High Elves

High Elves

Correspondance des traductions avec la VO

Règles et Équipements utilisés par l'armée

FR EN
Porte-étendard
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Peur
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Aquatic
Aquatic models can move within any area of water on the battlefield as if it were open ground. They are still subject to any special effects that specific terrain may have. The models can march, claim rank bonus and be steadfast even when in water. If every model in a unit is Aquatic, and the majority of the unit is within water terrain, enemies shooting at that unit suffer an additional -1 To Hit penalty.
Aquatic
Aquatic models can move within any area of water on the battlefield as if it were open ground. They are still subject to any special effects that specific terrain may have. The models can march, claim rank bonus and be steadfast even when in water. If every model in a unit is Aquatic, and the majority of the unit is within water terrain, enemies shooting at that unit suffer an additional -1 To Hit penalty.
Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
Attaque enflammée
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test. Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Flaming Attacks
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test. Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Attaque magique
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks. Note that spells are not physical attacks unless clearly specified.
Magical Attacks
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks. Note that spells are not physical attacks unless clearly specified.
Attuned to Magic
When rolling to determine the strength of the Winds of Magic in the controlling player's Magic phase, compare the highest D6 rolled with the Attuned to Magic Table to determine what effects the Phoenix will have (the effect rolled will last until the start of the controlling player's next Magic phase):
Attuned to Magic
When rolling to determine the strength of the Winds of Magic in the controlling player's Magic phase, compare the highest D6 rolled with the Attuned to Magic Table to determine what effects the Phoenix will have (the effect rolled will last until the start of the controlling player's next Magic phase):
Battle Trance
If a Lord of Aenarion is in base contact with a friendly unit, he must pass a LD test at the start of any round of combat a he is involved in. If failed, he will make one Attack on every model in base contact instead of attacking normally. Roll to Hit as normal.
Battle Trance
If a Lord of Aenarion is in base contact with a friendly unit, he must pass a LD test at the start of any round of combat a he is involved in. If failed, he will make one Attack on every model in base contact instead of attacking normally. Roll to Hit as normal.
Blessings of Asuryan
All models in a unit that contains an Anointed of Asuryan have the Immunity (Psychology) special rule and may re-roll Ward save results of 1.
Blessings of Asuryan
All models in a unit that contains an Anointed of Asuryan have the Immunity (Psychology) special rule and may re-roll Ward save results of 1.
Blizzard Aura
Any enemy unit in base contact with one or more Frostheart Phoenixes suffers -1 to its S (to a minimum of 1). This has no effect on models with Immunity (Ice Attacks).
Blizzard Aura
Any enemy unit in base contact with one or more Frostheart Phoenixes suffers -1 to its S (to a minimum of 1). This has no effect on models with Immunity (Ice Attacks).
Boon of Isha
All attacks made by models in the Everqueen's unit adds +1 to all of its To Hit rolls and are magical attacks. In addition, all models in her unit have Immunity (Fear, Terror).
Boon of Isha
All attacks made by models in the Everqueen's unit adds +1 to all of its To Hit rolls and are magical attacks. In addition, all models in her unit have Immunity (Fear, Terror).
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Chaos Bane
At the start of each of Alarielle's Magic phases, before rolling for the Winds of Magic, every unit with the Daemonic special rule within 12" of Alarielle the Radiant suffers D6 S 4 hits, distributed as for shooting attacks. However, Alarielle suffers a -D3 penalty to her casting attempts if there is one or more models with the Daemonic special rule within 12".
Chaos Bane
At the start of each of Alarielle's Magic phases, before rolling for the Winds of Magic, every unit with the Daemonic special rule within 12" of Alarielle the Radiant suffers D6 S 4 hits, distributed as for shooting attacks. However, Alarielle suffers a -D3 penalty to her casting attempts if there is one or more models with the Daemonic special rule within 12".
