Highborn Elves

Highborn Elves

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT ZH RU
Dragonforged Armour
The wearer gains Resistance (Flaming Attacks),Aegis (6+).
Armure du feu-dragon
Le porteur gagne Résistance (Attaque enflammée),Ægide (6+).
Dragonforged Armour
The wearer gains Resistance (Flaming Attacks),Aegis (6+).
Dragonforged Armour
The wearer gains Resistance (Flaming Attacks),Aegis (6+).
Armadura Forjada de Dragón
El portador gana Resistencia (Ataques Flamígeros),Égida (6+).
Dragonforged Armour
The wearer gains Resistance (Flaming Attacks),Aegis (6+).
Dragonforged Armour
The wearer gains Resistance (Flaming Attacks),Aegis (6+).
Dragonforged Armour
The wearer gains Resistance (Flaming Attacks),Aegis (6+).
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Avant-garde#1~(#1~)
Après le déploiement, une unité entièrement avec cette règle peut immédiatement faire un Déplacement standard (Mouvement simple, Marche forcée ou Reformation) d’avant-partie, soumis aux restrictions suivantes : itemize Si une valeur « X″ » est donnée entre parenthèses, la Mobilité de l’unité est fixée à X″ pour ce mouvement ; sinon, utilisez à la place la Mobilité de l’unité. Aucune figurine ne peut parcourir plus de 12″ pendant ce déplacement, quelle que soit sa Mobilité. L’unité ne peut terminer ce mouvement à~6 d’une unité ennemie. Les figurines attachables ne peuvent quitter leur unité dans le cadre de ce déplacement. itemize Si les deux joueurs ont des unités avec Avant-garde, ils déplacent leurs unités à tour de rôle, en commençant par l’unité à laquelle le Défenseur a attribué la règle Avant-garde~Mob) (3). Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guardia#1~(#1~)
Después del Despliegue, las unidades enteramente con Vanguardia pueden realizar un Movimiento de Reforma, Avance, o Marcha pre-partida, llamado un Movimiento de Vanguardia, con las siguientes excepciones: itemize Si un valor X es dado, la Movilidad de la unidad es fijada a~X durante el Movimiento de Vanguardia, en otro caso utiliza la Movilidad de la unidad. Ninguna miniatura puede mover más de~12 durante el Movimiento de Vanguardia, independientemente de su Movilidad. La unidad no puede finalizar su Movimiento de Vanguardia dentro de~6 de una unidad enemiga. Miniaturas Adjuntables no pueden salir de una unidad como parte del Movimiento de Vanguardia. itemize Si ambos jugadores tienen unidades completamente con Van\-guardia~Mov), se alternan moviendo sus unidades una por una, empezando por la unidad a la que el defensor dió Van\-guardia~Mov) (3). Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Avanguardia#1~(#1)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Modelli Aggregabili cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Avanguardia), they alternate moving their units one by one, starting with the unit the Defender has given Avanguardia) (3) to. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Elven Bolt Thrower
Baliste arandaise
Elven Bolt Thrower
Elven Bolt Thrower
Lanzavirotes Élfico
Elven Bolt Thrower
Elven Bolt Thrower
Elven Bolt Thrower
Elven Bolt Thrower
Baliste arandaise
Elven Bolt Thrower
Elven Bolt Thrower
Lanzavirotes Élfico
Elven Bolt Thrower
Elven Bolt Thrower
Elven Bolt Thrower
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Bouclier
Une figurine avec cette règle est considérée comme utilisant un Bouclier à tout moment, sauf lors de la Phase de mêlée si elle utilise une Arme de corps à corps À deux mains. Tant qu’elle utilise un Bouclier, la figurine gagne +1 en valeur d’Armure. De plus, toute figurine de Taille 1-3 qui manie une Arme de base tout en utilisant un Bouclier gagne la règle Parade. Rappel : étant donné que Bouclier (tout comme Parade) octroie un bonus de caractéristique défensive, ses effets ne s’appliquent pas à un personnage dont la monture a sa propre valeur d’Armure (et de Capacité défensive).
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Escudo
Una miniatura con Escudo se considera que está usando un Escudo en todo momento, excepto durante la Fase de Melé si está usando una Arma de Melé A Dos-Manos. Una miniatura usando un Escudo gana +1~Arm. Adicionalmente, cualquier miniatura de Altura~1-3 utilizando una Arma de Mano mientras usa un Escudo gana Parada. Nota: Un Escudo no proporciona ningún beneficio contra Ataques de Melé mientras se usa un Arma de Melé A Dos Manos. ) proporcionan modificadores a Características Defensivas, sus efectos no se aplican a un Personaje en una montura que tenga su propia Habilidad Defensiva o Equipamiento de Armadura.
Scudo
A model with Shield is considered to be using a Scudo at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Scudo gains +1~Arm. In addition, any Height~1-3 model using a Arma Bianca while using a Scudo gains Parata. Note: Scudo provides no benefit against Melee Attacks when using a A Due Mani Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Personaggio on a mount that has its own Abilità Difensiva or Armature Equipaggiate.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1). The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details. referenceonly Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell. If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster. For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster. referenceonly
Conclave de magiciens#1~(#1)
This is just invisible text for proper layout display\ arrive que plusieurs lanceurs de sorts se regroupent, communiant sur le plan mystique pour renforcer leurs capacités magiques. Leur étroite collaboration leur permet de représenter une force formidable sur le champ de bataille.\ is just invisible text for proper layout display L’unité prise dans son ensemble est un Magicien qui connaît X~Sorts appris différents, sélectionnés parmi la liste de sorts disponibles présentée dans son profil d’unité. De plus, si X est supérieur ou égal à 2, elle gagne également Canalisation (1). L’unité ne peut remplacer l’un de ses Sorts appris par le Sort héréditaire de son Livre d’armée que si elle était en mesure de choisir le Sort héréditaire au moment de la Sélection des sorts (dans le cadre de la Planification avant partie). Elle est toujours libre de remplacer l’un de ses sorts par un des autres sorts qu’elle aurait pu choisir à la place. Pour de plus amples informations, voir le chapitre « Préparatifs avant le combat ». referenceonly Même si l’ensemble de l’unité connaît ces sorts, une seule figurine joue le rôle du Lanceur de sort : à chaque fois que l’unité lance un sort, juste avant de désigner la ou les cible(s) de ce sort, désignez une figurine ordinaire de l’unité en tant que Lanceur du sort. Si un Conclave de magiciens subit un Fiasco, considérez l’ensemble de l’unité comme étant le Lanceur du sort. En ce qui concerne les Objectifs principal et secondaires, considérez également l’ensemble de l’unité comme étant le Lanceur du sort. referenceonly
Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1). The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details. referenceonly Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell. If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster. For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster. referenceonly
Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1). The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details. referenceonly Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell. If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster. For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster. referenceonly
Cónclave de Magos#1~(#1)
This is just invisible text for proper layout display\ de hechiceros pueden unirse en una comunión mística para potenciar sus habilidades mágicas. Mediante una colaboración estrecha, se convierten en fuerzas formidables en el campo de batalla.\ is just invisible text for proper layout display La unidad conoce X~diferentes Hechizos Aprendidos, elegidos de la lista de hechizos disponibles en su entrada de unidad, es un Mago, si X es 2~o más, también gana Canalizar (1). La unidad solo puede hacer un Intercambio Hereditario si pudiera haber elegido el Hechizo Hereditario durante la Selección de Hechizos (como parte de la Planificación Pre-partida), sin embargo, sigue siendo elegible para un Intercambio Universal. Ver el capítulo de Preparaciones de Batalla para más detalles. referenceonly Aunque los hechizos son conocidos por toda la unidad, solo una miniatura es el Lanzador: cada vez que lances el hechizo, antes de elegir los objetivos, selecciona una miniatura de Tropa como el Lanzador para este hechizo. Si un Cónclave de Magos sufre una Disfunción, trata a la unidad entera como el Lanzador. Al respecto de los Objetivos Primario\- y Secundario, trata a la unidad entera como un Lanzador. referenceonly
Conclave di Maghi#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Incanalare (1). The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details. referenceonly Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell. If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster. For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster. referenceonly
Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1). The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details. referenceonly Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell. If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster. For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster. referenceonly
Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1). The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details. referenceonly Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell. If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster. For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster. referenceonly
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Les grands esprits se rencontrent
au moment de faire un Déplacement standard, la figurine peut choisir de perdre Vol pour gagner +2 en Mobilité, avec Durée : Fin de la phase.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Conexión de Mentes
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Unione di Menti
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Éclaireur
Les unités avec cette règle ne doivent pas être déployées dans leur Zone de déploiement. À la place, toute unité d’Éclaireurs peut être déployée n’importe où sur le champ de bataille, à au moins 12″ de la Zone de déploiement ennemie. Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Explorador
Las unidades completamente con Explorador no tienen que ser Desplegadas dentro de su Zona de Despliegue: en su lugar, pueden ser desplegadas en cualquier lugar del Campo de Batalla a más de~12 de la Zona de Despliegue del oponente. Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Esploratore
Units entirely with Esploratore are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Grâce elfique
Avec leur mode de vie raffiné et la grande maîtrise conférée par leur incroyable longévité, les soldats elfiques pratiquent souvent des formes de combat particulièrement gracieuses. La fluidité de leurs mouvements et la précision de leurs frappes paraît souvent surnaturelle aux yeux de leurs ennemis. Lorsqu’un élément de figurine avec cet attribut manie une Arme lourde, il subit une pénalité de –1 en Agilité au lieu de toujours attaquer au Palier d’initiative~0.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Precisión Élfica
Priorizando estilos gráciles y beneficiándose de el entrenamiento y la experiencia de sus largas vidas, los soldados elfos suelen demostrar estilos de combate particularmente refinados. Sus fluidos movimientos y golpes precisos les garantizan una maestría que puede parecer casi sobrenatural a sus enemigos. Una parte de miniatura con este Atributo de Ataque atacando con una Arma a Dos Manos golpea a 1~Agilidad en vez de siempre a Agilidad~0.
