Dread Elves

Dread Elves

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Lightning Reflexes
Models with Lightning Reflexes rule have +1 to hit with their Melee Attacks.
Lightning Reflexes
Models with Lightning Reflexes rule have +1 to hit with their Melee Attacks.
Lightning Reflexes
Models with Lightning Reflexes rule have +1 to hit with their Melee Attacks.
Lightning Reflexes
Models with Lightning Reflexes rule have +1 to hit with their Melee Attacks.
Lightning Reflexes
Models with Lightning Reflexes rule have +1 to hit with their Melee Attacks.
Lightning Reflexes
Models with Lightning Reflexes rule have +1 to hit with their Melee Attacks.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Rage
The model’s Attack Value is increased by the difference between the model’s starting Health Points value minus the current value.
Rage
The model’s Attack Value is increased by the difference between the model’s starting Health Points value minus the current value.
Rage
The model’s Attack Value is increased by the difference between the model’s starting Health Points value minus the current value.
Rage
The model’s Attack Value is increased by the difference between the model’s starting Health Points value minus the current value.
Rage
The model’s Attack Value is increased by the difference between the model’s starting Health Points value minus the current value.
Rage
The model’s Attack Value is increased by the difference between the model’s starting Health Points value minus the current value.
Repeater Crossbow
Shots 2, Range 18″, Strength 3, Armour Penetration 0, may March & Shoot.
Repeater Crossbow
Shots 2, Range 18″, Strength 3, Armour Penetration 0, may March & Shoot.
Repeater Crossbow
Shots 2, Range 18″, Strength 3, Armour Penetration 0, may March & Shoot.
Repeater Crossbow
Shots 2, Range 18″, Strength 3, Armour Penetration 0, may March & Shoot.
Repeater Crossbow
Shots 2, Range 18″, Strength 3, Armour Penetration 0, may March & Shoot.
Repeater Crossbow
Shots 2, Range 18″, Strength 3, Armour Penetration 0, may March & Shoot.
Ruthless Efficiency
The model’s Melee Attacks gain +1 To-Wound during the First Round of Combat.
Ruthless Efficiency
The model’s Melee Attacks gain +1 To-Wound during the First Round of Combat.
Ruthless Efficiency
The model’s Melee Attacks gain +1 To-Wound during the First Round of Combat.
Ruthless Efficiency
The model’s Melee Attacks gain +1 To-Wound during the First Round of Combat.
Ruthless Efficiency
The model’s Melee Attacks gain +1 To-Wound during the First Round of Combat.
Ruthless Efficiency
The model’s Melee Attacks gain +1 To-Wound during the First Round of Combat.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.

Magic Items usable by the army

EN FR DE PL ES IT

Magic Standards usable by the army

EN FR DE PL ES IT

Units od the army

EN FR DE PL ES IT
Raptor
Raptor
Raptor
Raptor
Raptor
Raptor
Flying Beast
Flying Beast
Flying Beast
Flying Beast
Flying Beast
Flying Beast
Temple Exarch
Temple Exarch
Temple Exarch
Temple Exarch
Temple Exarch
Temple Exarch
Silexian Officer
Silexian Officer
Silexian Officer
Silexian Officer
Silexian Officer
Silexian Officer
Silexian Auxiliaries
Silexian Auxiliaries
Silexian Auxiliaries
Silexian Auxiliaries
Silexian Auxiliaries
Silexian Auxiliaries
Temple Militant
Temple Militant
Temple Militant
Temple Militant
Temple Militant
Temple Militant
Silexian Spears
Silexian Spears
Silexian Spears
Silexian Spears
Silexian Spears
Silexian Spears
Dread Knights
Dread Knights
Dread Knights
Dread Knights
Dread Knights
Dread Knights
Dark Acolytes
Dark Acolytes
Dark Acolytes
Dark Acolytes
Dark Acolytes
Dark Acolytes
Hydra
Hydra
Hydra
Hydra
Hydra
Hydra