Course rapide
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Curse of Aenarion
As soon as a model with this rule is reduced to 1 Wound he gets a Ward save (3+) for the rest of the battle. This has no effect on attacks that would outright kill him before he is reduced to 1 Wound, like a spell or attack with Multiple Wounds. If he were to suffer multiple Wounds in a single phase, roll one save at a time (if he has any) for each Wound suffered until his Ward save takes effect.
Curse of Aenarion
As soon as a model with this rule is reduced to 1 Wound he gets a Ward save (3+) for the rest of the battle. This has no effect on attacks that would outright kill him before he is reduced to 1 Wound, like a spell or attack with Multiple Wounds. If he were to suffer multiple Wounds in a single phase, roll one save at a time (if he has any) for each Wound suffered until his Ward save takes effect.
Defender of Ulthuan
If Tyrion is your army's General, his Inspiring Presence has a range of 18".
Defender of Ulthuan
If Tyrion is your army's General, his Inspiring Presence has a range of 18".
Tenace
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Tir rapide
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared. Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
Quick to Fire
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared. Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Doom-saga
At the beginning of the battle, after deployment, nominate one enemy character. Against this particular target, Gilead re-rolls all failed rolls To Hit and To Wound.
Doom-saga
At the beginning of the battle, after deployment, nominate one enemy character. Against this particular target, Gilead re-rolls all failed rolls To Hit and To Wound.
Dragon Kin
No Dragons will fight Imrik. If they are in base contact with other models (and not in a challenge) then they fight them instead, otherwise they may do nothing. Their riders (if they have any) still fight as normal.
Dragon Kin
No Dragons will fight Imrik. If they are in base contact with other models (and not in a challenge) then they fight them instead, otherwise they may do nothing. Their riders (if they have any) still fight as normal.
Elven Grace
Models with this special rule have Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.
Elven Grace
Models with this special rule have Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.
Terreur
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Favour of Destiny
Roll a D3 at the start of the game; this is the number of dice that Phytrion may re-roll of either To Hit, To Wound, Armour Saves or Ward Saves.
Favour of Destiny
Roll a D3 at the start of the game; this is the number of dice that Phytrion may re-roll of either To Hit, To Wound, Armour Saves or Ward Saves.
Feint
Tyrion may re-roll any failed rolls to Hit in Close Combat.
Feint
Tyrion may re-roll any failed rolls to Hit in Close Combat.
Fiery Breath
A Dragon has a S 4 Breath Weapon with Flaming Attacks.
Fiery Breath
A Dragon has a S 4 Breath Weapon with Flaming Attacks.
Fight in Extra Ranks (1)
If a unit has this rule then supporting attacks can be made by one more rank than normal for each number indicated in the bracket. This rule is cumulative with other sources of Fight in Extra Ranks.
Fight in Extra Ranks (1)
If a unit has this rule then supporting attacks can be made by one more rank than normal for each number indicated in the bracket. This rule is cumulative with other sources of Fight in Extra Ranks.
Fly (7)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (7)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Frénésie
Frenzied troops gain +1 A and Immunity (Psychology). Berserk Rage A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction. If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy. A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by. Losing Frenzy Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
Frenzy
Frenzied troops gain +1 A and Immunity (Psychology). Berserk Rage A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction. If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy. A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by. Losing Frenzy Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
General
Inspiring Presence Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified. If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6". If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD. If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD. Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
General
Inspiring Presence Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified. If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6". If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD. If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD. Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
Glamour of Hoeth
Enemies who declare a charge against Belannaer or his unit must re-roll successful charge distance rolls.
Glamour of Hoeth
Enemies who declare a charge against Belannaer or his unit must re-roll successful charge distance rolls.
Glory of the Elves
Once per game, declared at the start of any close combat phase, Althran and all friendly units with Martial Prowess within 6" of him gain +1 To Hit for the duration of that phase.
Glory of the Elves
Once per game, declared at the start of any close combat phase, Althran and all friendly units with Martial Prowess within 6" of him gain +1 To Hit for the duration of that phase.
Great Leap
At the start of any round of combat, before attacks are allocated or challenges issued, Eltharion may be moved to anywhere in the same combat (even leaving one unit and joining another, or becoming an independent character). He may not use this to position himself out of combat, or if he is already involved in a challenge.
Great Leap
At the start of any round of combat, before attacks are allocated or challenges issued, Eltharion may be moved to anywhere in the same combat (even leaving one unit and joining another, or becoming an independent character). He may not use this to position himself out of combat, or if he is already involved in a challenge.
Handmaidens
If Alarielle is with her Handmaidens then the whole unit becomes Unbreakable.
Handmaidens
If Alarielle is with her Handmaidens then the whole unit becomes Unbreakable.
Hatred (Dark Elves)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred (Dark Elves)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred (Forces of Destruction)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred (Forces of Destruction)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred (Orcs & Goblins)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred (Orcs & Goblins)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred (Warriors of Chaos)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred (Warriors of Chaos)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Ice Attacks
Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks). Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).
Ice Attacks
Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks). Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).
Immunisé (Psycologie)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Flaming Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity (Flaming Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impale
Unicorns gain +1 S to their Impact Hits.
Impale
Unicorns gain +1 S to their Impact Hits.
Impenetrable Defence
Eltharion has Dodge (5+) and Immunity (Killing Blow).
Impenetrable Defence
Eltharion has Dodge (5+) and Immunity (Killing Blow).
Lileath's Blessing
A Wizard with this rule adds +1 to all dispel attempts.
Lileath's Blessing
A Wizard with this rule adds +1 to all dispel attempts.
Lord of Hoeth
If Eltharion is your General, you may take one unit of Swordmasters as a Core choice. Any unit of Swordmasters joined by Eltharion becomes Stubborn.
Lord of Hoeth
If Eltharion is your General, you may take one unit of Swordmasters as a Core choice. Any unit of Swordmasters joined by Eltharion becomes Stubborn.
Loyal Bond
Whenever Imrik takes an unsaved Wound, Minaithnir will become subject to Hatred against the model or unit that inflicted the Wound for the remainder of the turn.
Loyal Bond
Whenever Imrik takes an unsaved Wound, Minaithnir will become subject to Hatred against the model or unit that inflicted the Wound for the remainder of the turn.
Magic Resistance (1)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Magic Resistance (1)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Mark of Asuryan
If Caradryan is slain in close combat, the unit that killed him immediately suffers D3 Wounds with no armour saves allowed. These Wounds are distributed as for shooting attacks. Any Wounds inflicted count towards combat results. If Caradryan is killed in a challenge, then only his opponent takes these Wounds – any excess Wounds caused by the Mark of Asuryan count towards overkill.
Mark of Asuryan
If Caradryan is slain in close combat, the unit that killed him immediately suffers D3 Wounds with no armour saves allowed. These Wounds are distributed as for shooting attacks. Any Wounds inflicted count towards combat results. If Caradryan is killed in a challenge, then only his opponent takes these Wounds – any excess Wounds caused by the Mark of Asuryan count towards overkill.
Martial Prowess
Models with this rule (but not any mounts) may re-roll all To Hit rolls of 1 when making close combat attacks.
Martial Prowess
Models with this rule (but not any mounts) may re-roll all To Hit rolls of 1 when making close combat attacks.
Master of the Mists
Immediately after both armies have been fully deployed (including scouts), each unit of Lothern Sea Guard and Eagle Claw Bolt Throwers in Aislinn's army gets to fire as if it was the Shooting phase, adding +D6" to their range.
Master of the Mists
Immediately after both armies have been fully deployed (including scouts), each unit of Lothern Sea Guard and Eagle Claw Bolt Throwers in Aislinn's army gets to fire as if it was the Shooting phase, adding +D6" to their range.
Master Tactician
After deployment has finished, you may choose to redeploy one of your units. The unit can be moved to any area within your deployment zone.
Master Tactician
After deployment has finished, you may choose to redeploy one of your units. The unit can be moved to any area within your deployment zone.
