Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
|
Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
|
Cape Abyssale
Les ténèbres écrasantes des profondeurs de l’océan entourent le Wyrm des Mers au combat.
Toute figurine ennemie qui cible cette figurine à la phase de Tir subit un modificateur de -2 à ses jets de Touche pour les tirs à longue portée, au lieu du -1 habituel
|
Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
|
Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
|
Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
|
Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
|
Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
|
Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
|
|
Accomplished Archers
Under the watchful eye of a veteran commander, the Sea Guard soldiers train in the handling of the bow, perfecting the art of shooting at the enemy while dodging their attacks.
Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the special rules 'Dodger' and 'Shoot & Flee'. Furthermore, any Sea Guard of Lothern unit joined by this character gains the special rules 'Dodger' and 'Shoot & Flee' as long as the character remains with the unit.
|
Archers Accomplis
Sous l’œil vigilant d’un commandant vétéran, les soldats de la Garde Maritime s’entraînent au maniement de l’arc, perfectionnant l’art de tirer sur l’ennemi en esquivant ses attaques.
À moins qu’il soit monté sur un Cotre Volant de Lothern, un Commandant de Garnison de la Garde Maritime a les règles spéciales Esquiveur et Tir & Fuite. En outre, toute unité de Gardes Maritimes de Lothern rejointe par ce personnage gagne les règles spéciales Esquiveur et Tir & Fuite aussi longtemps que le personnage reste dans l’unité.
|
Accomplished Archers
Under the watchful eye of a veteran commander, the Sea Guard soldiers train in the handling of the bow, perfecting the art of shooting at the enemy while dodging their attacks.
Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the special rules 'Dodger' and 'Shoot & Flee'. Furthermore, any Sea Guard of Lothern unit joined by this character gains the special rules 'Dodger' and 'Shoot & Flee' as long as the character remains with the unit.
|
Accomplished Archers
Under the watchful eye of a veteran commander, the Sea Guard soldiers train in the handling of the bow, perfecting the art of shooting at the enemy while dodging their attacks.
Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the special rules 'Dodger' and 'Shoot & Flee'. Furthermore, any Sea Guard of Lothern unit joined by this character gains the special rules 'Dodger' and 'Shoot & Flee' as long as the character remains with the unit.
|
Accomplished Archers
Under the watchful eye of a veteran commander, the Sea Guard soldiers train in the handling of the bow, perfecting the art of shooting at the enemy while dodging their attacks.
Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the special rules 'Dodger' and 'Shoot & Flee'. Furthermore, any Sea Guard of Lothern unit joined by this character gains the special rules 'Dodger' and 'Shoot & Flee' as long as the character remains with the unit.
|
Accomplished Archers
Under the watchful eye of a veteran commander, the Sea Guard soldiers train in the handling of the bow, perfecting the art of shooting at the enemy while dodging their attacks.
Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the special rules 'Dodger' and 'Shoot & Flee'. Furthermore, any Sea Guard of Lothern unit joined by this character gains the special rules 'Dodger' and 'Shoot & Flee' as long as the character remains with the unit.
|
Accomplished Archers
Under the watchful eye of a veteran commander, the Sea Guard soldiers train in the handling of the bow, perfecting the art of shooting at the enemy while dodging their attacks.
Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the special rules 'Dodger' and 'Shoot & Flee'. Furthermore, any Sea Guard of Lothern unit joined by this character gains the special rules 'Dodger' and 'Shoot & Flee' as long as the character remains with the unit.
|
Accomplished Archers
Under the watchful eye of a veteran commander, the Sea Guard soldiers train in the handling of the bow, perfecting the art of shooting at the enemy while dodging their attacks.
Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the special rules 'Dodger' and 'Shoot & Flee'. Furthermore, any Sea Guard of Lothern unit joined by this character gains the special rules 'Dodger' and 'Shoot & Flee' as long as the character remains with the unit.
|
|
Fear
|
Peur
|
Angst
|
Fear
|
Miedo
|
Paura
|
Fear
|
Страх
|
|
Shortbow
|
Arc court
|
Shortbow
|
Shortbow
|
Cambiar escudos por arcos cortos
|
Shortbow
|
Shortbow
|
Shortbow
|
|
Warbow
|
Arc de guerre
|
Warbow
|
Warbow
|
Warbow
|
Warbow
|
Warbow
|
Warbow
|
|
Longbow
|
Arc long
|
Longbow
|
Longbow
|
Longbow
|
Longbow
|
Longbow
|
Longbow
|
|
Hand Weapon
|
Arme de base
|
Hand weapon
|
Hand Weapon
|
Arma de mano y escudo
|
Arma a Una Mano
|
Hand Weapon
|
Одноручное оружие
|
|
Light armour
|
Armure légère
|
Leichte Rüstung
|
Light armour
|
Armadura ligera
|
Armatura Leggera
|
Light armour
|
Легкий доспех
|
|
Heavy armour
|
Armure lourde
|
Schwere Rüstung
|
Heavy armour
|
Armadura pesada
|
Armatura Pesante
|
Heavy armour
|
Тяжелый доспех
|
|
Armour Bane
|
Arme Perforante
|
Armour Bane
|
Armour Bane
|
Armour Bane
|
Armour Bane
|
Armour Bane
|
Armour Bane
|
|
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
|
Armes En Ithilmar
Les armes forgées en Ithilmar sont incroyablement légères, et équilibrées à la perfection. De telles lames ont facilement raison des parades et des contre -attaques pataudes de l'ennemi.
Quand elle est engagée en combat, une figurine avec cette règle spéciale qui combat avec un e arme de base peut relancer tout jet de touche d' un 1 naturel.
Notez que cette règle spéciale s'applique uniquement à une seule arme de base non-magique et ne s'applique pas à la monture d'une figurine (si elle en a une). Si la figurine utilise deux armes de ba se ou toute autre sorte d'arme, cette règle spéciale cesse de s'appliquer.
|
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
|
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
|
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
|
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
|
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
|
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
|
|
Armoured Hide
|
Peau Blindée
|
Armoured Hide
|
Armoured Hide
|
Armoured Hide
|
Armoured Hide
|
Armoured Hide
|
Armoured Hide
|
|
Full plate armour
|
Armure de plate complète
|
Plate
|
Full plate armour
|
Full plate armour
|
Full plate armour
|
Full plate armour
|
Full plate armour
|
|
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
|
Armure Dragon
L'Armure Dragon est forgée dans le cœur d'un volcan par les artificiers les plus doués, et décorée avec une habileté surnaturelle.Plus que son exquise apparence, l'Armure Dragon est surtout prisée pour les puissants enchantements qui protègent son porteur des coups.
Une figurine avec cette règle spéciale a une Sauvegarde Invulnérable de 6+ contre toute blessure subie. De plus, un Sorcier avec cette règle spéciale peut porter une armure sans malus.
|
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
|
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
|
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
|
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
|
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
|
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
|
|
Flaming Attacks
|
Attaque enflammée
|
Flammenattacken
|
Flaming Attacks
|
Ataques Flamígeros
|
Attacchi Infuocati
|
Flaming Attacks
|
Огненные атаки
|
|
Magical Attacks
|
Attaques Magiques
|
Magische Attacken
|
Magical Attacks
|
Ataques Mágicos
|
Attacchi Magici
|
Magical Attacks
|
Магические атаки
|
|
Stomp Attacks
|
Attaques de Piétinement
|
Niedertrampeln-Attacke
|
Stomp Attacks
|
Golpetazo
|
Attacchi di Calpestamento
|
Stomp Attacks
|
Растаптывание
|
|
Impact Hits
|
Touches d'Impact
|
Aufpralltreffer
|
Impact Hits
|
Impactos por Carga
|
Colpi d'Impatto
|
Impact Hits
|
Таранные попадания
|
|
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
|
Aura de Blizzard
La gangue de glace qui enserre un Phénix Cœur-de-givre est dure comme le verre, et ses ennemis voient leurs forces et leur résolution les quitter par sa seule présence glaciale.
Tant qu'elles sont en contact socle à socle avec cette figurine, les figurines ennemies sont soumises à la règle spéciale Frappe en Dernier.
|
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
|
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
|
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
|
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
|
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
|
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
|
|
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
|
Aura Envoûtante
Les Licornes brillent d'une puissance magique, une aura scintillante qui déploie un charme ensorcelant qui envoûte ceux qui s'approchent.