Raffinatezza Elfica
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attributo d’attacco attacking with a Grande Arma strikes at 1~Agilità instead of always at Agilità~0.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Sword Sworn
Standard Melee Attacks with a Great Weapon ignore Dis\-trac\-ting, Parry.
Serment de l’épée
Les Attaques de corps à corps standard portées au moyen d’une Arme lourde ignorent Perturbant, Parade.
Sword Sworn
Standard Melee Attacks with a Great Weapon ignore Dis\-trac\-ting, Parry.
Sword Sworn
Standard Melee Attacks with a Great Weapon ignore Dis\-trac\-ting, Parry.
Espada Jurada
Los Estándar Ataques de Melé con una Arma a Dos Manos ignoran Distracción, Parada.
Sword Sworn
Standard Melee Attacks with a Great Weapon ignore Dis\-trac\-ting, Parry.
Sword Sworn
Standard Melee Attacks with a Great Weapon ignore Dis\-trac\-ting, Parry.
Sword Sworn
Standard Melee Attacks with a Great Weapon ignore Dis\-trac\-ting, Parry.
Fae Miasma
Can only be used with Longbows and Paired Weapons. When a unit suffers one or more wounds from attacks with (before any saves are taken), all models in the unit suffer a 1 to-hit modifier (both for Shooting Attacks and Melee Attacks), with Duration: One Turn.
Miasmes féeriques
Ne peuvent être utilisés qu’avec un Arc long ou une Paire d’armes. Lorsqu’une unité est blessée par au moins une attaque avec cette règle (avant d’effectuer la moindre sauvegarde), toutes les figurines de l’unité subissent une pénalité de 1 pour toucher (tant pour les Attaques de tir que pour les Attaques de corps à corps), avec Durée : Un tour.
Fae Miasma
Can only be used with Longbows and Paired Weapons. When a unit suffers one or more wounds from attacks with (before any saves are taken), all models in the unit suffer a 1 to-hit modifier (both for Shooting Attacks and Melee Attacks), with Duration: One Turn.
Fae Miasma
Can only be used with Longbows and Paired Weapons. When a unit suffers one or more wounds from attacks with (before any saves are taken), all models in the unit suffer a 1 to-hit modifier (both for Shooting Attacks and Melee Attacks), with Duration: One Turn.
Miasma de Fae
Solo puede ser usada con Arcos Largos y Armas Emparejadas. Cuando una unidad sufre una o más heridas de ataques con (antes de que se tire cualquier salvación), todas las miniaturas en la unidad sufren un modificador de~1 para-impactar (tanto para Ataques de Disparo como Ataques de Melé) con Duración: Un Turno.
Fae Miasma
Can only be used with Longbows and Paired Weapons. When a unit suffers one or more wounds from attacks with (before any saves are taken), all models in the unit suffer a 1 to-hit modifier (both for Shooting Attacks and Melee Attacks), with Duration: One Turn.
Fae Miasma
Can only be used with Longbows and Paired Weapons. When a unit suffers one or more wounds from attacks with (before any saves are taken), all models in the unit suffer a 1 to-hit modifier (both for Shooting Attacks and Melee Attacks), with Duration: One Turn.
Fae Miasma
Can only be used with Longbows and Paired Weapons. When a unit suffers one or more wounds from attacks with (before any saves are taken), all models in the unit suffer a 1 to-hit modifier (both for Shooting Attacks and Melee Attacks), with Duration: One Turn.
Sky Reaper
Faucheuse des cieux
Sky Reaper
Sky Reaper
Segador del Cielo
Sky Reaper
Sky Reaper
Sky Reaper
Fire Phoenix
The Phoenix model part gains Flaming Attacks,Grind Attack) (D6, Str~4, AP~1, Flaming Attacks, Unmodifiable), Sweeping Attack) ((#1D3 (X))+1, Str~4, AP~1, Flaming Attacks). X is the number of Ranks in the target unit.
Phénix de feu
l’élément de figurine « Phénix » gagne Attaque enflammée,Broyage) (1D6, Fo~4, PA~1, Attaque enflammée, Fixe), Attaque au passage) (#1D3 (X)+1, Fo~4, PA~1, Attaque enflammée). où X est le nombre de rangs de l’unité ciblée.
Fire Phoenix
The Phoenix model part gains Flaming Attacks,Grind Attack) (D6, Str~4, AP~1, Flaming Attacks, Unmodifiable), Sweeping Attack) ((#1D3 (X))+1, Str~4, AP~1, Flaming Attacks). X is the number of Ranks in the target unit.
Fire Phoenix
The Phoenix model part gains Flaming Attacks,Grind Attack) (D6, Str~4, AP~1, Flaming Attacks, Unmodifiable), Sweeping Attack) ((#1D3 (X))+1, Str~4, AP~1, Flaming Attacks). X is the number of Ranks in the target unit.
Fénix de Fuego
La parte de miniatura Fénix gana Ataques Flamígeros,Ataque Pulverizador) (1D6, Fue~4, PA~1, Ataques Flamígeros, Inmodificable), Ataque de Barrido) (#1D3 (X)+1, Fue~4, PA~1, Ataques Flamígeros). X es el número de Filas en la unidad objetivo.
Fire Phoenix
The Phoenix model part gains Flaming Attacks,Grind Attack) (D6, Str~4, AP~1, Flaming Attacks, Unmodifiable), Sweeping Attack) ((#1D3 (X))+1, Str~4, AP~1, Flaming Attacks). X is the number of Ranks in the target unit.
Fire Phoenix
The Phoenix model part gains Flaming Attacks,Grind Attack) (D6, Str~4, AP~1, Flaming Attacks, Unmodifiable), Sweeping Attack) ((#1D3 (X))+1, Str~4, AP~1, Flaming Attacks). X is the number of Ranks in the target unit.
Fire Phoenix
The Phoenix model part gains Flaming Attacks,Grind Attack) (D6, Str~4, AP~1, Flaming Attacks, Unmodifiable), Sweeping Attack) ((#1D3 (X))+1, Str~4, AP~1, Flaming Attacks). X is the number of Ranks in the target unit.
Frost Phoenix
The model gains Su\-per\-nal, Fearless,Magical Attacks, Afflict (2~Def, 2~Off, and 2~Agi).
Phénix de givre
la figurine gagne Surnaturel, Sans peur,Attaque magique, Contact (2~Déf, 2~Off, 2~Agi).
Frost Phoenix
The model gains Su\-per\-nal, Fearless,Magical Attacks, Afflict (2~Def, 2~Off, and 2~Agi).
Frost Phoenix
The model gains Su\-per\-nal, Fearless,Magical Attacks, Afflict (2~Def, 2~Off, and 2~Agi).
Fénix de Hielo
La miniatura gana Superno, Coraje,Ataques Mágicos, Afligir (2~Def, 2~Ofe y 2~Agi).
Frost Phoenix
The model gains Su\-per\-nal, Fearless,Magical Attacks, Afflict (2~Def, 2~Off, and 2~Agi).
Frost Phoenix
The model gains Su\-per\-nal, Fearless,Magical Attacks, Afflict (2~Def, 2~Off, and 2~Agi).
Frost Phoenix
The model gains Su\-per\-nal, Fearless,Magical Attacks, Afflict (2~Def, 2~Off, and 2~Agi).
Moonlight Arrows
Can only be used with Longbows without Weapon Enchantments. The attack gains Flaming Attacks, Magical Attacks, and its Strength is set to~4.
Flèches de lune
Ne peuvent être utilisées qu’avec un Arc long sans Enchantement d’arme. L’attaque gagne Attaque enflammée, Attaque magique, et sa Force passe à 4.
Moonlight Arrows
Can only be used with Longbows without Weapon Enchantments. The attack gains Flaming Attacks, Magical Attacks, and its Strength is set to~4.
Moonlight Arrows
Can only be used with Longbows without Weapon Enchantments. The attack gains Flaming Attacks, Magical Attacks, and its Strength is set to~4.
Flechas Lunares
Solo pueden ser usadas con Arcos Largos sin Encantamientos de Arma. El ataque gana Ataques Flamígeros, Ataques Mágicos, y su Fuerza es fijada a~4.
Moonlight Arrows
Can only be used with Longbows without Weapon Enchantments. The attack gains Flaming Attacks, Magical Attacks, and its Strength is set to~4.
Moonlight Arrows
Can only be used with Longbows without Weapon Enchantments. The attack gains Flaming Attacks, Magical Attacks, and its Strength is set to~4.
Moonlight Arrows
Can only be used with Longbows without Weapon Enchantments. The attack gains Flaming Attacks, Magical Attacks, and its Strength is set to~4.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vol
Une unité avec cette règle ignore les Décors, le Terrain découvert et les autres unités durant ses Déplacements standard et ses Mouvements de charge. L’unité doit respecter la Règle du pouce d’écart à la fin de l’ensemble de ses déplacements. De plus, les règles des Décors et/ou du Terrain découvert où elle débute et termine son déplacement s’appliquent toujours à elle. Pendant un Mouvement de charge, l’unité chargée n’est pas ignorée ; de plus, il doit y avoir de la place pour permettre au front de l’unité d’entrer en contact avec l’unité chargée avant l’Alignement.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vuelo
Unidades enteramente con Volar ignoran Terrenos, Terreno Abierto y otras unidades durante los Movimientos de Maniobra y los Movimientos de Carga. La unidad ha de seguir la regla de Espaciado entre Unidades al final de cualquiera de sus movimientos y Terrenos y Terreno Abierto desde el que la miniatura empieza o acaba su movimiento sigue afectándole. La unidad siendo cargada no se ignora durante un Movimiento de Carga y debe de haber espacio para que el Frontal de la unidad sea colocado en contacto con la unidad siendo cargada antes del Movimiento inicial de Alineación.
Volo
Units entirely with Fly ignore Tipologie di Terreno, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Tipologie di Terreno and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Lion’s Fur
If the model is without Mount, it gains +1~Arm, which is improved to +2~Arm against Shooting Attacks.
Fourrure de lion
Si la figurine est à pied, elle gagne +1 en valeur d’Armure, ce bonus passant à +2 contre les Attaques de tir.
Lion’s Fur
If the model is without Mount, it gains +1~Arm, which is improved to +2~Arm against Shooting Attacks.
Lion’s Fur
If the model is without Mount, it gains +1~Arm, which is improved to +2~Arm against Shooting Attacks.
Piel de León
Si la miniatura está sin Montura, gana +1 Arm, que es mejorado a +2 Arm contra Ataques de Disparo.
Lion’s Fur
If the model is without Mount, it gains +1~Arm, which is improved to +2~Arm against Shooting Attacks.
Lion’s Fur
If the model is without Mount, it gains +1~Arm, which is improved to +2~Arm against Shooting Attacks.
Lion’s Fur
If the model is without Mount, it gains +1~Arm, which is improved to +2~Arm against Shooting Attacks.
Warden’s Bond
The model gains +1~Discipline, Disciplined, and passes its Rebirth roll on~3+ instead of~5+. The Phoenix model part gains Mount, and the model gains an additional model part:
Gardien lié
la figurine gagne +1 en Discipline, Discipliné, et réussit son jet de Renaissance sur un résultat de 3+ au lieu de 5+ ; l’élément de figurine « Phénix » gagne Monture, et la figurine gagne un élément de figurine additionnel :
Warden’s Bond
The model gains +1~Discipline, Disciplined, and passes its Rebirth roll on~3+ instead of~5+. The Phoenix model part gains Mount, and the model gains an additional model part:
Warden’s Bond
The model gains +1~Discipline, Disciplined, and passes its Rebirth roll on~3+ instead of~5+. The Phoenix model part gains Mount, and the model gains an additional model part:
Vínculo de Guardián
La miniatura gana +1~Disciplina, Disciplinado, y pasa su tirada de Renacimiento al~3+ en vez de al~5+. La parte de miniatura del Fénix gana Montura, y la miniatura gana una parte de miniatura adicional:
Warden’s Bond
The model gains +1~Discipline, Disciplined, and passes its Rebirth roll on~3+ instead of~5+. The Phoenix model part gains Mount, and the model gains an additional model part:
Warden’s Bond
The model gains +1~Discipline, Disciplined, and passes its Rebirth roll on~3+ instead of~5+. The Phoenix model part gains Mount, and the model gains an additional model part:
Warden’s Bond
The model gains +1~Discipline, Disciplined, and passes its Rebirth roll on~3+ instead of~5+. The Phoenix model part gains Mount, and the model gains an additional model part:
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Troupe légère
Lorsqu’une unité avec cette règle fait une Reformation, elle peut se déplacer d’une distance maximale équivalant au double de sa Mobilité (au lieu de la moitié de sa Mobilité). Si, lors d’une Reformation, son centre se déplace d’une distance supérieure à sa Mobilité, alors ce déplacement est considéré comme une Marche forcée pour ce qui est des règles qui sont associées à ce type de déplacement (Tests de terrain dangereux, interdiction de faire un déplacement si l’unité a la règle Mort-vivant, etc.). Pour ce qui est du tir, ce mouvement est toujours considéré comme une Reformation. (c.-à-d. que l’unité peut tirer même si elle se déplace d’une distance supérieure à sa Mobilité). Remarque : cette règle est sans effet sur les autres types de Déplacement standard, dont Marche forcée. Une unité contenant Troupe légère est toujours considérée comme ayant zéro Rang complet ; aux fins de cette règle, ignorez les éventuelles figurines attachables avec Troupe légère jointes à l’unité, à moins que l’unité ne soit intégralement constituée de figurines attachables.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Tropas Ligeras
Una unidad enteramente con Tropa Ligera puede realizar Movimientos de Reforma hasta el doble de su Movilidad (en vez de a la mitad de su Movilidad). Si, mientras realiza una Reforma, su centro se mueve más allá de su Movilidad, el movimiento es considerado un Movimiento de Marcha a propósito de las reglas activadas por Marchar (p.e. Chequeos de Terreno Peligroso y, si es No Muerto, tener restringido hacer Movimientos de Marcha, etc.). Para el propósito de disparar, se sigue considerando un Movimiento de Reforma. P.e. la unidad puede disparar si mueve más de su Movilidad Nota: esta regla no tiene efecto en otras Maniobras de movimiento, incluyendo Movimientos de Marcha Una unidad que contenga Tropas Ligeras es siempre considerada como que tiene cero Filas Completas; ignora Miniaturas Adjuntables con Tropas Ligeras unida a una unidad para este propósito, a menos que la unidad consista solo en Miniaturas Adjuntables.
Truppe Leggere
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobilità Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Truppe Leggere is always considered to have zero Ranghi Adeguati; ignore Modelli Aggregabili with Truppe Leggere joined to a unit for this purpose, unless the unit consists of only Modelli Aggregabili.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Master of Spellcrafting
The Wizard’s Learned Spells have their Casting Value reduced by 1, to a minimum Casting Value of~6.
Maître des arcanes
Les Sorts appris du Magicien voient leur Valeur de lancement réduite de 1, jusqu’à un minimum de 6.
Master of Spellcrafting
The Wizard’s Learned Spells have their Casting Value reduced by 1, to a minimum Casting Value of~6.
Master of Spellcrafting
The Wizard’s Learned Spells have their Casting Value reduced by 1, to a minimum Casting Value of~6.
Maestro de Hechicería
Los Hechizos Aprendidos del Mago tienen su Valor de Lanzamiento reducido en~1, hasta un mínimo Valor de Lanzamiento de~6.
Master of Spellcrafting
The Wizard’s Learned Spells have their Casting Value reduced by 1, to a minimum Casting Value of~6.
Master of Spellcrafting
The Wizard’s Learned Spells have their Casting Value reduced by 1, to a minimum Casting Value of~6.
Master of Spellcrafting
The Wizard’s Learned Spells have their Casting Value reduced by 1, to a minimum Casting Value of~6.
Rebirth
When the model loses its last Health Point, unless it is a Summoned model, the owner must roll a~D6. On a~5+, it is a success — apply the following effects: itemize Before removing the model as a casualty, mark the centre of its final position. At the start of the next friendly Movement Phase, Summon a new Phoenix within~3 of the marked point. The Summoned model has the same upgrades as the original Phoenix. Immediately after being Deployed, the model loses 4~Health Points, which cannot be prevented nor Recovered in any way. itemize If the roll is failed, the model is removed as a casualty as normal.
Renaissance
quand la figurine perd son dernier Point de vie, son propriétaire doit lancer un dé (sauf s’il s’agissait d’une figurine invoquée). Sur 5+, ce jet est réussi – appliquez les effets suivants : itemize Avant de retirer la figurine comme perte, placez un marqueur au centre de sa position finale. Au début de votre prochaine Phase de mouvement, invoquez un nouveau Phénix à 3 du point marqué. La figurine invoquée a les mêmes améliorations que la figurine originale. Immédiatement après qu’elle a été déployée, la figurine perd 4 PV (cette perte ne pouvant être évitée et ces Points de vie ne pouvant être récupérés d’aucune manière). itemize Si le jet échoue, retirez la figurine comme perte selon les règles habituelles.
Rebirth
When the model loses its last Health Point, unless it is a Summoned model, the owner must roll a~D6. On a~5+, it is a success — apply the following effects: itemize Before removing the model as a casualty, mark the centre of its final position. At the start of the next friendly Movement Phase, Summon a new Phoenix within~3 of the marked point. The Summoned model has the same upgrades as the original Phoenix. Immediately after being Deployed, the model loses 4~Health Points, which cannot be prevented nor Recovered in any way. itemize If the roll is failed, the model is removed as a casualty as normal.
Rebirth
When the model loses its last Health Point, unless it is a Summoned model, the owner must roll a~D6. On a~5+, it is a success — apply the following effects: itemize Before removing the model as a casualty, mark the centre of its final position. At the start of the next friendly Movement Phase, Summon a new Phoenix within~3 of the marked point. The Summoned model has the same upgrades as the original Phoenix. Immediately after being Deployed, the model loses 4~Health Points, which cannot be prevented nor Recovered in any way. itemize If the roll is failed, the model is removed as a casualty as normal.
Renacimiento
Cuando la miniatura pierde su último Punto de Vida, a menos que sea una miniatura Invocada, el dueño debe tirar un~1D6. Con un~5+, es un éxito — aplica los siguientes efectos: itemize Antes de retirar la miniatura como baja, marca el centro de su posición final. Al principio de la siguiente Fase de Movimiento amiga, Invoca un nuevo Fénix dentro de~3 del punto marcado. La miniatura invocada tiene las mismas mejoras que el Fénix original. Inmediatamente después de ser desplegado, la miniatura pierde 4~Puntos de Vida, que no pueden ser prevenidos o Recuperados de ninguna forma. itemize Si la tirada es fallada, la miniatura es retirada como baja de forma normal.
Rebirth
When the model loses its last Health Point, unless it is a Summoned model, the owner must roll a~D6. On a~5+, it is a success — apply the following effects: itemize Before removing the model as a casualty, mark the centre of its final position. At the start of the next friendly Movement Phase, Summon a new Phoenix within~3 of the marked point. The Summoned model has the same upgrades as the original Phoenix. Immediately after being Deployed, the model loses 4~Health Points, which cannot be prevented nor Recovered in any way. itemize If the roll is failed, the model is removed as a casualty as normal.
Rebirth
When the model loses its last Health Point, unless it is a Summoned model, the owner must roll a~D6. On a~5+, it is a success — apply the following effects: itemize Before removing the model as a casualty, mark the centre of its final position. At the start of the next friendly Movement Phase, Summon a new Phoenix within~3 of the marked point. The Summoned model has the same upgrades as the original Phoenix. Immediately after being Deployed, the model loses 4~Health Points, which cannot be prevented nor Recovered in any way. itemize If the roll is failed, the model is removed as a casualty as normal.
Rebirth
When the model loses its last Health Point, unless it is a Summoned model, the owner must roll a~D6. On a~5+, it is a success — apply the following effects: itemize Before removing the model as a casualty, mark the centre of its final position. At the start of the next friendly Movement Phase, Summon a new Phoenix within~3 of the marked point. The Summoned model has the same upgrades as the original Phoenix. Immediately after being Deployed, the model loses 4~Health Points, which cannot be prevented nor Recovered in any way. itemize If the roll is failed, the model is removed as a casualty as normal.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitaire
Une unité contenant cette règle ne peut jamais être rejointe par d’autres figurines, ni se joindre à une autre unité. Remarque : si une figurine a à la fois Solitaire, Attaché, elle ne peut pas être déployée et est retirée comme perte.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitario
Unidades que contengan Solitario no pueden unirse a otras unidades y no pueden unirseles otras miniaturas. Nota: si una minaitura tiene tanto Solitario, Adjuntable, no puede ser Desplegado y se considera entonces una baja.
Solitario
Units containing Solitario can never join other units, and can never be joined by other models. Note: if a model has both Solitario, Aggregato, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Valiant
A unit containing Valiant automatically passes Panic Tests caused by Terror.
Vaillant
Une unité contenant Vaillant réussit automatiquement ses Tests de panique causés par la Terreur.
Valiant
A unit containing Valiant automatically passes Panic Tests caused by Terror.
Valiant
A unit containing Valiant automatically passes Panic Tests caused by Terror.
Valiente
Una unidad conteniendo Valiente automáticamente pasa los Chequeos de Pánico causados por Terror.
Valiant
A unit containing Valiant automatically passes Panic Tests caused by Terror.
Valiant
A unit containing Valiant automatically passes Panic Tests caused by Terror.
Valiant
A unit containing Valiant automatically passes Panic Tests caused by Terror.

Magic Items usable by the army

EN FR DE PL ES IT ZH RU
Star Metal Alloy
+1~Arm, which is improved to +2~Arm for models without Mount. The bearer can never be wounded on a roll better than~3+.
Alliage stellaire
+1~Arm, ou +2~Arm si le porteur est à pied. De plus, le porteur ne peut jamais être blessé sur un jet meilleur que~3+.
Star Metal Alloy
+1~Arm, which is improved to +2~Arm for models without Mount. The bearer can never be wounded on a roll better than~3+.
Star Metal Alloy
+1~Arm, which is improved to +2~Arm for models without Mount. The bearer can never be wounded on a roll better than~3+.
Aleación de Metal Estelar
+1~Arm, que es mejorado a +2~Arm para miniaturas sin Montura. El portador nunca puede ser herido con una tirada mejor de~3+.
Star Metal Alloy
+1~Arm, which is improved to +2~Arm for models without Mount. The bearer can never be wounded on a roll better than~3+.
Star Metal Alloy
+1~Arm, which is improved to +2~Arm for models without Mount. The bearer can never be wounded on a roll better than~3+.
Star Metal Alloy
+1~Arm, which is improved to +2~Arm for models without Mount. The bearer can never be wounded on a roll better than~3+.
Amethyst Crystal
Unless the bearer is Shaken, Dispelling Rolls made by the bearer’s army gain a +1~modifier; if the target of an enemy spell is within~18 of the bearer, that modifier is increased to~+2.
Cristal d’améthyste
À moins que le porteur ne soit ébranlé, les Jets de dissipation effectués par l’armée du porteur gagnent un bonus de +1. Si la cible du sort ennemi se trouve à 18″ du porteur, ce bonus est de +2 à la place.
Amethyst Crystal
Unless the bearer is Shaken, Dispelling Rolls made by the bearer’s army gain a +1~modifier; if the target of an enemy spell is within~18 of the bearer, that modifier is increased to~+2.
Amethyst Crystal
Unless the bearer is Shaken, Dispelling Rolls made by the bearer’s army gain a +1~modifier; if the target of an enemy spell is within~18 of the bearer, that modifier is increased to~+2.
Cristal Amatista
A menos que el portador esté Aturdido, las Tiradas de Dispersión hechas por el ejército del portador ganan un modificador de~+1; si el objetivo de un hechizo enemigo está dentro de~18 del portador, este modificador es incrementado a~+2.
Amethyst Crystal
Unless the bearer is Shaken, Dispelling Rolls made by the bearer’s army gain a +1~modifier; if the target of an enemy spell is within~18 of the bearer, that modifier is increased to~+2.
Amethyst Crystal
Unless the bearer is Shaken, Dispelling Rolls made by the bearer’s army gain a +1~modifier; if the target of an enemy spell is within~18 of the bearer, that modifier is increased to~+2.
Amethyst Crystal
Unless the bearer is Shaken, Dispelling Rolls made by the bearer’s army gain a +1~modifier; if the target of an enemy spell is within~18 of the bearer, that modifier is increased to~+2.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giganticide
Coup écrasant. Ce Coup écrasant gagne un bonus de +1 pour toucher les figurines de Taille 5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
Ammazzagiganti
Attacco Distruttivo. Questo Attacco Distruttivo ottiene +1 a colpire contro modelli di Altezza~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Appel du destin
Ægide (4+), et la valeur d’Armure de la figurine est fixée à~3. Remarque : cela signifie que sa valeur d’Armure ne peut jamais être supérieure à 3. Elle reste affectée par la Pénétration d’armure.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Llamada del Destino
Égida (4+), y la Equipamiento de Armadura de la miniatura es fijada a~3. Notar que esto significa que no puede ser mejorada más allá de~3. Sigue siendo afectada por la Penetración de Armadura.
Chiamata del Destino
Egida (4+), e l’Arm del modello è fissata a~3. Nota che ciò significa che l’Armatura non può essere migliorata oltre il~3. É comunque influenzata dalla Penetrazione dell’Armatura.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Sliver of the Blazing Dawn
+1~Str, +2~AP. Each successful to-hit roll with this weapon causes one additional hit, allocated to the same target (usually this means it causes two hits instead of one).
Éclat de l’aube flamboyante
+1~Fo, +2~PA. Chaque fois qu’une attaque portée au moyen de cette arme réussit un jet pour toucher, elle cause une touche supplémentaire, allouée à la même cible (généralement, cela signifie qu’elle cause deux touches au lieu d’une seule).
Sliver of the Blazing Dawn
+1~Str, +2~AP. Each successful to-hit roll with this weapon causes one additional hit, allocated to the same target (usually this means it causes two hits instead of one).
Sliver of the Blazing Dawn
+1~Str, +2~AP. Each successful to-hit roll with this weapon causes one additional hit, allocated to the same target (usually this means it causes two hits instead of one).
Asta del Amanecer Llameante
+1~Fue, +2~PA. Cada tirada para-impactar con éxito con este arma causa dos impactos en vez de uno.
Sliver of the Blazing Dawn
+1~Str, +2~AP. Each successful to-hit roll with this weapon causes one additional hit, allocated to the same target (usually this means it causes two hits instead of one).
Sliver of the Blazing Dawn
+1~Str, +2~AP. Each successful to-hit roll with this weapon causes one additional hit, allocated to the same target (usually this means it causes two hits instead of one).
Sliver of the Blazing Dawn
+1~Str, +2~AP. Each successful to-hit roll with this weapon causes one additional hit, allocated to the same target (usually this means it causes two hits instead of one).
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Lame vorpal
Les jets de sauvegarde d’armure, de sauvegarde d’Ægide et de sauvegarde de Régénération réussis effectués contre des attaques portées avec cette arme doivent être relancés.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
Sigillo Elementale
I Tiri Armatura e i Tiri di Rigenerazione ed Egida effettuati con successo contro gli attacchi fatti con quest’arma devono essere ritirati.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Au crépuscule forgé
Le porteur doit relancer ses jets de sauvegarde d’armure ratés, mais rate automatiquement tous ses jets de sauvegarde d’Ægide et de Régénération, peu importe qu’il utilise le Bouclier ou non.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Forjado del Crepúsculo
El portador debe repetir sus Tiradas fallidas de Salvación por Armadura. El portador falla automáticamente todas sus Salvaciones de Égida o Regeneración, da igual si Usa el Escudo o no.
Vespertino
Il portatore deve ripetere i propri Tiri Armatura falliti. Il portatore fallisce automaticamente i propri Tiri Egida e Rigenerazione, a prescindere dal fatto che stia Usando lo Scudo o meno.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Baguette de bataille
Le porteur peut lancer le Sort lié suivant : Baguette de bataille : Valeur de lancement~(4+)Type : 18, Amélioration. Durée : Un tour. Effet : les Attaques de corps à corps standard de la cible gagnent un bonus de +1 pour toucher et Attaque magique.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Bastón de Batalla
El portador puede lanzar un Hechizo Vinculado único: Bastón de Batalla: Valor de Lanzamiento~(4+) Tipo: 18, Potenciación. Duración: Un Turno. Efecto: Los Ataques Estándar de Melé del objetivo ganan~+1 a impactar y Ataques Mágicos.
Scettro della Battaglia
Il portatore può lanciare un Incantesimo Infuso unico: Scettro della Battaglia: Valore di Lancio~(4+). Tipo: 18, Benedizione. Durata: Un Turno. Effetto: Gli Attacchi da Mischia Standard del bersaglio ottengono~+1 a colpire eAttacchi Magici.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Bastion de l’unité
Attaché (cette règle ne pouvant être perdue) et Résistance (Attaques de corps à corps).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
Baluardo dell’Unità
Aggregato, che non può essere perso, e Resistenza (Attacchi da Mischia).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Touch of Greatness
+1~Str, +1~AP.
Touché par la Grâce
+1~Fo, +1~PA.
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Toque de Grandeza
+1~Fue, +1~PA.
Barlume di Grandezza
+1 For, +1 Pen
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusion de basalte
+1 en valeur d’Armure, Ægide (3+, contre Attaque enflammée). Le porteur rate automatiquement tous ses jets de sauvegarde de Régénération.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
Infusione di Basalto
+1~Armature Equipaggiate, Egida (3+, contro Attacchi Infuocati) e il portatore fallisce automaticamente tutti i propri Tiri Rigenerazione.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Parchemin d’entrave
Usage unique. Durée : Fin de la phase Peut être activé au début de l’étape 2 (« Siphonner le Voile ») de la Phase de magie de votre adversaire. Dans ce cas, désignez un Lanceur de sorts et l’un de ses sorts (peu importe qu’il s’agisse d’un Sort lié ou d’un Sort appris) : ce Lanceur de sorts ne peut pas volontairement lancer cette instance de ce sort (remarque : s’il a plusieurs instances de ce sort, il pourra tout de même lancer la ou les autres ; ce pouvoir est sans effet sur les éventuels Fiascos).
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Pergamino de Dispersión
Un solo uso. Duración: Una Fase Puede activarse durante el Drenar el Velo del oponente (Fase de Magia, paso 2). Cuando se activa, selecciona un Lanzador y selecciona uno de sus hechizos (Vinculado o Aprendido): el Lanzador elegido no puede lanzar voluntariamente la instancia seleccionada de dicho hechizo en esta Fase de Magia. P.e. si un lanzador tiene el mismo hechizo más de una vez, solo una sola instancia no puede ser lanzada y esto no tiene efecto para Disfunción Mágica
Pergamena di Costrizione
Un solo uso. Durata: Una Fase Attivazione: In qualsiasi momento durante la fase Incanalare il Velo dell’avversario (Fase Magica, Step 2). Quando viene attivata, scegli un Incantatore e seleziona uno dei suoi Incantesimi (Appresi o Infusi): l’Incantatore scelto non può lanciare volontariamente l’istanza selezionata di questo incantesimo in questa Fase Magica. Quindi se un incantatore ha lo stesso incantesimo più di una volta, solo una singola istanza di questo non potrà essere lanciata e ciò non ha effetto su Contrattempo Magico
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Book of Meladys
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with three Magic Dice, the bearer may reroll all Magic Dice.
Livre de Meladys
Lors de chaque Phase de magie, la première fois que le porteur rate un Jet de lancement d’un Sort appris pour lequel il a lancé exactement trois Dés de magie, il peut relancer tous les dés de ce jet.
Book of Meladys
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with three Magic Dice, the bearer may reroll all Magic Dice.
Book of Meladys
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with three Magic Dice, the bearer may reroll all Magic Dice.
Libro de Meladys
La primera vez en cada Fase de Magia que el portador falla una Tirada de Lanzamiento para un Hechizo Aprendido lanzado con tres Dados de Magia, el portador puede repetir todos los Dados de Magia.
Book of Meladys
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with three Magic Dice, the bearer may reroll all Magic Dice.
Book of Meladys
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with three Magic Dice, the bearer may reroll all Magic Dice.
Book of Meladys
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with three Magic Dice, the bearer may reroll all Magic Dice.
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Breuvage draconien
Usage unique. Durée : Fin du tour Attaque de souffle (Fo~4, PA~1, Attaque enflammée, Tenir et tirer !).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
Decotto del Drago
Un solo uso. Durata: Fine del Turno Attacco a Soffio (For~4, Pen~1, Attacchi Infuocati, Resistere e Tirare).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Cadaron’s Heartwood
Shots (3), Str as user~+1, AP as user~+1.
Cœur de bois de Cadaron
Tirs (3), Fo de l’utilisateur~+1, PA de l’utilisateur~+1.
Cadaron’s Heartwood
Shots (3), Str as user~+1, AP as user~+1.
Cadaron’s Heartwood
Shots (3), Str as user~+1, AP as user~+1.
Duramen de Cadaron
Disparos (3), Fue como el usuario~+1, PA como el usuario~+1.
Cadaron’s Heartwood
Shots (3), Str as user~+1, AP as user~+1.
Cadaron’s Heartwood
Shots (3), Str as user~+1, AP as user~+1.
Cadaron’s Heartwood
Shots (3), Str as user~+1, AP as user~+1.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Cape de camouflage
Se tient derrière. La figurine du porteur perd les règles Tenace, Garde du corps (si elle les avait) et ne peut les gagner d’aucune façon ; elle n’est jamais considérée comme satisfaisant aux critères pour l’activation de la règle Garde du corps. De plus, elle ne peut porter d’Attaques de soutien.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Capa de Mímico
Quedarse Atrás. La miniatura del portador pierde Tozudo, Guardaespaldas, no puede ganarlo de ninguna forma, y nunca se considera que cumple el requisito para Guardaespaldas. Adicionalmente, la miniatura no puede realizar ningún Ataque de Apoyo.
Mantello dell’Imitazione
Resta Dietro. Il modello del portatore perde Determinato, Guardia del Corpo, non può guadagnarli in alcun modo e si considera che non rispetti mai i requisiti di Guardia del Corpo. In più, il modello non può effettuare alcun Attacco di Supporto.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Héritage magique
Le porteur connaît le Sort héréditaire de son Livre d’armée en plus de ses autres sorts (il ne peut l’échanger pendant les Sélections pré-partie, ne peut le remplacer par un autre sort ni le perdre d’aucune manière).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Reliquia Mágica
El portador conoce el Hechizo Hereditario de su Libro de Ejército adicionalmente a sus otros hechizos (no puede seleccionarlo durante la Selección de Hechizos, y no puede reemplazarlo o de otra forma perderlo).
Cimelio Magico
Il portatore conosce l’Incantesimo Ereditario del proprio Libro dell’Esercito in aggiunta ai suoi altri incantesimi (non può sceglierlo durante la Selezione degli Incantesimi e non può sostituirlo né perderlo in altro modo).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Couronne du Roi-magicien
Pendant les Sélections pré-partie, tirez au sort une Voie de magie parmi les dix figurant dans ce livre. Le porteur devient un Apprenti magicien utilisant cette Voie de magie, qui ne peut échanger de sorts. Le porteur ne peut choisir aucune amélioration (Objet magique ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Corona del Rey Mago
Durante las Elecciones Pre-partida, tira aleatoriamente una Senda de Magia (de todas la Sendas en este libro). El portador es un Mago Aprendiz usando la Senda aleatoria, y no puede Cambiar ningún hechizo. El portador no puede escoger ningún Objetos Mágicos ni otras mejoras restringidas a Magos (o cualquier tipo de Magos).
Corona del Re Mago
Durante le Scelte Pre-Partita, determina casualmente un Sentiero di Magia (fra tutti i dieci Sentieri presenti in questo libro). Il portatore è un Wizard Apprentice che usa tale Sentiero casuale e non può Sostituire alcun incantesimo. Il portatore non può acquistare Oggetti Magici, né qualsiasi altra opzione aggiuntiva riservata ai Maghi (o ai Maghi di qualsiasi tipo).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Daemon’s Bane
+2~Arm against Magical Attacks.
Fléau des démons
+2~Arm, contre Attaque magique.
Daemon’s Bane
+2~Arm against Magical Attacks.
Daemon’s Bane
+2~Arm against Magical Attacks.
Perdición del Demonio
+2~Arm contra Ataques Mágicos.
Daemon’s Bane
+2~Arm against Magical Attacks.
Daemon’s Bane
+2~Arm against Magical Attacks.
Daemon’s Bane
+2~Arm against Magical Attacks.
Supernatural Dexterity
+3~Def and +3~Off.
Dextérité surnaturelle
+3~Déf et +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Destreza Sobrenatural
+3~Def y +3~Ofe.
