Sylvan Elves

Sylvan 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.
Dances of Cenyrn
At the start of each Round of Combat, choose which effect to apply to all R&F models for that Round: • Aegis (3+), -1 Str, and -1 AP • +1 Att • +2 AP • Fear, Enemy units in contact have 0 Rank Bonus The unit cannot choose this dance again until a different dance is chosen or it is no longer Engaged in Combat.
Dances of Cenyrn
At the start of each Round of Combat, choose which effect to apply to all R&F models for that Round: • Aegis (3+), -1 Str, and -1 AP • +1 Att • +2 AP • Fear, Enemy units in contact have 0 Rank Bonus The unit cannot choose this dance again until a different dance is chosen or it is no longer Engaged in Combat.
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.
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.
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.
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.
Sylvan Longbow
Shots 1, Range 30″, Str 3, AP 1, no Aim modifier for Moving and Shooting.
Sylvan Longbow
Shots 1, Range 30″, Str 3, AP 1, no Aim modifier for Moving and Shooting.
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.
Vanguard
After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling. If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.
Vanguard
After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling. If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.

Magic Items usable by the army

PL EN

Magic Standards usable by the army

PL EN

Units od the army

PL EN
Druid
Druid
Elven Horse
Elven Horse
Great Elk
Great Elk
Chieftain
Chieftain
Unicorn
Unicorn
Sylvan Archers
Sylvan Archers
Heath Hunters
Heath Hunters
Dryads
Dryads
Blade Dancers
Blade Dancers
Wild Huntsmen
Wild Huntsmen
Treefather
Treefather