Melancholic Distractions
At the start of each of his turns, Gilead must take a LD test, unless he is engaged in combat. If this test is failed, roll a dice. On a 1-3 Gilead cannot move that turn. On a 4-6 Gilead must move his full movement for that turn towards the closest table edge. If he leaves the table, he is treated as a casualty and will not return. If Gilead is engaged in combat, he will fight as normal.
Melancholic Distractions
At the start of each of his turns, Gilead must take a LD test, unless he is engaged in combat. If this test is failed, roll a dice. On a 1-3 Gilead cannot move that turn. On a 4-6 Gilead must move his full movement for that turn towards the closest table edge. If he leaves the table, he is treated as a casualty and will not return. If Gilead is engaged in combat, he will fight as normal.
Multiple Shots (3)
The weapon enables its wielder to fire several shots at a time, rather than a single shot. The number of shots the weapon can fire is stated in brackets. Such weapons can either fire once without penalty, or as many times as indicated in the bracket with a -1 To Hit penalty (in addition to any other modifiers To Hit). War Machines with this rule do not suffer -1 To Hit for firing Multiple Shots. All models in the unit (excluding characters) must fire either single or Multiple Shots.
Multiple Shots (3)
The weapon enables its wielder to fire several shots at a time, rather than a single shot. The number of shots the weapon can fire is stated in brackets. Such weapons can either fire once without penalty, or as many times as indicated in the bracket with a -1 To Hit penalty (in addition to any other modifiers To Hit). War Machines with this rule do not suffer -1 To Hit for firing Multiple Shots. All models in the unit (excluding characters) must fire either single or Multiple Shots.
Musicien
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Naval Discipline
If a unit of Sea Guard containing at least one Sea Helm is charged during the Movement phase and chooses Hold as a charge reaction, it can attempt to change formation immediately before your opponent has moved any of his charging units, as long as it is not already engaged in close combat. To do so, the unit must take a LD test. If the test is passed, the Sea Helm's unit can immediately make a reform.
Naval Discipline
If a unit of Sea Guard containing at least one Sea Helm is charged during the Movement phase and chooses Hold as a charge reaction, it can attempt to change formation immediately before your opponent has moved any of his charging units, as long as it is not already engaged in close combat. To do so, the unit must take a LD test. If the test is passed, the Sea Helm's unit can immediately make a reform.
Parry (5+)
Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.
Parry (5+)
Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.
Phoenix King
Finubar has Immunity (Flaming Attacks, Psychology) and Ward Save (5+).
Phoenix King
Finubar has Immunity (Flaming Attacks, Psychology) and Ward Save (5+).
Phoenix Reborn
As soon as a Flamespyre Phoenix loses its last Wound (including unsaved Wounds that killed the monster as a result of Heroic Killing Blow or Multiple Wounds), remove the model and place a Phoenix Reborn counter to mark the centre of the death spot. If your army contains several Flamespyre Phoenixes, you will need to place a Phoenix Reborn counter for each one that is slain. At the end of the turn roll a D6 for each Phoenix Reborn counter and consult the Phoenix Reborn Table. If a Flamespyre Phoenix has a rider when it loses its last Wound, both monster and rider are removed and replaced with a Phoenix Reborn counter as described above. However, add +1 when rolling on the Phoenix Reborn table for a Flamespyre Phoenix that had a rider when it was removed. If the result is Dead Embers, both monster and rider are slain, never to return. However, if the result is Rise from the Ashes, the character returns to life with its starting number of Wounds, riding atop the reborn Flamespyre Phoenix. At the end of the game, remove all Phoenix Reborn counters from the board – these Flamespyre Phoenixes and any riders they had count as casualties.
Phoenix Reborn
As soon as a Flamespyre Phoenix loses its last Wound (including unsaved Wounds that killed the monster as a result of Heroic Killing Blow or Multiple Wounds), remove the model and place a Phoenix Reborn counter to mark the centre of the death spot. If your army contains several Flamespyre Phoenixes, you will need to place a Phoenix Reborn counter for each one that is slain. At the end of the turn roll a D6 for each Phoenix Reborn counter and consult the Phoenix Reborn Table. If a Flamespyre Phoenix has a rider when it loses its last Wound, both monster and rider are removed and replaced with a Phoenix Reborn counter as described above. However, add +1 when rolling on the Phoenix Reborn table for a Flamespyre Phoenix that had a rider when it was removed. If the result is Dead Embers, both monster and rider are slain, never to return. However, if the result is Rise from the Ashes, the character returns to life with its starting number of Wounds, riding atop the reborn Flamespyre Phoenix. At the end of the game, remove all Phoenix Reborn counters from the board – these Flamespyre Phoenixes and any riders they had count as casualties.