Destrezza Innaturale
+3~Dif e +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Diadem of Protection
Aegis (+2, max~4+).
Diadème de protection
Ægide (+2, max. 4+).
Diadem of Protection
Aegis (+2, max~4+).
Diadem of Protection
Aegis (+2, max~4+).
Diadema de Protección
Égida (+2, max~4+).
Diadem of Protection
Aegis (+2, max~4+).
Diadem of Protection
Aegis (+2, max~4+).
Diadem of Protection
Aegis (+2, max~4+).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Inscriptions mystérieuses
Déchaînement (Haine, Zèle).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Inscripciones Sobrenaturales
Primer Golpe (Odio, Fervor).
Iscrizioni Arcane
Primo Colpo (Odio, Zelo).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Elemental Blade
+1~Att, +1~Str. During Combat Choices, gain either Flaming Attacks, Lightning Attacks, with Duration: Round of Combat.
Lame-tempête
+1 Att, +1 Fo. Lors du Choix de l’équipement et des capacités, le porteur gagne soit Attaque enflammée, soit Attaque foudroyante, avec Durée : Manche de combat.
Elemental Blade
+1~Att, +1~Str. During Combat Choices, gain either Flaming Attacks, Lightning Attacks, with Duration: Round of Combat.
Elemental Blade
+1~Att, +1~Str. During Combat Choices, gain either Flaming Attacks, Lightning Attacks, with Duration: Round of Combat.
Hoja Elemental
+1~Ata, +1~Fue. Al Elecciones de Combate, elige ganar uno u otro Ataques Flamígeros, Ataques Relámpago, con Duración: Ronda de Combate.
Elemental Blade
+1~Att, +1~Str. During Combat Choices, gain either Flaming Attacks, Lightning Attacks, with Duration: Round of Combat.
Elemental Blade
+1~Att, +1~Str. During Combat Choices, gain either Flaming Attacks, Lightning Attacks, with Duration: Round of Combat.
Elemental Blade
+1~Att, +1~Str. During Combat Choices, gain either Flaming Attacks, Lightning Attacks, with Duration: Round of Combat.
Nova Flare
Devastating Charge (+1~Att), Lethal Strike, Divine Attacks. One use only. Duration: Round of Combat. May be used during Combat Choices: the wielder counts as Charging for the purpose of Devastating Charge.
Explosion stellaire
Charge dévastatrice (+1 Att), Coup fatal, Attaque divine. Usage unique. Durée : Manche de combat. Peut être activé lors du Choix de l’équipement et des capacités : le porteur compte comme étant en charge pour ce qui est de Charge dévastatrice.
Nova Flare
Devastating Charge (+1~Att), Lethal Strike, Divine Attacks. One use only. Duration: Round of Combat. May be used during Combat Choices: the wielder counts as Charging for the purpose of Devastating Charge.
Nova Flare
Devastating Charge (+1~Att), Lethal Strike, Divine Attacks. One use only. Duration: Round of Combat. May be used during Combat Choices: the wielder counts as Charging for the purpose of Devastating Charge.
Llamarada Nova
Carga Devastadora (+1~Ata), Golpe Letal, Ataques Divinos. Un solo uso. Puede ser usado al Elecciones de Combate: el portador cuenta como Cargando para el propósito de Carga Devastadora, con Duración: Ronda de Combate.
Nova Flare
Devastating Charge (+1~Att), Lethal Strike, Divine Attacks. One use only. Duration: Round of Combat. May be used during Combat Choices: the wielder counts as Charging for the purpose of Devastating Charge.
Nova Flare
Devastating Charge (+1~Att), Lethal Strike, Divine Attacks. One use only. Duration: Round of Combat. May be used during Combat Choices: the wielder counts as Charging for the purpose of Devastating Charge.
Nova Flare
Devastating Charge (+1~Att), Lethal Strike, Divine Attacks. One use only. Duration: Round of Combat. May be used during Combat Choices: the wielder counts as Charging for the purpose of Devastating Charge.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Garde fantomatique
+2 en valeur d’Armure contre les attaques non magiques.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Guarda Fantasmal
+2~Arm contra Ataques no Mágicos.
Salvaguardia Spettrale
+2~Arm contro Attacchi non-Magici
Ghostly Guard
+2~Arm against non-Magical Attacks.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Garde sauvage
+3 en valeur d’Armure. La valeur d’Armure du porteur ne peut jamais être supérieure à~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Protección Salvaje
+3~Arm. El valor de Armadura del portador nunca puede ser mejorado por encima de~5.
Guardia Selvaggia
+3~Arm. Il valore di Armatura del modello non può mai essere migliorato oltre~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Gleaming Robe
Aegis (3+). The wearer’s Armour is set to~1 and can never be improved beyond this. If the wearer Miscasts and suffers Witchfire, the number of hits are halved (rounding fractions up) for the wearer and its unit.
Robe étincelante
Ægide (3+). La valeur d’Armure du porteur passe à 1 et ne peut jamais être améliorée au-delà de cette valeur. Si le porteur provoque un Fiasco qui donne Feu sorcier, le nombre de touches subies par le porteur et son unité est divisé par deux (arrondi au supérieur).
Gleaming Robe
Aegis (3+). The wearer’s Armour is set to~1 and can never be improved beyond this. If the wearer Miscasts and suffers Witchfire, the number of hits are halved (rounding fractions up) for the wearer and its unit.
Gleaming Robe
Aegis (3+). The wearer’s Armour is set to~1 and can never be improved beyond this. If the wearer Miscasts and suffers Witchfire, the number of hits are halved (rounding fractions up) for the wearer and its unit.
Túnica Reluciente
Égida (3+). La Armadura del portador es fijada a~1 y nunca puede ser mejorada más allá. Si el portador Disfunciona y saca Fuego Brujo, el número de impactos es dividido a la mitad (redondeando hacia arriba) para el portador y su unidad.
Gleaming Robe
Aegis (3+). The wearer’s Armour is set to~1 and can never be improved beyond this. If the wearer Miscasts and suffers Witchfire, the number of hits are halved (rounding fractions up) for the wearer and its unit.
Gleaming Robe
Aegis (3+). The wearer’s Armour is set to~1 and can never be improved beyond this. If the wearer Miscasts and suffers Witchfire, the number of hits are halved (rounding fractions up) for the wearer and its unit.
Gleaming Robe
Aegis (3+). The wearer’s Armour is set to~1 and can never be improved beyond this. If the wearer Miscasts and suffers Witchfire, the number of hits are halved (rounding fractions up) for the wearer and its unit.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Régicide
Attaché (cette règle ne pouvant être perdue). Tant qu’au moins un personnage ennemi est en contact avec l’unité du porteur, ce dernier gagne +1 en valeur d’Attaque, +2 en Force et +2 en Pénétration d’armure.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Matareyes
Adjuntable, que no puede ser perdido. Mientras haya un Personaje enemigo en contacto con la unidad del portador, el portador gana +1~Ata, +2~Fue, y +2~PA.
Regicida
Aggregato, che non può essere perso. Quando un Personaggio nemico è in contatto con l’unità di chi la brandisce, colui che la brandisce ottiene: +1~Att, +2~For e +2~Pen.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Obsidian Rock
Magic Resistance (2).
Roche d’obsidienne
Résistance à la magie (2).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Roca Obsidiana
Resistencia a la Magia (2).
Pietra d’Ossidiana
Resistenza alla Magia (2).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Parchemin de libre-pensée
Usage unique. Durée : Permanent. Peut être activé lors de votre Phase de magie, avant de tirer une Carte de flux : le porteur perd l’ensemble des Sorts appris qu’il connaît dans la Voie de magie conférée par sa règle Apprenti magicien, Adepte magicien ou Maître magicien, ou par un Échange universel (le Sort héréditaire, de même que les sorts conférés par d’autres sources, ne sont pas concernés). Le porteur gagne le même nombre de sorts d’une autre Voie de magie qui lui était accessible au moment de la composition de la liste d’armée. Ces sorts sont gagnés en commençant par le sort nº 1, et en progressant le long de la Voie, un sort à la fois. Ceci ne modifie pas le choix de la Voie de magie du porteur.Remarque : ce faisant, il est possible qu’un même Magicien connaisse deux fois le même sort, sans pour autant pouvoir lancer ce même sort plusieurs fois (par exemple, un Hiérarque du culte des morts avec Adepte magicien et Passeur d’âmes qui a sélectionné les sorts nº 1 et nº 3 de Divination et qui a échangé l’un de ces sorts contre Gardien éternel ! au cours des Derniers préparatifs utilise cet objet et choisit Évocation : il connait à présent deux fois le sort nº 1 de l’Évocation, ainsi que le sort nº 2 et Gardien éternel).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Pergamino de una Mente Libre
Un solo uso. Duración: Permanente. Puede activarse en una Fase de Magia amiga antes de sacar una Carta de Flujo: el portador pierde todos sus Hechizos Aprendidos de su Senda de Magia elegida garantizados por Hechicero Aprendiz, Hechicero Adepto, Maestro Hechicero, o Cambio Universal (el Hechizo Hereditario, así como los hechizos proporcionados por otras fuentes no se ven afectados). El portador gana el mismo número de hechizos de otra única Senda disponible durante la creación de lista. Los hechizos ganados empiezan desde el primer hechizo de la Senda, progresando hsata el último hechizo de la Senda. Esto no cambia la Senda de Magia elegida por el portador. Nota: al hacer esto, es posible que un Mago gane el mismo hechizo dos veces – sin embargo, no podría lanzar ese hechizo vaarias veces (por ejemplo, un Hierarca del Culto de Muerte con Hechicero Adepto y Conducto de Almas que eligió los hechizos \#1 y \#3 de Adivinación y cambió a Guardián Eterno durante las Preparaciones de Batalla y selecciona Evocación con el Pergamino de la Mente Liber: ahora conoce dos veces el Susurros del Velo, así como Danza Macabra, y Guardián Eterno).
