Dark Elves

Dark Elves

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT ZH RU
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Fear
Peur
Angst
Fear
Miedo
Paura
Fear
Страх
Hand Weapon
Arme de base
Hand weapon
Hand Weapon
Arma de mano y escudo
Arma a Una Mano
Hand Weapon
Одноручное оружие
Light armour
Armure légère
Leichte Rüstung
Light armour
Armadura ligera
Armatura Leggera
Light armour
Легкий доспех
Heavy armour
Armure lourde
Schwere Rüstung
Heavy armour
Armadura pesada
Armatura Pesante
Heavy armour
Тяжелый доспех
Throwing Weapons
Armes de jet
Wurfwaffen
Throwing Weapons
Armas Arrojadizas
Armi da Lancio
Throwing Weapons
Метательное оружие
Armour Bane
Arme Perforante
Armour Bane
Armour Bane
Armour Bane
Armour Bane
Armour Bane
Armour Bane
Armoured Hide
Peau Blindée
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
Full plate armour
Armure de plate complète
Plate
Full plate armour
Full plate armour
Full plate armour
Full plate armour
Full plate armour
Stomp Attacks
Attaques de Piétinement
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
Stomp Attacks
Растаптывание
Poisoned Attacks
Attaques Empoisonnées
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Impact Hits
Touches d'Impact
Aufpralltreffer
Impact Hits
Impactos por Carga
Colpi d'Impatto
Impact Hits
Таранные попадания
Shield
Bouclier
Schild
Shield
Escudos
Scudo
Shield
Щит
Fast Cavalry
Cavalerie Rapide
Fast Cavalry
Fast Cavalry
Swiftstride
Fast Cavalry
Fast Cavalry
Fast Cavalry
Cavalry Spear
Lance de cavalerie
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Close Order
Ordre Serré
Close Order
Close Order
Close Order
Close Order
Close Order
Close Order
Counter Charge
Contre Charge
Counter Charge
Counter Charge
ers
Counter Charge
Counter Charge
Counter Charge
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Stubborn
Obstiné
Unnachgiebig
Stubborn
Tozudo
Determinato
Stubborn
Упорный
Draconic Scales
counts as full plate armour
Écailles de dragon
compte comme une armure de plate complète
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Dragged Along
Dragged Along
Dragged Along
Dragged Along
Dragged Along
Dragged Along
Dragged Along
Dragged Along
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Scouts
Eclaireurs
Scouts
Scouts
Scouts
Scouts
Scouts
Scouts
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Terror
Terreur
Entsetzen
Terror
Terror
Terrore
Terror
Ужас
Evasive
Esquiveur
Evasive
Evasive
Evasive
Evasive
Evasive
Evasive
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Extra Attacks
Extra Attacks
Extra Attacks
Extra Attacks
Extra Attacks
Extra Attacks
Extra Attacks
Extra Attacks
Swiftstride
Rapide
Schnelle Bewegung
Swiftstride
Zancada Veloz
Falcata Rapida
Swiftstride
Стремительность
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
First Charge
Première Charge
First Charge
First Charge
First Charge
First Charge
First Charge
First Charge
Fly
Vol
Fliegen
Fly
Volar
Volo
Fly
Полет
Strike First
Frappe en Premier
Strike First
Strike First
Strike First
Strike First
Strike First
Strike First
Frenzy
Frenzy
Raserei
Frenzy
Frenesí
Furia
Frenzy
Бешенство
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Large Target
Grande Cible
Large Target
Large Target
Large Target
Large Target
Large Target
Large Target
Hatred
Haine
Hass
Hatred
Odio
Odio
Hatred
Ненависть
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hooves
counts as a hand weapon
Sabots
compte comme une arme de base
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Horde
Horde
Horde
Horde
Horde
Horde
Horde
Horde
Immune To Psychology
Immunisé à la Psychologie
Immune To Psychology
Immune To Psychology
Immune To Psychology
Immune To Psychology
Immune To Psychology
Immune To Psychology
Impetuous
Impétueux
Impetuous
Impetuous
Impetuous
Impetuous
Impetuous
Impetuous
Lance
Lances de joute
Lanze
Lance
Lanza de Caballería
Lancia Pesante
Lance
Рыцарское копье
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Loner
Solitaire
Loner
Loner
Loner
Loner
Loner
Loner
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Magic Resistance
Résistance à la Magie
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Magic Resistance
Сопротивление магии
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Monster Handlers
Monster Handlers
Monster Handlers
Monster Handlers
Monster Handlers
Monster Handlers
Monster Handlers
Monster Handlers
Move Through Cover
Mouvement à Couvert
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Open Order
Ordre Dispersé
Open Order
Open Order
Open Order
Open Order
Open Order
Open Order
Scaly Skin
counts as Heavy armour
Peau écailleuse
compte comme une armure lourde
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Regeneration
Régénération
Regeneration
Regeneration
Regeneration
Regeneration
Regeneration
Regeneration
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater crossbow
Repeater crossbow
Repeater crossbow
Repeater crossbow
Repeater crossbow
Repeater crossbow
Repeater crossbow
Repeater crossbow
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Skirmishers
Tirailleurs
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Wizard
Sorcier
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Veteran
Vétérans
Veteran
Veteran
Veteran
Veteran
Veteran
Veteran
Whip
Whip
Whip
Whip
Whip
Whip
Whip
Whip
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks

Magic Items usable by the army

EN FR DE PL ES IT ZH RU

Magic Standards usable by the army

EN FR DE PL ES IT ZH RU
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.

Units od the army

EN FR DE PL ES IT ZH RU
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Master
Dark Elf Master
Dark Elf Master
Dark Elf Master
Dark Elf Master
Dark Elf Master
Dark Elf Master
Dark Elf Master
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Sorceress
Sorceress
Sorceress
Sorceress
Sorceress
Sorceress
Sorceress
Sorceress
High Beastmaster
High Beastmaster
High Beastmaster
High Beastmaster
High Beastmaster
High Beastmaster
High Beastmaster
High Beastmaster
Death Hag
Death Hag
Death Hag
Death Hag
Death Hag
Death Hag
Death Hag
Death Hag
Khainite Assassins
Khainite Assassins
Khainite Assassins
Khainite Assassins
Khainite Assassins
Khainite Assassins
Khainite Assassins
Khainite Assassins
Dark Steed
Dark Steed
Dark Steed
Dark Steed
Dark Steed
Dark Steed
Dark Steed
Dark Steed
Cold One
Cold One
Cold One
Cold One
Cold One
Cold One
Cold One
Cold One
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Black Dragon
Black Dragon
Black Dragon
Black Dragon
Black Dragon
Black Dragon
Black Dragon
Black Dragon
Manticore
Manticore
Manticore
Manticore
Manticore
Manticore
Manticore
Manticore
Dark Pegasus
Dark Pegasus
Dark Pegasus
Dark Pegasus
Dark Pegasus
Dark Pegasus
Dark Pegasus
Dark Pegasus
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Dark Riders
Dark Riders
Dark Riders
Dark Riders
Dark Riders
Dark Riders
Dark Riders
Dark Riders
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Harpies
Harpies
Harpies
Harpies
Harpies
Harpies
Harpies
Harpies
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Cold One Knights
Cold One Knights
Cold One Knights
Cold One Knights
Cold One Knights
Cold One Knights
Cold One Knights
Cold One Knights
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
Kharibdyss
Kharibdyss
Kharibdyss
Kharibdyss
Kharibdyss
Kharibdyss
Kharibdyss
Kharibdyss
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra