Correspondence of translations with another language
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Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone.
Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:
• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• If the test is passed, the target manages to avoid the Tree Whack.
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Abattage
Les plus grands esprits des forêts combattent sans grâce ni finesse, assénant des coups avec assez de force pour fracasser la pierre.
Une fois par tour, à la phase de Combat, une figurine avec cette règle spéciale peut utiliser 1 de ses Attaques pour effectuer une seule attaque d'Abattage. Pour effectuer une attaque d'Abattage, nommez une seule figurine au sein d'une unité ennemie avec qui cette figurine est engagée en combat pour être la cible de l'attaque. La figurine concernée doit immédiatement effectuer un test d'Initiative:
• En cas d'échec, la cible subit D3 touches, chacune utilisant la caractéristique de Force de cette figurine, sans aucune sauvegarde d'armure autorisée (on peut tenter les sauvegardes Invulnérables et de Régénération normalement).
• En cas de réussite, la cible parvient à éviter l'Abattage.
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Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone.
Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:
• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• If the test is passed, the target manages to avoid the Tree Whack.
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Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone.
Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:
• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• If the test is passed, the target manages to avoid the Tree Whack.
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Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone.
Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:
• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• If the test is passed, the target manages to avoid the Tree Whack.
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Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone.
Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:
• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• If the test is passed, the target manages to avoid the Tree Whack.
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Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone.
Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:
• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• If the test is passed, the target manages to avoid the Tree Whack.
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Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone.
Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:
• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• If the test is passed, the target manages to avoid the Tree Whack.
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Fear
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Peur
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Angst
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Fear
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Miedo
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Paura
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Fear
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Страх
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Arboreal Armour
counts as full plate armour
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Armure arboricole
compte comme une armure de plate complète
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Arboreal Armour
counts as full plate armour
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Arboreal Armour
counts as full plate armour
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Arboreal Armour
counts as full plate armour
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Arboreal Armour
counts as full plate armour
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Arboreal Armour
counts as full plate armour
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Arboreal Armour
counts as full plate armour
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Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay.
R S AP Special Rules
Asrai longbow 32" S - Armour Bane (1), Volley Fire
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Arc Long Asrai
Les célèbres arcs longs d'Athel Loren sont les meilleures armes de chasse du monde, capables d'abattre n'importe quelle proie, pourvu que la main du tireur soit sûre.
Arc long Asrai
Portée : 32"
Force : F
PA : -
Règles Spéciales : Arme Perforante (1), Tir de Volée
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Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay.
R S AP Special Rules
Asrai longbow 32" S - Armour Bane (1), Volley Fire
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Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay.
R S AP Special Rules
Asrai longbow 32" S - Armour Bane (1), Volley Fire
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Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay.
R S AP Special Rules
Asrai longbow 32" S - Armour Bane (1), Volley Fire
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Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay.
R S AP Special Rules
Asrai longbow 32" S - Armour Bane (1), Volley Fire
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Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay.
R S AP Special Rules
Asrai longbow 32" S - Armour Bane (1), Volley Fire
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Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay.
R S AP Special Rules
Asrai longbow 32" S - Armour Bane (1), Volley Fire
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Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker.
A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character.
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Archer à l'Oeil de Faucon
Avec son regard aussi acéré que celui d'un oiseau de proie, aucun intrus n'est à l'abri des redoutables traits d'un Rôdeur Sylvain.
Une figurine avec cette règle spéciale peut cibler tout personnage ennemi sur qui elle peut tracer une ligne de vue, sans tenir compte des règles habituelles pour cibler les personnages Solitaires. En outre, une figurine avec cette règle spéciale peut cibler une figurine spécifique dans l'unité visée, comme un champion ou un personnage.
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Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker.
A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character.
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Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker.
A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character.
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Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker.
A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character.
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Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker.
A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character.
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Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker.
A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character.
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Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker.
A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character.
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Hand Weapon
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Arme de base
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Hand weapon
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Hand Weapon
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Arma de mano y escudo
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Arma a Una Mano
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Hand Weapon
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Одноручное оружие
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Light armour
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Armure légère
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Leichte Rüstung
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Light armour
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Armadura ligera
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Armatura Leggera
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Light armour
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Легкий доспех
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Armour Bane
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Arme Perforante
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armoured Hide
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Peau Blindée
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Asrai Spear
R S AP Special Rules
Asrai spear Combat S -1 Fight in Extra Rank
Notes: A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s).