Les figurines ennemies doivent effectuer un test de Commandement avant de faire le moindre jet de Touche contre cette figurine à la phase de Combat. Si ce test échoue, seuls les jets de 6 naturels touchent.
|
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
|
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
|
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
|
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
|
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
|
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
|
|
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
|
Barde En Ithilmar
L'Ithilmar est un métal merveilleux et léger qu'on trouve dans l'Enclume de Vaul, le plus grand volcan d'Ulthuan. Un guerrier cuirassé de ce métal scintillant bénéficie d'une protection de qualité et d'une grande liberté de mouvement qui lui permet de traverser le terrain le plus hostile avec une aisance déconcertante.
Une figurine avec cette règle spéciale peut relancer tout jet de 1 à ses tests de Terrain Dangereux. De plus, un Sorcier avec cette règle spéciale peut porter une armure sans malus.
|
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
|
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
|
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
|
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
|
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
|
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
|
|
Barding
|
Carapaçon
|
Barding
|
Barding
|
Barding
|
Barding
|
Barding
|
Barding
|
|
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
|
Bienfait de Lileath
Lileath est la patronne des devins et des prophètes, et elle n'est pas avare de bénédictions pour les Elfes d'Ulthuan. Les étudiants de la Haute Magie qui reçoivent son don sont imbus d'une compréhension profonde d es Vents de Magie et de leur contrôle.
Une fois par tour, une figurine avec cette règle spéciale peut relancer un seul jet de Lancement raté.
|
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
|
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
|
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
|
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
|
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
|
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
|
|
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
|
Bienfaits d'Asuryan
Les serviteurs les plus dévoués d'Asuryan semblent brûler d'une foi intense. Au combat, le Dieu Créateur des Elfes récompense cette foi.
Une figurine avec cette règle spéciale a une Sauvegarde Invulnérable de 5+ contre toute blessure infligée par une attaque qui a la règle spéciale Attaques Enflammées.
|
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
|
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
|
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
|
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
|
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
|
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
|
|
Blazing Plumage
counts as heavy armour
|
Plumage ardent
compte comme une armure lourde
|
Blazing Plumage
counts as heavy armour
|
Blazing Plumage
counts as heavy armour
|
Blazing Plumage
counts as heavy armour
|
Blazing Plumage
counts as heavy armour
|
Blazing Plumage
counts as heavy armour
|
Blazing Plumage
counts as heavy armour
|
|
Shield
|
Bouclier
|
Schild
|
Shield
|
Escudos
|
Scudo
|
Shield
|
Щит
|
|
Briny breath
R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
|
Souffle Saumâtre
P F PA Règles Spéciales
Souffle saumâtre N/A 2 -2 Arme à Souffle
Notes: Toute unité qui subit au moins une blessure non sauvegardée de cette arme subit un modificateur de -1 à sa caractéristique d’Initiative jusqu’à votre prochaine sous-phase de Début de Tour.
|
Briny breath
R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
|
Briny breath
R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
|
Briny breath
R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
|
Briny breath
R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
|
Briny breath
R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
|
Briny breath
R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
|
|
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
|
Cape de Lion
L'épaisse fourrure d'un Lion Blanc de Chrace offre une protection exemplaire contre les projectiles, mais le droit à porter un tel trophée se mérite, et cet honneur est réservé à ceux qui se sont prêtés aux rites du guerrier chracien et le s ont accomplis.
Une figurine avec cette règle spéciale améliore de 1 sa valeur d'armure (jusqu'à un maximum de 2+) contre les attaques de tir non-magiques.
|
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
|
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
|
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
|
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
|
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
|
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
|
|
Fast Cavalry
|
Cavalerie Rapide
|
Fast Cavalry
|
Fast Cavalry
|
Swiftstride
|
Fast Cavalry
|
Fast Cavalry
|
Fast Cavalry
|
|
Cavalry Spear
|
Lance de cavalerie
|
Cavalry Spear
|
Cavalry Spear
|
Cavalry Spear
|
Cavalry Spear
|
Cavalry Spear
|
Cavalry Spear
|
|
Chayal
R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
|
Chayal
P F PA Règles Spéciales
Chayal Combat F+2 -3 Coup Fatal, Arme à Deux Mains
Notes: Le porteur de Chayal peut relancer tout jet de Touche d’un 1 naturel à la phase de Combat.