Powerful Tail
The Merwyrm may make one extra Attack at S 7 and I 1.
Powerful Tail
The Merwyrm may make one extra Attack at S 7 and I 1.
Reckless
When a Dragon Mage casts a spell, a 'free' Power dice is added to the casting attempt. This extra dice counts towards Ultimate Power and can cause a Miscast as normal, and allows the Dragon Mage to roll more dice than he is normally allowed to.
Reckless
When a Dragon Mage casts a spell, a 'free' Power dice is added to the casting attempt. This extra dice counts towards Ultimate Power and can cause a Miscast as normal, and allows the Dragon Mage to roll more dice than he is normally allowed to.
Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Riposte
Tyrion has Parry (6+), even while mounted. For each successful Parry made (every '6' rolled when making Ward saves), he may immediately make an additional Attack back at the model who struck the blow.
Riposte
Tyrion has Parry (6+), even while mounted. For each successful Parry made (every '6' rolled when making Ward saves), he may immediately make an additional Attack back at the model who struck the blow.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Scythes
Impact Hits (+1).
Scythes
Impact Hits (+1).
Shadowfast
Once per game, at the start of any of the High Elf player's movement phase, Gilead may enter Shadowfast. Until the start of his next turn, Gilead's stat line will change to his Shadowfast characteristics. In addition, while Shadowfast, Gilead also gains Always Strikes First and Dodge (4+).
Shadowfast
Once per game, at the start of any of the High Elf player's movement phase, Gilead may enter Shadowfast. Until the start of his next turn, Gilead's stat line will change to his Shadowfast characteristics. In addition, while Shadowfast, Gilead also gains Always Strikes First and Dodge (4+).
Sharpclaw
When mounted, Althran gains a lance. He may use this lance when charging, but otherwise uses his Magic Weapon.
Sharpclaw
When mounted, Althran gains a lance. He may use this lance when charging, but otherwise uses his Magic Weapon.
Shredding Talons
The model gains Armour Piercing (1).
Shredding Talons
The model gains Armour Piercing (1).
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Swiftsense
The model gains +1 I.
Swiftsense
The model gains +1 I.
Swooping Strike
The model gains Devastating Charge.
Swooping Strike
The model gains Devastating Charge.
Swordmaster
Models with this rule ignore Initiative penalties from great weapons and gain Dodge (6+) against non-magical missile attacks (except templates).
Swordmaster
Models with this rule ignore Initiative penalties from great weapons and gain Dodge (6+) against non-magical missile attacks (except templates).
The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General. Unlike normal standards, the battle standard is lost if the bearer is slain. If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal. Combat Resolution Bonus A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit. Hold your Ground! Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing. If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General. Unlike normal standards, the battle standard is lost if the bearer is slain. If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal. Combat Resolution Bonus A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit. Hold your Ground! Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing. If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
The Dark Within
Eltharion and any unit he joins is subject to the Berserk Rage part of Frenzy.
The Dark Within
Eltharion and any unit he joins is subject to the Berserk Rage part of Frenzy.
Touch of the Everqueen
If Alarielle's makes a successful roll To Hit in close combat, that model is reduced to WS 1 for the remainder of that phase.
Touch of the Everqueen
If Alarielle's makes a successful roll To Hit in close combat, that model is reduced to WS 1 for the remainder of that phase.
Valour of Ages
If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special rule re-roll all failed Panic tests and have Immunity (Fear).
Valour of Ages
If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special rule re-roll all failed Panic tests and have Immunity (Fear).
Wake of Fire
If a Flamespyre Phoenix moves over an unengaged enemy unit in the Remaining Moves sub-phase, it suffers D6 S 4 hits with Flaming Attacks. This is a non-physical attack.
Wake of Fire
If a Flamespyre Phoenix moves over an unengaged enemy unit in the Remaining Moves sub-phase, it suffers D6 S 4 hits with Flaming Attacks. This is a non-physical attack.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (5+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (5+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Warrior Mage
Dragon Mages get +2 to cast the spell Flaming Sword of Rhuin when targeting themselves.
Warrior Mage
Dragon Mages get +2 to cast the spell Flaming Sword of Rhuin when targeting themselves.
Windrider
A Sea Helm mounted on a Lothern Skycutter (and his Lothern Skycutter) has a 4+ ward save against shooting attacks. Furthermore, when mounted on a Lothern Skycutter, a Sea Helm re-rolls failed Dangerous Terrain tests.
Windrider
A Sea Helm mounted on a Lothern Skycutter (and his Lothern Skycutter) has a 4+ ward save against shooting attacks. Furthermore, when mounted on a Lothern Skycutter, a Sea Helm re-rolls failed Dangerous Terrain tests.

Objets magiques utilisables par l'armée

FR EN

Bannières magiques utilisables par l'armée

FR EN

Unités de l'armée

FR EN
Prince
Prince
Arch Mage
Arch Mage
Lord of Aenarion
Lord of Aenarion
Loremaster of Hoeth
Loremaster of Hoeth
Sea Guard Crew
Sea Guard Crew
Swiftfeather Roc
Swiftfeather Roc
Lothern Skycutter
Lothern Skycutter
Elven Steed
Elven Steed
Pegasus
Pegasus
Unicorn
Unicorn
Great Eagle
Great Eagle
Sun Dragon
Sun Dragon
Teclis
Teclis
Phytrion
Phytrion
Selafyn
Selafyn
Liandra Athinol
Liandra Athinol
Korhil
Korhil
Caradryan
Caradryan
Hallar the Swordmaster
Hallar the Swordmaster
Thaindal
Thaindal
Tyrion
Tyrion
Imrik
Imrik
Finnubar the Seafarer
Finnubar the Seafarer
Sea Lord Aislinn
Sea Lord Aislinn
Gilead & Fithvael
Gilead & Fithvael
Salendor
Salendor
Alarielle the Radiant
Alarielle the Radiant
Althran Stormrider
Althran Stormrider
Alith Anar
Alith Anar
Belannaer the Wise
Belannaer the Wise
Eltharion
Eltharion
Special Characters
Special Characters
Moon Dragon
Moon Dragon
White Lion
White Lion
War Lion
War Lion
Charioteer
Charioteer
Lion Chariot
Lion Chariot
Tiranoc Chariot
Tiranoc Chariot
Flamespyre Phoenix
Flamespyre Phoenix
Frostheart Phoenix
Frostheart Phoenix
Bladelord
Bladelord
Swordmaster
Swordmaster
General
General
Mage
Mage
Anointed of Asuryan
Anointed of Asuryan
Lothern Sea Helm
Lothern Sea Helm
Dragon Mage of Caledor
Dragon Mage of Caledor
Mistweavers
Mistweavers
Noble
Noble
Special Characters
Special Characters
Archers
Archers
Spearmen
Spearmen
Warriors
Warriors
Lothern Sea Guard
Lothern Sea Guard
Reaver Knights
Reaver Knights
Silver Helms
Silver Helms
White Lions of Chrace
White Lions of Chrace
Dragon Princes of Caledor
Dragon Princes of Caledor
Shadow Warriors
Shadow Warriors
Eagle Claw Bolt Thrower
Eagle Claw Bolt Thrower
Sisters of Avelorn
Sisters of Avelorn
Phoenix Guard
Phoenix Guard
Handmaidens of the Everqueen
Handmaidens of the Everqueen
Lothern Skycutter
Lothern Skycutter
Merwyrm
Merwyrm