Pergamena di una Mente Libera
Un solo uso. Durata: Permanente. Può essere attivata in una Fase Magica amica, prima di pescare una Carta Flusso. Il portatore perde tutti i propri incantesimi appresi scelti dal sentiero selezionato in virtù delle regole Mago Apprendista, Mago Adepto, Mago Maestro, o la Sostituzione Universale (l’Incantesimo Ereditario, così come tutti gli incantesimi ottenuti da altre risorse, non sono influenzati da ciò). Il portatore ottiene ora il medesimo numero di incantesimi di un altro sentiero a lui disponibile durante il passaggio della Creazione delle Liste. Gli incantesimi si ottengono iniziando dal primo incantesimo del sentiero e proseguendo fino all’ultimo di esso. Ciò non modifica la Scelta del Sentiero del portatore. Nota: Ciò significa che un singolo Mago può ottenere lo stesso incantesimo due volte, anche se non può lanciare lo stesso incantesimo più volte. (Per esempio, uno Ierarca del Culto Mortuario con Mago Adepto e Canale dell’Anima che aveva scelto gli incantesimi \#1 e \#3 di Divinazione sostituendo il terzo con Guardiano Eterno durante la Preparazione della Battaglia sceglie Evocazione con la Pergamena di una Mente Libera: ora egli conosce Sussurri del Velo due volte, così come Danza Macabra, e Guardiano Eterno).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Parchemin de pouvoir
Usage unique. Durée : Immédiat.Peut être utilisé immédiatement après avoir pris connaissance du résultat d’un Jet de lancement (Lancer les dés (« Lancer des sorts », étape 5.A)) : le porteur peut ajouter un Dé de magie supplémentaire gratuit à ce Jet de lancement. La limite de cinq Dés de magie par Jet de lancement reste cependant d’application.Remarque : l’utilisation de cet objet peut provoquer un Fiasco.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Pergamino de Poder
Un solo uso. Duración: Instantáneo. Puede activarse inmediatamente después de ver el resultado de una Tirada de Lanzamiento (paso 3 de la secuencia de Lanzamiento de Hechizos – Tirar Dados): el portador puede añadir un Dado de Magia adicional a esta Tirada de Lanzamiento. Este es un dado extra independiente de la Reserva de Dados de Magia. El límite de cinco Dados de Magia se sigue aplicando. Nota: el uso de un Pergamino de Poder puede provocar una Disfunción.
Pergamena del Potere
Un solo uso. Durata: Istantaneo. Può essere usata immediatamente dopo un Tentativo di Lancio: il portatore può aggiungere un Dado Magia gratuito a questo Tentativo di Lancio. Si applica comunque il limite massimo dei 5 Dadi Magia. Nota: l’uso di una Pergamena del Potere può scatenare un Incidente di Lancio.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Scroll of the Pearl Throne
One use only. Duration: Round of Combat. Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored. Note: If it was an Enchanted Weapon or Enchanted Shield, the mundane effects of the Weapon or Shield can still be used.
Parchemin du Trône de perle
Usage unique. Durée : Manche de combat. Choisissez un Objet magique dans une unité ennemie en contact avec le porteur : les effets de cet Objet magique sont ignorés. (Remarque : s’il s’agissait d’une Arme enchantée ou d’un Bouclier enchanté, les effets normaux de cette arme ou de ce bouclier peuvent toujours être utilisés.
Scroll of the Pearl Throne
One use only. Duration: Round of Combat. Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored. Note: If it was an Enchanted Weapon or Enchanted Shield, the mundane effects of the Weapon or Shield can still be used.
Scroll of the Pearl Throne
One use only. Duration: Round of Combat. Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored. Note: If it was an Enchanted Weapon or Enchanted Shield, the mundane effects of the Weapon or Shield can still be used.
Pergamino del Trono de Perla
Un solo uso. Duración: Ronda de Combate. Elige un Objeto Mágico de una unidad enemiga que esté en contacto con el portador. Este Objeto Mágico es ignorado. Nota: Si era un Arma Encantada o un Escudo Encantado, los efectos mundanos del Arma o el Escudo pueden seguir usándose.
Scroll of the Pearl Throne
One use only. Duration: Round of Combat. Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored. Note: If it was an Enchanted Weapon or Enchanted Shield, the mundane effects of the Weapon or Shield can still be used.
Scroll of the Pearl Throne
One use only. Duration: Round of Combat. Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored. Note: If it was an Enchanted Weapon or Enchanted Shield, the mundane effects of the Weapon or Shield can still be used.
Scroll of the Pearl Throne
One use only. Duration: Round of Combat. Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored. Note: If it was an Enchanted Weapon or Enchanted Shield, the mundane effects of the Weapon or Shield can still be used.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion de rapidité
Usage unique. Durée : Manche de combat.+3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Poción de Agilidad
Un solo uso. Duración: Ronda de Combate. +3~Agi.
Pozione della Rapidità
Un solo uso. Durata: Round di Combattimento. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion de préservation du pouvoir
Usage unique. Durée : Immédiat. Peut être utilisé immédiatement après qu’un Jet de lancement de sort ou de dissipation a échoué (en raison d’un résultat insuffisant donné par les dés) : ne défaussez pas les Dés de magie utilisés pour ce jet.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Poción de Preservación de Poder
Un solo uso. Duración: Instantáneo. Puede ser utilizado inmediatamente cuando una Tirada de Lanzamiento de Hechizo o de Dispersión falla, por no haber sacado suficiente tirada: no descartes los Dados de Magia usados en este intento fallido.
Pozione della Preservazione del Potere
Un solo uso. Durata: Istantaneo. Può essere utilizzata immediatamente quando un Tentativo di Lancio o un Tentativo di Dispersione fallisce, a causa di un tiro di dadi non sufficientemente alto: non scartare i Dadi Magia utilizzati in questo tentativo infruttuoso.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Protection of Dorac
+3~Def, +3~Arm, and Attached. The model’s Armour Equipment can never be improved beyond~5.
Protection de Dorac
+3~Déf, +3~Arm, et Attaché. La sauvegarde d’Armure du porteur ne peut jamais être améliorée au delà de 5.
Protection of Dorac
+3~Def, +3~Arm, and Attached. The model’s Armour Equipment can never be improved beyond~5.
Protection of Dorac
+3~Def, +3~Arm, and Attached. The model’s Armour Equipment can never be improved beyond~5.
Protección de Dorac
+3~Def, +3~Arm, y Adjuntable. La Equipamiento de Armadura de la miniatura nunca puede ser mejorada más allá de~5.
Protection of Dorac
+3~Def, +3~Arm, and Attached. The model’s Armour Equipment can never be improved beyond~5.
Protection of Dorac
+3~Def, +3~Arm, and Attached. The model’s Armour Equipment can never be improved beyond~5.
Protection of Dorac
+3~Def, +3~Arm, and Attached. The model’s Armour Equipment can never be improved beyond~5.
Sigil of Protection
+1~Arm.
Sceau de protection
+1 en valeur d’Armure.
Sigil of Protection
+1~Arm.
Sigil of Protection
+1~Arm.
Sello de Protección
+1~Arm.
Sigillo della Protezione
+1~Arm.
Sigil of Protection
+1~Arm.
Sigil of Protection
+1~Arm.
Talisman of Shielding
Aegis (5+).
Talisman de protection
Ægide (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talismán de Escudo
Égida (5+).
Talismano di Protezione
Egida (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman du Vide
Canalisation (1). Cet objet ne peut être utilisé que si la somme des valeurs de Canalisation déjà présentes dans l’armée est inférieure ou égale à 2 (sans tenir compte de la Canalisation conférée par cet objet).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talismán del Vacío
Canalizar (1). Este objeto solo puede ser usado si el total de Canalizar combinado de todo el ejército de la miniatura es~2 o menos (excluyendo Canalizar de este Objeto Mágico).
Talismano del Vuoto
Incanalare (1). Questo oggetto può essere utilizzato solo se il totale combinato dei valori diIncanalare dei modelli dell'esercito è~2 o meno (escludendo Incanalare da questo Oggetto Magico).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).

Magic Standards usable by the army

EN FR DE PL ES IT ZH RU
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Icône éthérée
L’unité du porteur gagne Résistance à la magie (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Icono de Éter
La unidad del portador gana Resistencia a la Magia (1).
Icona d’Etere
L’unità del portatore ottiene Resistenza alla Magia (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Banner of Becalming
In each of the opponent’s Magic Phases, immediately after Excess Magic, the opponent must discard 1~Magic Dice.
Bannière d’apaisement
Lors de la Phase de magie adverse, juste après avoir Évacué la magie excédentaire, votre adversaire perd un Dé de magie.
Banner of Becalming
In each of the opponent’s Magic Phases, immediately after Excess Magic, the opponent must discard 1~Magic Dice.
Banner of Becalming
In each of the opponent’s Magic Phases, immediately after Excess Magic, the opponent must discard 1~Magic Dice.
Estandarte de la Tranquilidad
En cada una de las Fases de Magia del oponente, inmediatamente después de Exceso de Magia, el oponente debe descartar 1~Dado de Magia.