|
Chayal
R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
|
Chayal
R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
|
Chayal
R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
|
Chayal
R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
|
Chayal
R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
|
Chayal
R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
|
|
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
|
Grande Lame De Chrace
Les Lions Blancs arborent fièrement leur hache de bûcheron traditionnelle au combat, dont la plupart sont des trésors familiaux. Brandies depuis des siècles, aucune n'a jamais perdu son tranchant acéré, et chacune peutfendre d'un seul coup un arbre aussi sûrement qu'un ennemi.
P F FA Règles Spéciales
Grande lame de Chrace Combat F+2 -3 Arme à Deux Mains, Frappe en Dernier
|
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
|
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
|
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
|
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
|
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
|
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
|
|
Claws And Fangs
counts as hand weapons
|
Griffes et crocs
compte comme une arme de base
|
Claws And Fangs
counts as hand weapons
|
Claws And Fangs
counts as hand weapons
|
Claws And Fangs
counts as hand weapons
|
Claws And Fangs
counts as hand weapons
|
Claws And Fangs
counts as hand weapons
|
Claws And Fangs
counts as hand weapons
|
|
Close Order
|
Ordre Serré
|
Close Order
|
Close Order
|
Close Order
|
Close Order
|
Close Order
|
Close Order
|
|
Commanding Voice
Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
|
Voix Autoritaire
Ishaya a passé des années à aboyer des ordres dans une mer déchaînée, au milieu des tempêtes et au cœur de la mêlée.
La Portée de Commandement d’Ishaya est augmentée de 3"; en d’autres termes, Ishaya Vess a une Portée de Commandement de 12". Si elle est le Général de votre armée, elle a une Portée de Commandement de 15".
|
Commanding Voice
Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
|
Commanding Voice
Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
|
Commanding Voice
Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
|
Commanding Voice
Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
|
Commanding Voice
Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
|
Commanding Voice
Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
|
|
Counter Charge
|
Contre Charge
|
Counter Charge
|
Counter Charge
|
ers
|
Counter Charge
|
Counter Charge
|
Counter Charge
|
|
Rallying Cry
|
Cri de Ralliement
|
Rallying Cry
|
Rallying Cry
|
Rallying Cry
|
Rallying Cry
|
Rallying Cry
|
Rallying Cry
|
|
Detachment
|
Détachement
|
Detachment
|
Detachment
|
Detachment
|
Detachment
|
Detachment
|
Detachment
|
|
Stubborn
|
Obstiné
|
Unnachgiebig
|
Stubborn
|
Tozudo
|
Determinato
|
Stubborn
|
Упорный
|
|
Draconic Scales
counts as full plate armour
|
Écailles de dragon
compte comme une armure de plate complète
|
Draconic Scales
counts as full plate armour
|
Draconic Scales
counts as full plate armour
|
Draconic Scales
counts as full plate armour
|
Draconic Scales
counts as full plate armour
|
Draconic Scales
counts as full plate armour
|
Draconic Scales
counts as full plate armour
|
|
Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
|
Feu du dragon
P F PA Règles Spéciales
Feu de dragon N/A 4 -1 Arme à Souffle, Attaques Enflammées
|
Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
|
Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
|
Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
|
Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
|
Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
|
Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
|
|
Iridescent scales
count as heavy armour
|
Écailles irisées
compte comme une armure lourde
|
Iridescent scales
count as heavy armour
|
Iridescent scales
count as heavy armour
|
Iridescent scales
count as heavy armour
|
Iridescent scales
count as heavy armour
|
Iridescent scales
count as heavy armour
|
Iridescent scales
count as heavy armour
|
|
Scouts
|
Eclaireurs
|
Scouts
|
Scouts
|
Scouts
|
Scouts
|
Scouts
|
Scouts
|
|
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
|
Réflexes Elfiques
Les Elfes sont doués d'une vitesse et d'une grâce phénoménale, et frappent leurs ennemis à une vitesse étourdissante.
