Highborn Elves

Correspondence of translations with another language

Rules and Equipments used by the army

PL EN
Adept
This Wizard knows the first and second spells of its chosen Path of Magic.
Adept
This Wizard knows the first and second spells of its chosen Path of Magic.
Breath
Breath is a Special Attack which can only be used once during the game. If a model has more than one Breath, it can only use one Breath in a single phase. It can be used either as a Shooting Attack with Range 6″ (may March and Shoot) or as a Melee Attack at the model’s Agility (declare the use at the start of its Agility Step). Breath causes D6+3 hits at the Strength and AP as indicated in parentheses.
Breath
Breath is a Special Attack which can only be used once during the game. If a model has more than one Breath, it can only use one Breath in a single phase. It can be used either as a Shooting Attack with Range 6″ (may March and Shoot) or as a Melee Attack at the model’s Agility (declare the use at the start of its Agility Step). Breath causes D6+3 hits at the Strength and AP as indicated in parentheses.
Cavalier
The model is mounted on Elven Horse and gains Devastating Charge (+1Att, +2Str, Fear).
Cavalier
The model is mounted on Elven Horse and gains Devastating Charge (+1Att, +2Str, Fear).
Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
Elven Bolt Thrower
Shots 6, Range 48″, Str 4, AP 2.
Elven Bolt Thrower
Shots 6, Range 48″, Str 4, AP 2.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fiery Heart
The model is mounted on Dragon. It replaces its Paths of Magic with Alchemy and Pyromancy.
Fiery Heart
The model is mounted on Dragon. It replaces its Paths of Magic with Alchemy and Pyromancy.
Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
Fleet Officer
The model is mounted on Flying Beast and is the General. Friendly units within its Commanding Presence range have their Martial Discipline apply also to Panic Tests.
Fleet Officer
The model is mounted on Flying Beast and is the General. Friendly units within its Commanding Presence range have their Martial Discipline apply also to Panic Tests.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Lightning Reflexes
Models with Lightning Reflexes rule have +1 to hit with their Melee Attacks.
Lightning Reflexes
Models with Lightning Reflexes rule have +1 to hit with their Melee Attacks.
Longbow
Shots 1, Range 30″, Str 3, AP 0. First 3 ranks shoot.
Longbow
Shots 1, Range 30″, Str 3, AP 0. First 3 ranks shoot.
Martial Discipline
When taking a Discipline test to Redirect a Charge, do a Combat Pivot or a Rally Test roll 3D6 and discard the highest D6 rolled.
Martial Discipline
When taking a Discipline test to Redirect a Charge, do a Combat Pivot or a Rally Test roll 3D6 and discard the highest D6 rolled.
Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
War Machine
War Machines cannot Declare Charges, March, Pursue or Declare any Charge Reaction other than Hold. They can only shoot if they did not move in the Movement Phase. War Machines have round bases, which means they have no Flank or Rear facings / arcs and can draw Line of Sight from any point on their bases, in any direction. When a War Machine fails a Panic Test, instead of Fleeing it may not shoot in its next Shooting Phase. When a unit charges a War Machine, follow the same rules as for normal Charge Moves, except that the charging unit can move into base contact anywhere. Ignore the War Machine’s facing and ignore maximizing number of models in base contact, but you must still contact the War Machine with the charging unit’s Front Facing. When fighting a War Machine in combat, all models that can draw an uninterrupted line straight forward from any point on their base to the War Machines base can attack it. Models in the second rank can make supporting attacks as normal. War Machines that Break from combat are automatically destroyed.
War Machine
War Machines cannot Declare Charges, March, Pursue or Declare any Charge Reaction other than Hold. They can only shoot if they did not move in the Movement Phase. War Machines have round bases, which means they have no Flank or Rear facings / arcs and can draw Line of Sight from any point on their bases, in any direction. When a War Machine fails a Panic Test, instead of Fleeing it may not shoot in its next Shooting Phase. When a unit charges a War Machine, follow the same rules as for normal Charge Moves, except that the charging unit can move into base contact anywhere. Ignore the War Machine’s facing and ignore maximizing number of models in base contact, but you must still contact the War Machine with the charging unit’s Front Facing. When fighting a War Machine in combat, all models that can draw an uninterrupted line straight forward from any point on their base to the War Machines base can attack it. Models in the second rank can make supporting attacks as normal. War Machines that Break from combat are automatically destroyed.

Magic Items usable by the army

PL EN

Magic Standards usable by the army

PL EN

Units od the army

PL EN
Commander
Commander
Fiery Heart
Fiery Heart
Mage
Mage
Fleet Officer
Fleet Officer
Cavalier
Cavalier
Citizen Spears
Citizen Spears
Citizen Archers
Citizen Archers
Highborn Lancers
Highborn Lancers
Flame Wardens
Flame Wardens
Giant Eagles
Giant Eagles
Sea Guard Reaper
Sea Guard Reaper