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Lance Asrai
P F PA Règles Spéciales
Lance Asrai Combat F -1 Combat sur Plusieurs Rangs
Notes: Une figurine maniant une lance Asrai ne peut pas effectuer d'attaque de soutien au tour où elle a chargé. Au tour où elle a été chargée dans son arc frontal, une figurine maniant une lance Asrai gagne un modificateur de +1 à son Initiative contre l'unité ou les unités qui chargent.
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Asrai Spear
R S AP Special Rules
Asrai spear Combat S -1 Fight in Extra Rank
Notes: A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s).
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Asrai Spear
R S AP Special Rules
Asrai spear Combat S -1 Fight in Extra Rank
Notes: A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s).
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Asrai Spear
R S AP Special Rules
Asrai spear Combat S -1 Fight in Extra Rank
Notes: A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s).
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Asrai Spear
R S AP Special Rules
Asrai spear Combat S -1 Fight in Extra Rank
Notes: A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s).
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Asrai Spear
R S AP Special Rules
Asrai spear Combat S -1 Fight in Extra Rank
Notes: A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s).
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Asrai Spear
R S AP Special Rules
Asrai spear Combat S -1 Fight in Extra Rank
Notes: A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s).
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Magical Attacks
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Attaques Magiques
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Magische Attacken
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Magical Attacks
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Ataques Mágicos
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Attacchi Magici
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Magical Attacks
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Магические атаки
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Stomp Attacks
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Attaques de Piétinement
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Niedertrampeln-Attacke
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Stomp Attacks
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Golpetazo
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Attacchi di Calpestamento
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Stomp Attacks
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Растаптывание
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Poisoned Attacks
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Attaques Empoisonnées
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Impact Hits
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Touches d'Impact
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Aufpralltreffer
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Impact Hits
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Impactos por Carga
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Colpi d'Impatto
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Impact Hits
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Таранные попадания
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Aura Captivante
Les Licornes émettent une aura scintillante qui ensorcelle et captive tous ceux qui les approchent.
Les figurines ennemies doivent effectuer un test de Commandement avant de faire le moindre jet de Touche contre cette figurine à la phase de Combat. Si ce test échoue, seuls les jets de 6 naturels touchent.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Blackbriar Javelin
R S AP Special Rules
Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
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Javeline De Bruyère Noire
P F PA Règles Spéciales
Javeline de bruyère noire 12" F -1 Mouvement & Tir, Tir Rapide
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Blackbriar Javelin
R S AP Special Rules
Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
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Blackbriar Javelin
R S AP Special Rules
Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
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Blackbriar Javelin
R S AP Special Rules
Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
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Blackbriar Javelin
R S AP Special Rules
Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
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Blackbriar Javelin
R S AP Special Rules
Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
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Blackbriar Javelin
R S AP Special Rules
Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
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Flammable
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Inflammable
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Brennbar
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Flammable
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Inflamable
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Infiammabile
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Flammable
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Горючий
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Fast Cavalry
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Cavalerie Rapide
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Fast Cavalry
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Fast Cavalry
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Swiftstride
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Fast Cavalry
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Fast Cavalry
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Fast Cavalry
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Cavalry Spear
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Lance de cavalerie
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Sapwood flesh
counts as light armour
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Chair d'Aubier
compte comme une armure légère
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Sapwood flesh
counts as light armour
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Sapwood flesh
counts as light armour
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Sapwood flesh
counts as light armour
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Sapwood flesh
counts as light armour
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Sapwood flesh
counts as light armour
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Sapwood flesh
counts as light armour
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Sapwood Flesh
counts as light armour
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Chair d'aubier
compte comme une armure légère
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Sapwood Flesh
counts as light armour
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Sapwood Flesh
counts as light armour
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Sapwood Flesh
counts as light armour
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Sapwood Flesh
counts as light armour
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Sapwood Flesh
counts as light armour
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Sapwood Flesh
counts as light armour
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Close Order
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Ordre Serré
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Close Order
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Close Order
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Close Order
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Close Order
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Close Order
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Close Order
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Counter Charge
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Contre Charge
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Counter Charge
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Counter Charge
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ers
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Counter Charge
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Counter Charge
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Counter Charge
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Rallying Cry
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Cri de Ralliement
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Grande Ramure
Quand un Grand Cerf charge, sa magnifique ramure déchiquette les armures et entaille profondément la chair qu'elles protègent.