Une figurine avec cette règle spéciale (mais pas sa monture) a un modificateur de + 1 à sa caractéristique d'Initiative (jusqu'à un maximum de 10) au premier round de tout combat.
|
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
|
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
|
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
|
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
|
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
|
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
|
|
Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
|
Froid Engourdissant
Une aura glaciale émane du Wyrm des Mers, qui sape la force de ceux qui s’en approchent.
Tant qu’elles sont en contact socle à socle avec cette figurine, les figurines ennemies subissent un modificateur de -1 à leur caractéristique de Force (jusqu’à un minimum de 1).
|
Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
|
Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
|
Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
|
Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
|
Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
|
Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
|
|
Terror
|
Terreur
|
Entsetzen
|
Terror
|
Terror
|
Terrore
|
Terror
|
Ужас
|
|
Evasive
|
Esquiveur
|
Evasive
|
Evasive
|
Evasive
|
Evasive
|
Evasive
|
Evasive
|
|
Swiftstride
|
Rapide
|
Schnelle Bewegung
|
Swiftstride
|
Zancada Veloz
|
Falcata Rapida
|
Swiftstride
|
Стремительность
|
|
Fire & Flee
|
Tir&Fuite
|
Fire & Flee
|
Fire & Flee
|
Fire & Flee
|
Fire & Flee
|
Fire & Flee
|
Fire & Flee
|
|
First Charge
|
Première Charge
|
First Charge
|
First Charge
|
First Charge
|
First Charge
|
First Charge
|
First Charge
|
|
Fly
|
Vol
|
Fliegen
|
Fly
|
Volar
|
Volo
|
Fly
|
Полет
|
|
Strike First
|
Frappe en Premier
|
Strike First
|
Strike First
|
Strike First
|
Strike First
|
Strike First
|
Strike First
|
|
Precicion Strikes
Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be.
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
|
Frappes de Précision
Ishaya a appris à ses guerriers comment identifier le point faible dans la cuirasse de l’ennemi, afin qu’ils fassent mouche même contre un adversaire lourdement protégé.
Une unité de la Garde Maritime de Lothern rejointe par Ishaya Vess améliore la caractéristique de Pénétration d’Armure de ses armes de 1.
|
Precicion Strikes
Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be.
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
|
Precicion Strikes
Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be.
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
|
Precicion Strikes
Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be.
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
|
Precicion Strikes
Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be.
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
|
Precicion Strikes
Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be.
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
|
Precicion Strikes
Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be.
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
|
|
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
|
Renaître des Cendres
Lorsqu'un Phénix est tué, il explose en une pluie de braises. Si les Vents de Magie sont puissants, ces fragments incandescents cristallisent rapidement, et le Phénix revient à la vie.
Quand un Phénix Spire-de-feu perd son dernier PV, jetez un D6 avant de retirer la figurine du jeu:
• Sur un jet de 1-2, le Phénix est réduit en cendres et retiré du jeu.
• Sur un jet de 3-5, le Phénix s'embrase. Chaque unité ennemie en contact socle à socle avec lui subit D6 touches de Force 3, chacune avec une PA de -1 et la règle spéciale Attaques Enflammées. Une fois ces touches résolues, cette figurine est retirée du jeu.
• Sur un jet de 6, le Phénix (et son cavalier s'il en a un) sont consumés par une boule de feu, pour renaitre immédiatement, récupérant D3 Points de Vie.
