Highborn Elves

Highborn Elves

Correspondence of translations with another language

军队使用的规则和装备

ZH EN
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.
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
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.
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
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.
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.
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.
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.
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.
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
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.
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).
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.
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.
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.
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:
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.
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.
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.
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.
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.
Valiant
A unit containing Valiant automatically passes Panic Tests caused by Terror.

军队可用的魔法物品

ZH EN
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.
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.
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.
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).
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.
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.
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.
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).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
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.
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
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.
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).
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.
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.
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).
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).
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.
Daemon’s Bane
+2~Arm against Magical Attacks.
Supernatural Dexterity
+3~Def and +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Diadem of Protection
Aegis (+2, max~4+).
Diadem of Protection
Aegis (+2, max~4+).
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.
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.
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.
Ghostly Guard
+2~Arm against non-Magical Attacks.
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.
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.
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).
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).
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.
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.
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 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 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 of Dorac
+3~Def, +3~Arm, and Attached. The model’s Armour Equipment can never be improved beyond~5.
Sigil of Protection
+1~Arm.
Sigil of Protection
+1~Arm.
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 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).

军队可用的魔法旗帜

ZH EN
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.
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
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).
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+)).
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+.
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.
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).
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).

军队的单位

ZH EN
High Prince
High Prince
Commander
Commander
Mage
Mage
Elven Horse
Elven Horse
Giant Eagle
Giant Eagle
Griffon
Griffon
Sky Sloop (mount)
Sky Sloop (mount)
Reaver Chariot (mount)
Reaver Chariot (mount)
Lion Chariot (mount)
Lion Chariot (mount)
Regal Dragon
Regal Dragon
Ancient Dragon
Ancient Dragon
Citizen Archers
Citizen Archers
Citizen Spears
Citizen Spears
Sea Guard
Sea Guard
Highborn Lancers
Highborn Lancers
Erlein Reavers
Erlein Reavers
Sword Masters
Sword Masters
Lion Guard
Lion Guard
Flame Wardens
Flame Wardens
Knights of Rym\^a
Knights of Rym\^a
Reaver Chariots
Reaver Chariots
Lion Chariot
Lion Chariot
Giant Eagles
Giant Eagles
Initiate of the Fiery Heart
Initiate of the Fiery Heart
Phoenix
Phoenix
Sea Guard Reaper
Sea Guard Reaper
Sky Sloop
Sky Sloop
Queen’s Guard
Queen’s Guard
Grey Watchers
Grey Watchers