2] Retirez l’unité du porteur du champ de bataille. Reposez-la immédiatement sur le champ de bataille avec Embuscade (centre d’une Forêt). enumerate Si l’unité ne peut pas être placée, elle est retirée comme perte à l’endroit d’où elle a été retirée.
Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model: enumerate[noitemsep,wide=0pt, leftmargin= + 2] Remove the bearer’s unit from the Battlefield. Immediately place it back using Ambush (centre of Forest). enumerate If the unit cannot be placed, it is removed as a casualty where it was removed.
Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model: enumerate[noitemsep,wide=0pt, leftmargin= + 2] Remove the bearer’s unit from the Battlefield. Immediately place it back using Ambush (centre of Forest). enumerate If the unit cannot be placed, it is removed as a casualty where it was removed.
Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model: enumerate[noitemsep,wide=0pt, leftmargin= + 2] Remove the bearer’s unit from the Battlefield. Immediately place it back using Ambush (centre of Forest). enumerate If the unit cannot be placed, it is removed as a casualty where it was removed.
Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model: enumerate[noitemsep,wide=0pt, leftmargin= + 2] Remove the bearer’s unit from the Battlefield. Immediately place it back using Ambush (centre of Forest). enumerate If the unit cannot be placed, it is removed as a casualty where it was removed.
Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model: enumerate[noitemsep,wide=0pt, leftmargin= + 2] Remove the bearer’s unit from the Battlefield. Immediately place it back using Ambush (centre of Forest). enumerate If the unit cannot be placed, it is removed as a casualty where it was removed.
Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model: enumerate[noitemsep,wide=0pt, leftmargin= + 2] Remove the bearer’s unit from the Battlefield. Immediately place it back using Ambush (centre of Forest). enumerate If the unit cannot be placed, it is removed as a casualty where it was removed.
Obsidian Rock
Magic Resistance (2).
Roche d’obsidienne
Résistance à la magie (2).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Roca Obsidiana
Resistencia a la Magia (2).
Pietra d’Ossidiana
Resistenza alla Magia (2).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Parchemin de drain
Usage unique. Durée : Immédiat. Peut être activé lors de la Phase de magie ennemie, juste après avoir Évacué la magie excédentaire : votre adversaire perd immédiatement un Dé de magie.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Pergamino de Drenaje
Un solo uso. Duración: Instantáneo. Puede activarse en la Fase de Magia del oponente, inmediatamente después de Exceso de Magia: el oponente inmediatamente descarta 1~Dado de Magia.
Pergamena del Prosciugamento
Un solo uso. Durata: Istantaneo. Può essere attivata nella Fase Magica dell’avversario, immediatamente dopo lo Step “Eccesso di Magia”, l’avversario scarta immediatamente 1~Dado Magia.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Parchemin de libre-pensée
Usage unique. Durée : Permanent. Peut être activé lors de votre Phase de magie, avant de tirer une Carte de flux : le porteur perd l’ensemble des Sorts appris qu’il connaît dans la Voie de magie conférée par sa règle Apprenti magicien, Adepte magicien ou Maître magicien, ou par un Échange universel (le Sort héréditaire, de même que les sorts conférés par d’autres sources, ne sont pas concernés). Le porteur gagne le même nombre de sorts d’une autre Voie de magie qui lui était accessible au moment de la composition de la liste d’armée. Ces sorts sont gagnés en commençant par le sort nº 1, et en progressant le long de la Voie, un sort à la fois. Ceci ne modifie pas le choix de la Voie de magie du porteur.Remarque : ce faisant, il est possible qu’un même Magicien connaisse deux fois le même sort, sans pour autant pouvoir lancer ce même sort plusieurs fois (par exemple, un Hiérarque du culte des morts avec Adepte magicien et Passeur d’âmes qui a sélectionné les sorts nº 1 et nº 3 de Divination et qui a échangé l’un de ces sorts contre Gardien éternel ! au cours des Derniers préparatifs utilise cet objet et choisit Évocation : il connait à présent deux fois le sort nº 1 de l’Évocation, ainsi que le sort nº 2 et Gardien éternel).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Pergamino de una Mente Libre
Un solo uso. Duración: Permanente. Puede activarse en una Fase de Magia amiga antes de sacar una Carta de Flujo: el portador pierde todos sus Hechizos Aprendidos de su Senda de Magia elegida garantizados por Hechicero Aprendiz, Hechicero Adepto, Maestro Hechicero, o Cambio Universal (el Hechizo Hereditario, así como los hechizos proporcionados por otras fuentes no se ven afectados). El portador gana el mismo número de hechizos de otra única Senda disponible durante la creación de lista. Los hechizos ganados empiezan desde el primer hechizo de la Senda, progresando hsata el último hechizo de la Senda. Esto no cambia la Senda de Magia elegida por el portador. Nota: al hacer esto, es posible que un Mago gane el mismo hechizo dos veces – sin embargo, no podría lanzar ese hechizo vaarias veces (por ejemplo, un Hierarca del Culto de Muerte con Hechicero Adepto y Conducto de Almas que eligió los hechizos \#1 y \#3 de Adivinación y cambió a Guardián Eterno durante las Preparaciones de Batalla y selecciona Evocación con el Pergamino de la Mente Liber: ahora conoce dos veces el Susurros del Velo, así como Danza Macabra, y Guardián Eterno).