|
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
|
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
|
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
|
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
|
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
|
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
|
|
Frozen plumage
counts as full plate armour
|
Plumage gelé
compte comme une armure de plate complète
|
Frozen plumage
counts as full plate armour
|
Frozen plumage
counts as full plate armour
|
Frozen plumage
counts as full plate armour
|
Frozen plumage
counts as full plate armour
|
Frozen plumage
counts as full plate armour
|
Frozen plumage
counts as full plate armour
|
|
Furious Charge*
|
Furious Charge*
|
Furious Charge*
|
Furious Charge*
|
Furious Charge*
|
Furious Charge*
|
Furious Charge*
|
Furious Charge*
|
|
Large Target
|
Grande Cible
|
Large Target
|
Large Target
|
Large Target
|
Large Target
|
Large Target
|
Large Target
|
|
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
|
Griffes mortelles
P F PA Règles Spéciales
Griffes mortelles Combat F -2 -
|
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
|
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
|
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
|
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
|
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
|
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
|
|
Griffonic pelt
counts as heavy armour
|
Pelage de Griffon
compte comme une armure lourde
|
Griffonic pelt
counts as heavy armour
|
Griffonic pelt
counts as heavy armour
|
Griffonic pelt
counts as heavy armour
|
Griffonic pelt
counts as heavy armour
|
Griffonic pelt
counts as heavy armour
|
Griffonic pelt
counts as heavy armour
|
|
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
|
Guerriers de Nagarythe
Pour les guerriers de Nagarythe, il n'y a pas de répit, seulement une veille incessante contre les tentatives d'approche de leurs cousins félons. Cette vigilance éternelle en a fait des proscrits parmi leur propre peuple, et nombre de Hauts Elfes sont mal à l'aise devant leurs us rudes et insensibles.
Une unité avec cette règle spéciale peut être uniquement rejointe par un personnage ayant l'Honneur Elfique Rôdeur des Ombres.
|
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
|
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
|
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
|
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
|
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
|
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
|
|
Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Gueule dentelée
P F PA Règles Spéciales
Gueule dentelée Combat F - Arme Perforante (2), Blessures Multiples (2)
Notes: En combat, cette figurine doit faire une de ses attaques de chaque tour avec cette arme.
|
Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
|
Hooves
counts as a hand weapon
|
Sabots
compte comme une arme de base
|
Hooves
counts as a hand weapon
|
Hooves
counts as a hand weapon
|
Hooves
counts as a hand weapon
|
Hooves
counts as a hand weapon
|
Hooves
counts as a hand weapon
|
Hooves
counts as a hand weapon
|
|
Hooves and Horn
count as a hand weapon
|
Sabots et Corne
Compte comme une arme de base
|
Hooves and Horn
count as a hand weapon
|
Hooves and Horn
count as a hand weapon
|
Hooves and Horn
count as a hand weapon
|
Hooves and Horn
count as a hand weapon
|
Hooves and Horn
count as a hand weapon
|
Hooves and Horn
count as a hand weapon
|
|
Impetuous
|
Impétueux
|
Impetuous
|
Impetuous
|
Impetuous
|
Impetuous
|
Impetuous
|
Impetuous
|
|
Mathlann's Ire
R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
|
Ire De Mathlann
P F PA Règles Spéciales
Ire de Mathlann Combat F+1 -2 Arme Perforante (1), Attaques Magiques
Notes: À la phase de Combat, les figurines ennemies doivent relancer un seul jet de Touche réussi contre le porteur de l’Ire de Mathlann.
|
Mathlann's Ire
R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
|
Mathlann's Ire
R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
|
Mathlann's Ire
R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
|
Mathlann's Ire
R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
|
Mathlann's Ire
R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
|
Mathlann's Ire
R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
|
|
The Pelt of Charandis
In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
|
La Fourrure de Charandis
En reconnaissance de la bravoure et des états de service de Korhil, on lui tailla une magnifique cape enchantée dans la fourrure de Charandis.
Le porteur de la Fourrure de Charandis améliore sa Valeur d’Armure de 1 tant qu’il est engagé en combat, et de 2 (jusqu’à un maximum de 2+) contre les attaques de tir non magiques. En outre, le porteur gagne la règle spéciale Régénération (5+).
|
The Pelt of Charandis
In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
|
The Pelt of Charandis
In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
|
The Pelt of Charandis
In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
|
The Pelt of Charandis
In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
|
The Pelt of Charandis
In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
|
The Pelt of Charandis
In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
|
|
Thrusting Spears
|
Lances d'infanterie
|
Thrusting Spears
|
Thrusting Spears
|
Lanzas
|
Thrusting Spears
|
Thrusting Spears
|
Thrusting Spears
|
|
Lashing talons
R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
|
Serres Cinglantes
P F PA Règles Spéciales
Serres cinglantes Combat F -1 Arme Perforante (1)
|
Lashing talons
R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
|
Lashing talons
R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
|
Lashing talons
R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
|
Lashing talons
R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
|
Lashing talons
R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
|
Lashing talons
R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
|
|
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
|
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
|
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
|
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
|
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
|
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
|
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
|
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
|
|
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
|
Prouesses Martiales
Les soldats elfes passent de nombreuses heures à perfectionner leurs routines de combat, et manient leurs longues lances avec une habileté et une grâce qui fait défaut aux rangs ennemis.