Banner of Becalming
In each of the opponent’s Magic Phases, immediately after Excess Magic, the opponent must discard 1~Magic Dice.
Banner of Becalming
In each of the opponent’s Magic Phases, immediately after Excess Magic, the opponent must discard 1~Magic Dice.
Banner of Becalming
In each of the opponent’s Magic Phases, immediately after Excess Magic, the opponent must discard 1~Magic Dice.
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Bannière ardente
Usage unique. Durée : Fin du combat. Peut être activée lors du Choix de l’équipement et des capacités : l’unité du porteur gagne Attaque enflammée.
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Estandarte Flamígero
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. La unidad del portador gana Ataques Flamígeros
Stendardo Fiammeggiante
Un solo uso. Durata: Fine del Combattimento. Può essere attivato durante le Scelte in Combattimento. L’unità del portatore ottiene Attacchi Infuocati
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
War Banner of Rym\^a
A unit with one or more War Banners of Rym\^a gains +1~Cha. In addition, Rank-and-File model parts with Elf in the unit gain Devastating Charge (+1~Str).
Bannière de bataille de Rymâ
Une unité contenant une Bannière de bataille de Rymâ gagne +1~Cha. De plus, tout élément de figurine ordinaire avec Elfe dans cette unité gagne Charge dévastatrice (+1~Fo).
War Banner of Rym\^a
A unit with one or more War Banners of Rym\^a gains +1~Cha. In addition, Rank-and-File model parts with Elf in the unit gain Devastating Charge (+1~Str).
War Banner of Rym\^a
A unit with one or more War Banners of Rym\^a gains +1~Cha. In addition, Rank-and-File model parts with Elf in the unit gain Devastating Charge (+1~Str).
Estandarte de Guerra de Rym\^a
Una unidad con uno o más Estandartes de Guerra de Rym\^a gana +1~Car. Adicionalmente, las partes de miniatura de Tropa con Elfo en la unidad ganan Carga Devastadora (+1~Fue).
War Banner of Rym\^a
A unit with one or more War Banners of Rym\^a gains +1~Cha. In addition, Rank-and-File model parts with Elf in the unit gain Devastating Charge (+1~Str).
War Banner of Rym\^a
A unit with one or more War Banners of Rym\^a gains +1~Cha. In addition, Rank-and-File model parts with Elf in the unit gain Devastating Charge (+1~Str).
War Banner of Rym\^a
A unit with one or more War Banners of Rym\^a gains +1~Cha. In addition, Rank-and-File model parts with Elf in the unit gain Devastating Charge (+1~Str).
Navigator’s Banner
The bearer’s unit gains First Strike (Aegis (5+)).
Bannière du navigateur
L’unité du porteur gagne Déchaînement (Ægide (5+)).
Navigator’s Banner
The bearer’s unit gains First Strike (Aegis (5+)).
Navigator’s Banner
The bearer’s unit gains First Strike (Aegis (5+)).
Estandarte del Navegante
La unidad del portador gana Primer Golpe (Égida (5+)).
Navigator’s Banner
The bearer’s unit gains First Strike (Aegis (5+)).
Navigator’s Banner
The bearer’s unit gains First Strike (Aegis (5+)).
Navigator’s Banner
The bearer’s unit gains First Strike (Aegis (5+)).
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Bannière du refuge
Contre les attaques dont la Pénétration d’armure est inférieure ou égale à 3, les chances de l’unité du porteur de réussir leurs jets de sauvegarde d’armure sont toujours d’au moins de 6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Estandarte del Refugio
Los ataques con Penetración de Armadura~3 o menos nunca pueden reducir la tirada de Salvación por Armadura de la unidad del portador a peor de~6+.
Vessillo del Riparo
Gli attacchi con Penetrazione dell’Armatura~3 o meno non possono mai peggiorare il Tiro Armatura dell’unità del portatore oltre il~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Bannière du rôdeur
L’unité du porteur gagne Guide.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Estandarte del Acechador
La unidad del portador gana Cruzar.
Stendardo dell’Incursore
L’unità del portatore ottiene Viaggiatore.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Emblème de distorsion
Usage unique. Durée : Fin du tour. Peut être activé au début de n’importe quelle phase : l’unité du porteur gagne Cible difficile (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Emblema de Distorsión
Un solo uso. Duración: Final del Turno. Puede activarse al principio de cualquier Fase. La unidad del portador gana Objetivo Difícil (2).
Emblema Distorcente
Un solo uso. Durata: Fine del Turno. Può essere attivata all’inizio di una qualsiasi Fase. L’unità del portatore ottiene Bersaglio Difficile (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

Units od the army

EN FR DE PL ES IT ZH RU
High Prince
Haut prince
High Prince
High Prince
Alto Príncipe
High Prince
High Prince
High Prince
Commander
Commandant
Commander
Commander
Comandante
Commander
Commander
Commander
Mage
Mage
Mage
Mage
Mago
Mage
Mage
Mage
Elven Horse
Coursier elfique
Elven Horse
Elven Horse
Caballo Élfico
Elven Horse
Elven Horse
Elven Horse
Giant Eagle
Grand aigle
Giant Eagle
Giant Eagle
Águila Gigante
Giant Eagle
Giant Eagle
Giant Eagle
Griffon
Griffon
Griffon
Griffon
Grifo
Griffon
Griffon
Griffon
Sky Sloop (mount)
Cotre aérien (monture)
Sky Sloop (mount)
Sky Sloop (mount)
Balandra del Cielo (montura)
Sky Sloop (mount)
Sky Sloop (mount)
Sky Sloop (mount)
Reaver Chariot (mount)
Char rapide (monture)
Reaver Chariot (mount)
Reaver Chariot (mount)
Carro Saqueador (montura)
Reaver Chariot (mount)
Reaver Chariot (mount)
Reaver Chariot (mount)
Lion Chariot (mount)
Char à lions (monture)
Lion Chariot (mount)
Lion Chariot (mount)
Carro de Leones (montura)
Lion Chariot (mount)
Lion Chariot (mount)
Lion Chariot (mount)
Regal Dragon
Dragon royal
Regal Dragon
Regal Dragon
Dragón Regio
Regal Dragon
Regal Dragon
Regal Dragon
Ancient Dragon
Dragon des âges
Ancient Dragon
Ancient Dragon
Dragón Ancestral
Ancient Dragon
Ancient Dragon
Ancient Dragon
Citizen Archers
Archers plébéiens
Citizen Archers
Citizen Archers
Ciudadanos Arqueros
Citizen Archers
Citizen Archers
Citizen Archers
Citizen Spears
Lanciers plébéiens
Citizen Spears
Citizen Spears
Ciudadanos Lanceros
Citizen Spears
Citizen Spears
Citizen Spears
Sea Guard
Garde-mer
Sea Guard
Sea Guard
Guardia del Mar
Sea Guard
Sea Guard
Sea Guard
Highborn Lancers
Cavalerie patricienne
Highborn Lancers
Highborn Lancers
Caballeros Nobles
Highborn Lancers
Highborn Lancers
Highborn Lancers
Erlein Reavers
Chasseurs érléins
Erlein Reavers
Erlein Reavers
Saqueadores Erlein
Erlein Reavers
Erlein Reavers
Erlein Reavers
Sword Masters
Maîtres de l’épée
Sword Masters
Sword Masters
Maestros de la Espada
Sword Masters
Sword Masters
Sword Masters
Lion Guard
Garde-lion
Lion Guard
Lion Guard
Guardia del León
Lion Guard
Lion Guard
Lion Guard
Flame Wardens
Protecteurs de la Flamme
Flame Wardens
Flame Wardens
Custodios de la Llama
Flame Wardens
Flame Wardens
Flame Wardens
Knights of Rym\^a
Chevaliers de Rymâ
Knights of Rym\^a
Knights of Rym\^a
Caballeros de Rym\^a
Knights of Rym\^a
Knights of Rym\^a
Knights of Rym\^a
Reaver Chariots
Chars rapides
Reaver Chariots
Reaver Chariots
Carros Saqueadores
Reaver Chariots
Reaver Chariots
Reaver Chariots
Lion Chariot
Char à lions
Lion Chariot
Lion Chariot
Carro de Leones
Lion Chariot
Lion Chariot
Lion Chariot
Giant Eagles
Grands aigles
Giant Eagles
Giant Eagles
Águilas Gigantes
Giant Eagles
Giant Eagles
Giant Eagles
Initiate of the Fiery Heart
Initié du Cœur de feu
Initiate of the Fiery Heart
Initiate of the Fiery Heart
Iniciado del Corazón Ardiente
Initiate of the Fiery Heart
Initiate of the Fiery Heart
Initiate of the Fiery Heart
Phoenix
Phénix
Phoenix
Phoenix
Fénix
Phoenix
Phoenix
Phoenix
Sea Guard Reaper
Faucheuse garde-mer
Sea Guard Reaper
Sea Guard Reaper
Segador de la Guardia del Mar
Sea Guard Reaper
Sea Guard Reaper
Sea Guard Reaper
Sky Sloop
Cotre aérien
Sky Sloop
Sky Sloop
Balandra del Cielo
Sky Sloop
Sky Sloop
Sky Sloop
Queen’s Guard
Garde de la Reine
Queen’s Guard
Queen’s Guard
Guardia de la Reina
Queen’s Guard
Queen’s Guard
Queen’s Guard
Grey Watchers
Veilleurs gris
Grey Watchers
Grey Watchers
Vigilantes Grises
Grey Watchers
Grey Watchers
Grey Watchers