Pergamena di una Mente Libera
Un solo uso. Durata: Permanente. Può essere attivata in una Fase Magica amica, prima di pescare una Carta Flusso. Il portatore perde tutti i propri incantesimi appresi scelti dal sentiero selezionato in virtù delle regole Mago Apprendista, Mago Adepto, Mago Maestro, o la Sostituzione Universale (l’Incantesimo Ereditario, così come tutti gli incantesimi ottenuti da altre risorse, non sono influenzati da ciò). Il portatore ottiene ora il medesimo numero di incantesimi di un altro sentiero a lui disponibile durante il passaggio della Creazione delle Liste. Gli incantesimi si ottengono iniziando dal primo incantesimo del sentiero e proseguendo fino all’ultimo di esso. Ciò non modifica la Scelta del Sentiero del portatore. Nota: Ciò significa che un singolo Mago può ottenere lo stesso incantesimo due volte, anche se non può lanciare lo stesso incantesimo più volte. (Per esempio, uno Ierarca del Culto Mortuario con Mago Adepto e Canale dell’Anima che aveva scelto gli incantesimi \#1 e \#3 di Divinazione sostituendo il terzo con Guardiano Eterno durante la Preparazione della Battaglia sceglie Evocazione con la Pergamena di una Mente Libera: ora egli conosce Sussurri del Velo due volte, così come Danza Macabra, e Guardiano Eterno).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Parchemin de sort#1{}{~(#1)}
Usage unique. Durée : Fin de la phase. Peut être activé à tout moment pendant votre Phase de magie : le porteur connaît le sort indiqué entre parenthèses (« X ») en plus de ses autres sorts (à moins qu’il ne le connaisse déjà).
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Pergamino de Hechizo#1{}{~(#1)}
Un solo uso. Duración: Una Fase. Puede activarse en cualquier momento durante tu Fase de Magia. El portador conoce el hechizo indicado entre paréntesis adicionalmente a sus otros hechizos, a menos que ya lo conociera.
Pergamena Magica#1{}{~(#1)}
Un solo uso. Durata: Una Fase. Può essere attivata in qualsiasi momento durante la tua Fase Magica. Il portatore conosce l’incantesimo indicato tra parentesi, in aggiunta ai suoi altri incantesimi, a meno che il portatore non conoscesse già l’incantesimo.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion de rapidité
Usage unique. Durée : Manche de combat.+3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Poción de Agilidad
Un solo uso. Duración: Ronda de Combate. +3~Agi.
Pozione della Rapidità
Un solo uso. Durata: Round di Combattimento. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion de guérison
Usage unique. Durée : Immédiat. La figurine du porteur récupère 1 Point de vie.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Poción de Curación
Un solo uso. Duración: Instantáneo. La miniatura del portador Recupera 1~PV.
Pozione di Guarigione
Un solo uso. Durata: Istantaneo. Il modello del portatore Recupera 1~PV.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion de préservation du pouvoir
Usage unique. Durée : Immédiat. Peut être utilisé immédiatement après qu’un Jet de lancement de sort ou de dissipation a échoué (en raison d’un résultat insuffisant donné par les dés) : ne défaussez pas les Dés de magie utilisés pour ce jet.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Poción de Preservación de Poder
Un solo uso. Duración: Instantáneo. Puede ser utilizado inmediatamente cuando una Tirada de Lanzamiento de Hechizo o de Dispersión falla, por no haber sacado suficiente tirada: no descartes los Dados de Magia usados en este intento fallido.
Pozione della Preservazione del Potere
Un solo uso. Durata: Istantaneo. Può essere utilizzata immediatamente quando un Tentativo di Lancio o un Tentativo di Dispersione fallisce, a causa di un tiro di dadi non sufficientemente alto: non scartare i Dadi Magia utilizzati in questo tentativo infruttuoso.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
Tambours de Cenyrn
Usage unique. Durée : Fin de la phase. Peuvent être activés lorsque l’unité du porteur déclare une charge : l’unité ennemie ciblée par la charge ne peut déclarer que Tenir ! en Réaction à cette charge, sauf si elle est ébranlée. Si elle est chargée par d’autres unités par la suite, l’unité ennemie peut déclarer normalement d’autres Réactions à ces charges.
Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
Talisman of Shielding
Aegis (5+).
Talisman de protection
Ægide (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talismán de Escudo
Égida (5+).
Talismano di Protezione
Egida (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman du Vide
Canalisation (1). Cet objet ne peut être utilisé que si la somme des valeurs de Canalisation déjà présentes dans l’armée est inférieure ou égale à 2 (sans tenir compte de la Canalisation conférée par cet objet).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talismán del Vacío
Canalizar (1). Este objeto solo puede ser usado si el total de Canalizar combinado de todo el ejército de la miniatura es~2 o menos (excluyendo Canalizar de este Objeto Mágico).
Talismano del Vuoto
Incanalare (1). Questo oggetto può essere utilizzato solo se il totale combinato dei valori diIncanalare dei modelli dell'esercito è~2 o meno (escludendo Incanalare da questo Oggetto Magico).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).

Magic Standards usable by the army

EN FR DE PL ES IT ZH RU
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Icône éthérée
L’unité du porteur gagne Résistance à la magie (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Icono de Éter
La unidad del portador gana Resistencia a la Magia (1).
Icona d’Etere
L’unità del portatore ottiene Resistenza alla Magia (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
Bannière de lacération
Usage unique. Durée : Fin du combat. Peut être activée lors du Choix de l’équipement et des capacités : toutes les figurines ordinaires dans l’unité du porteur gagnent +1 en Pénétration d’armure.
Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
Estandarte Desgarrador
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. Las miniaturas de Tropa en la unidad del portador ganan +1~PA.
Bandiera Lacerante
Un solo uso. Durata: Fine del Combattimento. Può essere attivato durante le Scelte in Combattimento: I modelli Ranghi e File nell’unità del portatore ottengono +1~Pen.
Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
Bannière de ruse
Au début de l’étape 3.F des Préparatifs avant le combat (« Déplacer les unités d’Avant-garde »), le propriétaire peut ôter l’unité du porteur du champ de bataille pour la redéployer dans une nouvelle formation, en suivant les restrictions habituelles. Les éventuelles figurines attachables qui s’y trouvent restent jointes à l’unité.
Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
Bannière de la brume silencieuse
L’unité du porteur gagne Résistance à la magie (1), et elle est toujours considérée comme étant à Couvert léger.
Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Bannière ardente
Usage unique. Durée : Fin du combat. Peut être activée lors du Choix de l’équipement et des capacités : l’unité du porteur gagne Attaque enflammée.
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Estandarte Flamígero
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. La unidad del portador gana Ataques Flamígeros
Stendardo Fiammeggiante
Un solo uso. Durata: Fine del Combattimento. Può essere attivato durante le Scelte in Combattimento. L’unità del portatore ottiene Attacchi Infuocati
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Bannière du refuge
Contre les attaques dont la Pénétration d’armure est inférieure ou égale à 3, les chances de l’unité du porteur de réussir leurs jets de sauvegarde d’armure sont toujours d’au moins de 6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Estandarte del Refugio
Los ataques con Penetración de Armadura~3 o menos nunca pueden reducir la tirada de Salvación por Armadura de la unidad del portador a peor de~6+.
Vessillo del Riparo
Gli attacchi con Penetrazione dell’Armatura~3 o meno non possono mai peggiorare il Tiro Armatura dell’unità del portatore oltre il~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Bannière du rôdeur
L’unité du porteur gagne Guide.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Estandarte del Acechador
La unidad del portador gana Cruzar.
Stendardo dell’Incursore
L’unità del portatore ottiene Viaggiatore.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
Fanion prédateur
L’unité du porteur gagne Charge dévastatrice (Perturbant (1)).
Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).

Units od the army

EN FR DE PL ES IT ZH RU
Forest Prince
Prince sylvestre
Forest Prince
Forest Prince
Forest Prince
Forest Prince
Forest Prince
Forest Prince
Chieftain
Chef sylvestre
Chieftain
Chieftain
Chieftain
Chieftain
Chieftain
Chieftain
Druid
Druide
Druid
Druid
Druid
Druid
Druid
Druid
Dryad Ancient
Dryade vénérable
Dryad Ancient
Dryad Ancient
Dryad Ancient
Dryad Ancient
Dryad Ancient
Dryad Ancient
Avatar of Nature
Avatar de la Nature
Avatar of Nature
Avatar of Nature
Avatar of Nature
Avatar of Nature
Avatar of Nature
Avatar of Nature
Treefather Ancient
Père des arbres vénérable
Treefather Ancient
Treefather Ancient
Treefather Ancient
Treefather Ancient
Treefather Ancient
Treefather Ancient
Thicket Shepherd
Doyen dendrâme
Thicket Shepherd
Thicket Shepherd
Thicket Shepherd
Thicket Shepherd
Thicket Shepherd
Thicket Shepherd
Elven Horse
Coursier elfique
Elven Horse
Elven Horse
Elven Horse
Elven Horse
Elven Horse
Elven Horse
Great Elk
Grand cerf
Great Elk
Great Elk
Great Elk
Great Elk
Great Elk
Great Elk
Sylvan Unicorn
Licorne sylvestre
Sylvan Unicorn
Sylvan Unicorn
Sylvan Unicorn
Sylvan Unicorn
Sylvan Unicorn
Sylvan Unicorn
Forest Eagle
Aigle sylvestre
Forest Eagle
Forest Eagle
Forest Eagle
Forest Eagle
Forest Eagle
Forest Eagle
Forest Dragon
Dragon sylvestre
Forest Dragon
Forest Dragon
Forest Dragon
Forest Dragon
Forest Dragon
Forest Dragon
Forest Guard
Gardes de la forêt
Forest Guard
Forest Guard
Forest Guard
Forest Guard
Forest Guard
Forest Guard
Sylvan Archers
Archers sylvestres
Sylvan Archers
Sylvan Archers
Sylvan Archers
Sylvan Archers
Sylvan Archers
Sylvan Archers
Heath Riders
Cavaliers des clairières
Heath Riders
Heath Riders
Heath Riders
Heath Riders
Heath Riders
Heath Riders
Dryads
Dryades
Dryads
Dryads
Dryads
Dryads
Dryads
Dryads
Forest Rangers
Patrouilleurs forestiers
Forest Rangers
Forest Rangers
Forest Rangers
Forest Rangers
Forest Rangers
Forest Rangers
Thicket Beasts
Dendrâmes
Thicket Beasts
Thicket Beasts
Thicket Beasts
Thicket Beasts
Thicket Beasts
Thicket Beasts
Forest Eagles
Aigles sylvestres
Forest Eagles
Forest Eagles
Forest Eagles
Forest Eagles
Forest Eagles
Forest Eagles
Blade Dancers
Danselames
Blade Dancers
Blade Dancers
Blade Dancers
Blade Dancers
Blade Dancers
Blade Dancers
Treefather
Père des arbres
Treefather
Treefather
Treefather
Treefather
Treefather
Treefather
Wild Huntsmen
Chasseurs sauvages
Wild Huntsmen
Wild Huntsmen
Wild Huntsmen
Wild Huntsmen
Wild Huntsmen
Wild Huntsmen
Kestrel Knights
Chevaliers faucon
Kestrel Knights
Kestrel Knights
Kestrel Knights
Kestrel Knights
Kestrel Knights
Kestrel Knights
Briar Maidens
Servantes de la Ronce
Briar Maidens
Briar Maidens
Briar Maidens
Briar Maidens
Briar Maidens
Briar Maidens
Sylvan Sentinels
Sentinelles sylvestres
Sylvan Sentinels
Sylvan Sentinels
Sylvan Sentinels
Sylvan Sentinels
Sylvan Sentinels
Sylvan Sentinels
Pathfinders
Pisteurs forestiers
Pathfinders
Pathfinders
Pathfinders
Pathfinders
Pathfinders
Pathfinders