Une unité avec cette règle spéciale peut effectuer des attaques de soutien s ur son flanc ou son arrière, ainsi que sur son rang avant.
|
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
|
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
|
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
|
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
|
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
|
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
|
|
Mighty Constitution
The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary.
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
|
Puissante Constitution
Les Lions Blancs affirment que leur capitaine est l’Elfe le plus fort d’Ulthuan, et il est vrai que sa force physique et sa vitalité sont légendaires.
À un tour où il a effectué un mouvement de charge de 3" ou plus, Korhil gagne un modificateur de +1 à sa caractéristique de Force. De plus, Korhil est immunisé à la règle spéciale Attaques Empoisonnées. S’il est touché par une attaque ayant cette règle spéciale, l’attaque doit effectuer normalement les jets de Blessure.
|
Mighty Constitution
The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary.
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
|
Mighty Constitution
The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary.
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
|
Mighty Constitution
The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary.
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
|
Mighty Constitution
The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary.
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
|
Mighty Constitution
The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary.
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
|
Mighty Constitution
The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary.
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
|
|
Move Through Cover
|
Mouvement à Couvert
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
|
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
|
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
|
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
|
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
|
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
|
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
|
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
|
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
|
|
Open Order
|
Ordre Dispersé
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
|
Serpentine tail
R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Queue De Serpent
P F PA Règles Spéciales
Queue de serpent Combat F+2 -2 Frappe en Dernier
Notes: En combat, cette figurine doit effectuer 1 de ses attaques avec cette arme à chaque tour.
|
Serpentine tail
R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serpentine tail
R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serpentine tail
R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serpentine tail
R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serpentine tail
R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
Serpentine tail
R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
|
|
Quick Shot
|
Quick Shot
|
Quick Shot
|
Quick Shot
|
Quick Shot
|
Quick Shot
|
Quick Shot
|
Quick Shot
|
|
Repeater Bolt Thrower
|
Repeater Bolt Thrower
|
Repeater Bolt Thrower
|
Repeater Bolt Thrower
|
Repeater Bolt Thrower
|
Repeater Bolt Thrower
|
Repeater Bolt Thrower
|
Repeater Bolt Thrower
|
|
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
|
Sillage de Feu
Quand un Phénix Spire-de-feu s'enrage, son plumage explose en une bouffée de magie, permettant à la créature de laisser une traîne de feu cruel dans son sillage.
Cette figurine peut effectuer une attaque de "Sillage de Feu" contre une seule unité ennemie qui n'est pas engagée en combat. Pour ce faire, cette figurine doit survoler l'unité qu'elle souhaite attaquer pendant la sous-phase des Mouvements Restants. Une fois le mouvement de cette figurine terminé, l'unité ennemie subit D6 touches de Force 4, chacune avec une PA de -1 et avec la règle spéciale Attaques Enflammées.
|
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
|
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
|
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
|
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
|
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
|
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
|
|
Skirmishers
|
Tirailleurs
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
|
Wizard
|
Sorcier
|
Wizard
|
Wizard
|
Wizard
|
Wizard
|
Wizard
|
Wizard
|
|
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
|
Valeur des âges
Au fil des âges, les Hauts Elfes d'Ulthuan sont restés inflexibles face à la multiplicité des forces des puissances de la ruine. Ils ont fait face à des légions démoniaques, des hordes de guerriers du Chaos aux armures noires, et même à leurs frères félons, sacrifiant tout pour défendre leurs royaumes.
Une unité avec cette règle spéciale peut relancer tout test de Panique raté quand elle subit de lourdes pertes ou quand une unité am ie fuit à travers elle.
|
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
|
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
|
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
|
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
|
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
|
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
|
|
Veteran
|
Vétérans
|
Veteran
|
Veteran
|
Veteran
|
Veteran
|
Veteran
|
Veteran
|
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
|
Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
|
Bannière de Protection Magique
Le lourd tissu de cette bannière crépite d'énergie magique, signe qu'elle renferme un puissant charme de protection.
Une unité portant la Bannière de Protection Magique gagne la règle spéciale Résistance à la Magie (-3). De plus, les unités amies à 6" de la figurine portant cette bannière gagnent la règle spéciale Résistance à la Magie (-1).
|
Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
|
Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
|
Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
|
Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
|
Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
|
Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
|
|
Banner Of Balance
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
|
Bannière D’Équilibre.
L’étoffe de cette bannière est imprégnée d’énergie magique et chargée de charmes puissants.
Quand elles sont en contact socle à socle avec une unité portant la Bannière d’Équilibre, les unités ennemies ne peuvent pas relancer les jets de Touche ou de Blessure. Cependant, l’unité portant la Bannière d’Équilibre ne le peut pas non plus.
|
Banner Of Balance
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
|
Banner Of Balance
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
|
Banner Of Balance
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
|
Banner Of Balance
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
|
Banner Of Balance
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
|
Banner Of Balance
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
|
|
Banner Of Confidence
This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
|
Bannière d’Assurance
Cet étendard de soie gonfle d’une confiance renouvelée les cœurs de ceux qui combattent dans son ombre.
Une unité portant la Banner of Confidence ne subit pas le modificateur habituel de -1 aux jets de touche quand elle effectue une réaction de charge Tenir sa Position & Tirer.
|
Banner Of Confidence
This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
|
Banner Of Confidence
This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
|
Banner Of Confidence
This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
|
Banner Of Confidence
This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
|
Banner Of Confidence
This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
|
Banner Of Confidence
This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
|
|
Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
|
Bannière d'Ellyrion
Ce petit étendard représente Korhandir, le père de tous les chevaux, et donne au régiment du porteur une énergie inextinguible.
Une unité portant la Bannière d'Ellyrion gagne la règle spéciale Mouvement à Couvert.
|
Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
|
Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
|
Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
|
Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
|
Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
|
Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
|
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
|
Banner of Resilience
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
|
Bannière de Résilience
Orné d’un millier d’écailles de dragon d’émeraude, cet étendard ancien transmet sa puissance aux Elfes qui combattent derrière lui.
Une unité portant la Bannière de Bannière de Résilience a un modificateur de +1 à sa caractéristique d’Endurance
|
Banner of Resilience
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
|
Banner of Resilience
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
|
Banner of Resilience
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
|
Banner of Resilience
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
|
Banner of Resilience
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
|
Banner of Resilience
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
|
|
Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
|
Bannière de Bataille
Cette bannière ouvragée est sertie de gemmes et brodée de scènes détaillées des plus grandes victoires d'Ulthuan.
Quand on calcule son résultat de combat, une unité portant la Bannière de Bataille peut recevoir un bonus additionnel de +D3 points de résultat de combat.
|
Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
|
Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
|
Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
|
Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
|
Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
|
Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
|
|
Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
|
Étendard du Lion
Le courage d'un Lion de Chrace imprègne le cœur de ceux qui servent sous cette bannière.
Une unité portant l'Étendard du Lion réussit automatiquement tout test de Peur ou de Terreur qu'elle est amenée à faire.
|
Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
|
Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
|
Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
|
Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
|
Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
|
Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
|
|
The Banner Of Lothern
The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
|
La Bannière de Lothern
La Bannière de Lothern n’est brandie que par ceux qui incarnent véritablement l’esprit martial de la Garde Maritime.
Si une unité portant la Bannière de Lothern est équipée de lances d’infanterie,
la moitié des figurines du troisième rang ou colonne (c.-à-d., le rang ou colonne directement derrière celui ou celle qui peut normalement effectuer des attaques de soutien), arrondi au supérieur, peut effectuer des attaques de soutien.
|
The Banner Of Lothern
The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
|
The Banner Of Lothern
The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
|
The Banner Of Lothern
The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
|
The Banner Of Lothern
The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
|
The Banner Of Lothern
The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
|
The Banner Of Lothern
The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
|
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|