Les Touches d'Impact d'une figurine avec cette règle spéciale ont la règle spéciale Arme Perforante (1) et une caractéristique de Pénétration d'Armure de -1.
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Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Dances Of Loec
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance:
• Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2.
• Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule.
• The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered.
• Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit.,
Note that a Shadowdancer that joins this unit is considered to have this special rule as well.
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Danses de Loec
Au combat, les Danseurs de Guerre accomplissent les rituels favoris du Dieu Moqueur; Loec, exécutant chacun une série de mouvements mortels à l'unisson du reste de leur troupe.
Quand le combat de cette unité est choisi à l'Étape 1.1 de toute sous-phase de Choisir & Livrer le Combat les Combats, choisissez 1 des Danses de Loec suivantes à exécuter. Toutes les figurines de l'unité exécutent la même Danse:
• Tourbillon de Mort: Jusqu'à la fin de cette phase de Combat, la caractéristique de Pénétration d'Armure des armes de cette unité est améliorée de 2.
• Tempête de Lames: Jusqu'à la fin de cette phase de Combat, cette unité gagne la règle spéciale Attaques Supplémentaires (+1).
• Spirale d'Ombres: Jusqu'à la fin de cette phase de Combat, cette unité a une sauvegarde invulnérable de 4+ contre toute blessure subie.
• Trame de Brume: Toute figurine ennemie qui dirige ses attaques contre cette unité durant cette phase de Combat subit un modificateur de -1 à ses jets de Toucher.
Notez qu'un Danseur des Ombres qui rejoint cette unité est considéré comme ayant cette règle spéciale.
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Dances Of Loec
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance:
• Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2.
• Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule.
• The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered.
• Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit.,
Note that a Shadowdancer that joins this unit is considered to have this special rule as well.
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Dances Of Loec
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance:
• Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2.
• Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule.
• The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered.
• Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit.,
Note that a Shadowdancer that joins this unit is considered to have this special rule as well.
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Dances Of Loec
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance:
• Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2.
• Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule.
• The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered.
• Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit.,
Note that a Shadowdancer that joins this unit is considered to have this special rule as well.
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Dances Of Loec
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance:
• Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2.
• Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule.
• The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered.
• Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit.,
Note that a Shadowdancer that joins this unit is considered to have this special rule as well.
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Dances Of Loec
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance:
• Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2.
• Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule.
• The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered.
• Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit.,
Note that a Shadowdancer that joins this unit is considered to have this special rule as well.
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Dances Of Loec
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance:
• Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2.
• Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule.
• The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered.
• Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit.,
Note that a Shadowdancer that joins this unit is considered to have this special rule as well.
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Daughters Of Eternity
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury.
This unit has a 4+ Ward save against any wounds suffered.
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Fille de l'Eternité
Comme la Reine qu'elles servent, les Sœurs de l'Épine sont éternelles, et elles ne semblent jamais vieillir ni succomber aux blessures.
Cette unité a une Sauvegarde Invulnérable de 4+ contre toute blessure subie.
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Daughters Of Eternity
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury.
This unit has a 4+ Ward save against any wounds suffered.
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Daughters Of Eternity
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury.
This unit has a 4+ Ward save against any wounds suffered.
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Daughters Of Eternity
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury.
This unit has a 4+ Ward save against any wounds suffered.
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Daughters Of Eternity
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury.
This unit has a 4+ Ward save against any wounds suffered.
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Daughters Of Eternity
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury.
This unit has a 4+ Ward save against any wounds suffered.
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Daughters Of Eternity
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury.
This unit has a 4+ Ward save against any wounds suffered.
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Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic.
A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1.
• If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
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Sabbat du Grand-bois
Chaque Sœur de l'Épine est imprégnée d'une part de la magie d'Ariel.
Une unité de Sœurs de l'Épine connaît un seul sort (choisi par leur joueur en contrôle avant que les armées soient déployées) du Domaine de Magie de la Magie de Bataille ou de l'Élémentalisme. L'unité peut lancer ce sort en tant que sort Lié :
• Si l'unité inclut une Suivante de l'Épine, elle peut lancer ce sort Lié avec un Niveau de Puissance de 1.
• Si elle inclut une Suivante de l'Épine et un porte-étendard, elle peut lancer ce sort Lié avec un Niveau de Puissance de 2.
• Sinon, l'unité peut lancer ce sort Lié avec un Niveau de Puissance de 0.
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Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic.
A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1.
• If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
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Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic.
A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1.
• If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
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Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic.
A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1.
• If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
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Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic.
A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1.
• If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
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Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic.
A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1.
• If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
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Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic.
A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1.
• If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
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Stubborn
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Obstiné
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Unnachgiebig
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Stubborn
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Tozudo
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Determinato
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Stubborn
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Упорный
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Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
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Domaine d'Athel Loren
Les Mages Elfes Sylvains ont une relation unique avec la forêt. Ils en sont, à l'instar des Dryades et des Hommes-arbres, une part intégrante, mais ils jouissent d'une plus grande individualité. Ce lien leur permet de communier avec la forêt, d'en chercher la faveur au nom de leurs et, en temps de guerre, de faire appel à son aide.
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Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
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Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
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Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
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Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
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Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
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Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
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Draconic Scales
counts as full plate armour
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Écailles de dragon
compte comme une armure de plate complète
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Scouts
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Eclaireurs
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Scouts
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Scouts
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Scouts
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Scouts
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Scouts
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Scouts
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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.
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Réflexes Elfiques
Les Elfes sont doués d'une vitesse et d'une grâce phénoménales, et frappent leurs ennemis à une vitesse déstabilisante.
Une figurine avec cette règle spéciale (mais pas sa monture) a un modificateur de +1 à sa caractéristique d'Initiative (jusqu'à un maximum de 10) au premier round de tout combat.
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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.
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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.
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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.
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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.
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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.
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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.
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Terror
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Terreur
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Entsetzen
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Terror
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Terror
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Terrore
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Terror
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Ужас
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Tree Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies.
A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.
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Esprit des Forêts
Les anciens esprits d'Athel Loren partent au combat aux côtés des Asrai pour défendre leur royaume, même s'ils demeurent à distance de leurs alliés.
Un personnage avec cette règle spéciale ne peut pas rejoindre d'unité dépourvue de cette règle spéciale. Une unité avec cette règle spéciale ne peut ni être rejointe par un personnage dépourvu de cette règle spéciale, ni utiliser sa caractéristique de Commandement. Cependant, une unité avec cette règle spéciale peut utiliser la caractéristique de Commandement d'un personnage ami avec cette règle spéciale qui n'est pas en fuite tant qu'elle est à la portée de commandement du personnage concerné.
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Tree Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies.
A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.
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Tree Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies.
A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.
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Tree Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies.
A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.
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Tree Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies.
A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.
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Tree Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies.
A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.
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Tree Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies.
A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.
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Evasive
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Esquiveur
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Evasive
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Evasive
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Evasive
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Evasive
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Evasive
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Evasive
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Swiftstride
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Rapide
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Schnelle Bewegung
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Swiftstride
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Zancada Veloz
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Falcata Rapida
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Swiftstride
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Стремительность
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Feigned Flight
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Fuite Feinte
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Vorgetäuschte Flucht
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Feigned Flight
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Huida Simulada
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Fuga Simulata
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Feigned Flight
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Тактический отход
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Fire & Flee
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Tir&Fuite
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire & Flee
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First Charge
|
Première Charge
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First Charge
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First Charge
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First Charge
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First Charge
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First Charge
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First Charge
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Fly
|
Vol
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Fliegen
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Fly
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Volar
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Volo
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Fly
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Полет
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Strike First
|
Frappe en Premier
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Strike First
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Strike First
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Strike First
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Strike First
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Strike First
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Strike First
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Frenzy
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Frenzy
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Raserei
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Frenzy
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Frenesí
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Furia
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Frenzy
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Бешенство
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Furious Charge
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Frénésie
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Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear.
Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule.
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Gardiens Du Bois Sauvage
Ceux qui prennent le vouge de patrouilleur ont invariablement été victimes d'une grande tragédie causée par les esprits malveillants qui hantent le Bois Sauvage. Par conséquent, ils combattent avec une détermination farouche les adversaires qui mettraient en fuite des âmes moins trempées.
Tant qu'elle est en contact socle à socle avec une figurine ennemie qui cause la Peur ou la Terreur, une figurine avec cette règle spéciale gagne un modificateur de +1 à sa caractéristique d'Attaques (jusqu'à un maximum de 10) et la règle spéciale Blessures Multiples (2).
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Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear.
Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule.
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Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear.
Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule.
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Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear.
Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule.
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Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear.
Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule.
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Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear.
Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule.
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Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear.
Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule.
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Large Target
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Grande Cible
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Large Target
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Large Target
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Large Target
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Large Target
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Large Target
|
Large Target
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Mighty Antlers
R S AP Special Rules
Mighty antlers Combat S -1 Armour Bane (1)
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Grande ramure
P F PA Règles Spéciales
Grande ramure Combat F -1 Arme Perforante (1)
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Mighty Antlers
R S AP Special Rules
Mighty antlers Combat S -1 Armour Bane (1)
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Mighty Antlers
R S AP Special Rules
Mighty antlers Combat S -1 Armour Bane (1)
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Mighty Antlers
R S AP Special Rules
Mighty antlers Combat S -1 Armour Bane (1)
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Mighty Antlers
R S AP Special Rules
Mighty antlers Combat S -1 Armour Bane (1)
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Mighty Antlers
R S AP Special Rules
Mighty antlers Combat S -1 Armour Bane (1)
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Mighty Antlers
R S AP Special Rules
Mighty antlers Combat S -1 Armour Bane (1)
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Griffes mortelles
P F PA Règles Spéciales
Griffes mortelles Combat F -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Serrated maw
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Gueule dentelée
PA Règles Spéciales
Gueule dentelée Combat F - Arme Perforante (2), Blessures Multiples (2)
Notes: En combat, cette figurine doit effectuer 1de ses attaques avec cette arme à chaque tour.
Si cette figurine est Bicéphale, ele doit effectuer 2de ses attaques avec cette arme à chaque tour.
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Serrated maw
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Serrated maw
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Serrated maw
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Serrated maw
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Serrated maw
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Serrated maw
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Hardwood Flesh
counts as heavy armour
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Peau de Chêne
compte comme une armure lourde
|
Hardwood Flesh
counts as heavy armour
|
Hardwood Flesh
counts as heavy armour
|
Hardwood Flesh
counts as heavy armour
|
Hardwood Flesh
counts as heavy armour
|
Hardwood Flesh
counts as heavy armour
|
Hardwood Flesh
counts as heavy armour
|
|
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
|
|
Hooves and horn
counts as hand weapon
|
Sabots et corne
compte comme une arme de base
|
Hooves and horn
counts as hand weapon
|
Hooves and horn
counts as hand weapon
|
Hooves and horn
counts as hand weapon
|
Hooves and horn
counts as hand weapon
|
Hooves and horn
counts as hand weapon
|
Hooves and horn
counts as hand weapon
|
|
Hunting Spear
R S AP Special Rules
Hunting spear Combat S+1 -2 Armour Bane (1)
Notes: A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
|
Lance de chasse
P F PA Règles Spéciales
Lance de chasse Combat F+1 -2 Arme Perforante (1)
Notes: Une lance de cristal ne peut servir qu'à un tour auquel le porteur a chargé. Aux tours ultérieurs (ou si le porteur n'a pas chargé), la figurine doit utiliser son arme de base à la place.
|
Hunting Spear
R S AP Special Rules
Hunting spear Combat S+1 -2 Armour Bane (1)
Notes: A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
|
Hunting Spear
R S AP Special Rules
Hunting spear Combat S+1 -2 Armour Bane (1)
Notes: A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
|
Hunting Spear
R S AP Special Rules
Hunting spear Combat S+1 -2 Armour Bane (1)
Notes: A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
|
Hunting Spear
R S AP Special Rules
Hunting spear Combat S+1 -2 Armour Bane (1)
Notes: A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
|
Hunting Spear
R S AP Special Rules
Hunting spear Combat S+1 -2 Armour Bane (1)
Notes: A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
|
Hunting Spear
R S AP Special Rules
Hunting spear Combat S+1 -2 Armour Bane (1)
Notes: A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
|
|
Ignores Cover
|
Ignore le Couvert
|
Ignores Cover
|
Ignores Cover
|
Ignores Cover
|
Ignores Cover
|
Ignores Cover
|
Ignores Cover
|
|
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
|
|
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality.
Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent’s army is within 36" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent’s army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn.
|
La Flèche de Kurnous
Traditionnellement, les Elfes Sylvains attendent pour partir à l'attaque qu'un de leurs champions ait décoché une flèche dans le cœur du chef ennemi. Une telle flèche est rarement fatale, mais le but n'est pas de tuer. Il s'agit en effet d'atteindre l'orgueil de l'ennemi et lui rappeler sa fragile mortalité.
Une fois le déploiement terminé, mais avant que les joueurs ne tirent au dé pour déterminer qui a le premier tour, si le Général de l'armée de votre adversaire est à 36" d'une ou plusieurs figurines de votre armée qui ont cette règle spéciale, l'une de ces figurines peut tirer la Flèche de Kurnous.
Si la Flèche de Kurnous est tirée, le Général de l'armée de votre adversaire subit aussitôt une touche de Force 3, sans sauvegarde d'armure ou de Régénération autorisée (les sauvegardes Invulnérables peuvent être tentées normalement).
Toutefois, si la Flèche de Kurnous est tirée, votre adversaire ajoute +1 à son jet lors du tir au dé pour déterminer qui a le premier tour.
|
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality.
Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent’s army is within 36" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent’s army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn.
|
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality.
Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent’s army is within 36" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent’s army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn.
|
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality.
Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent’s army is within 36" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent’s army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn.
|
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality.
Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent’s army is within 36" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent’s army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn.
|
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality.
Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent’s army is within 36" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent’s army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn.
|
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality.
Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent’s army is within 36" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent’s army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn.
|
|
Trickster’s Blades
R S AP Special Rules
Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
|
Lames du Trompeur
P F PA Règles Spéciales
Lamme du Trompeur Combat F - Attaques Supplémentaires (+D3), Armes à Deux Mains
|
Trickster’s Blades
R S AP Special Rules
Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
|
Trickster’s Blades
R S AP Special Rules
Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
|
Trickster’s Blades
R S AP Special Rules
Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
|
Trickster’s Blades
R S AP Special Rules
Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
|
Trickster’s Blades
R S AP Special Rules
Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
|
Trickster’s Blades
R S AP Special Rules
Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
|
|
Loner
|
Solitaire
|
Loner
|
Loner
|
Loner
|
Loner
|
Loner
|
Loner
|
|
Martial Prowess
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons 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.
|
Prouesses Martiales
Les Gardes Éternels consacrent une grande partie de leur temps à maîtriser l'art du maniement de la lance Asrai, qu'ils manient avec une adresse et une grâce inaccessible à leurs ennemis.
Une unité avec cette règle spéciale peut effectuer des attaques de soutien sur son flanc ou son arrière, ainsi que sur son avant.
|
Martial Prowess
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons 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
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons 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
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons 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
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons 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
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons 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
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons 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.
|
|
Motley Crew
|
Motley Crew
|
Motley Crew
|
Motley Crew
|
Motley Crew
|
Motley Crew
|
Motley Crew
|
Motley Crew
|
|
Move Through Cover
|
Mouvement à Couvert
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
|
Oaken Fists
R S AP Special Rules
Oaken fists Combat S -2 -
|
Poings de chêne
P F PA Règles Spéciales
Poings de chêne Combat F -2 -
|
Oaken Fists
R S AP Special Rules
Oaken fists Combat S -2 -
|
Oaken Fists
R S AP Special Rules
Oaken fists Combat S -2 -
|
Oaken Fists
R S AP Special Rules
Oaken fists Combat S -2 -
|
Oaken Fists
R S AP Special Rules
Oaken fists Combat S -2 -
|
Oaken Fists
R S AP Special Rules
Oaken fists Combat S -2 -
|
Oaken Fists
R S AP Special Rules
Oaken fists Combat S -2 -
|
|
Open Order
|
Ordre Dispersé
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
|
Strangleroots
R S AP Special Rules
Strangleroots 12" S -1 Multiple Shots (D6+1)
|
Racines étrangleuses
P F PA Règles Spéciales
Racines étrangleuses 12" F -1 Turs Multiples (D6+1)
|
Strangleroots
R S AP Special Rules
Strangleroots 12" S -1 Multiple Shots (D6+1)
|
Strangleroots
R S AP Special Rules
Strangleroots 12" S -1 Multiple Shots (D6+1)
|
Strangleroots
R S AP Special Rules
Strangleroots 12" S -1 Multiple Shots (D6+1)
|
Strangleroots
R S AP Special Rules
Strangleroots 12" S -1 Multiple Shots (D6+1)
|
Strangleroots
R S AP Special Rules
Strangleroots 12" S -1 Multiple Shots (D6+1)
|
Strangleroots
R S AP Special Rules
Strangleroots 12" S -1 Multiple Shots (D6+1)
|
|
Ranger’s Glaive
R S AP Special Rules
Ranger’s glaive Combat S+2 -2 Requires Two Hands
|
Vouge de pat.
P F PA Règles Spéciales
Vouge de pat. Combat F+2 -2 Armes à Deux Mains
|
Ranger’s Glaive
R S AP Special Rules
Ranger’s glaive Combat S+2 -2 Requires Two Hands
|
Ranger’s Glaive
R S AP Special Rules
Ranger’s glaive Combat S+2 -2 Requires Two Hands
|
Ranger’s Glaive
R S AP Special Rules
Ranger’s glaive Combat S+2 -2 Requires Two Hands
|
Ranger’s Glaive
R S AP Special Rules
Ranger’s glaive Combat S+2 -2 Requires Two Hands
|
Ranger’s Glaive
R S AP Special Rules
Ranger’s glaive Combat S+2 -2 Requires Two Hands
|
Ranger’s Glaive
R S AP Special Rules
Ranger’s glaive Combat S+2 -2 Requires Two Hands
|
|
Regeneration
|
Régénération
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
|
Skirmishers
|
Tirailleurs
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
|
Soporific Breath
R S AP Special Rules
Soporific breath N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
|
Souffle soporifique
P F PA Règles Spéciales
Souffle soporifique N/A 2 N/A Arme à Souffle
Notes: Aucune sauvegarde d'armure n'est permise contre les blessures causées par le souffle soporifique (on peut tenter les sauvegardes Invulnérables et de Régénération normalement).
|
Soporific Breath
R S AP Special Rules
Soporific breath N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
|
Soporific Breath
R S AP Special Rules
Soporific breath N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
|
Soporific Breath
R S AP Special Rules
Soporific breath N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
|
Soporific Breath
R S AP Special Rules
Soporific breath N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
|
Soporific Breath
R S AP Special Rules
Soporific breath N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
|
Soporific Breath
R S AP Special Rules
Soporific breath N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
|
|
Wizard
|
Sorcier
|
Wizard
|
Wizard
|
Wizard
|
Wizard
|
Wizard
|
Wizard
|
|
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm.
Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
|
Tatouages Talismaniques
Certains Asrai s'ornent de tatouages tourbillonnants dont les spirales mystiques protègent le porteur. Les Tatouages Talismaniques confèrent à leur porteur une Sauvegarde Invulnérable de 5+ contre toute blessure subie.
|
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm.
Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
|
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm.
Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
|
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm.
Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
|
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm.
Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
|
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm.
Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
|
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm.
Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
|
|
Timmm-berrr!
|
Timmm-berrr!
|
Timmm-berrr!
|
Timmm-berrr!
|
Timmm-berrr!
|
Timmm-berrr!
|
Timmm-berrr!
|
Timmm-berrr!
|
|
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead.
A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).
|
Troubadour de Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead.
A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).
|
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead.
A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).
|
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead.
A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).
|
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead.
A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).
|
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead.
A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).
|
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead.
A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).
|
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead.
A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).
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| EN | FR | DE | PL | ES | IT | ZH | RU |
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| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
|
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 Midsummer’s Eve
Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide.
A unit carrying the Banner of Midsummer’s Eve gains the Ignores Cover special rule.
|
Bannière du Solstice d'Été
Brillant de l'éclat du soleil du solstice d'été, cet oriflamme scintillant révèle la position des ennemis d'Athel Loren où qu'ils se cachent.
Une unité porteuse de la Bannière du Solstice d'Été gagne la règle spéciale Ignore le Couvert.
|
Banner Of Midsummer’s Eve
Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide.
A unit carrying the Banner of Midsummer’s Eve gains the Ignores Cover special rule.
|
Banner Of Midsummer’s Eve
Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide.
A unit carrying the Banner of Midsummer’s Eve gains the Ignores Cover special rule.
|
Banner Of Midsummer’s Eve
Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide.
A unit carrying the Banner of Midsummer’s Eve gains the Ignores Cover special rule.
|
Banner Of Midsummer’s Eve
Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide.
A unit carrying the Banner of Midsummer’s Eve gains the Ignores Cover special rule.
|
Banner Of Midsummer’s Eve
Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide.
A unit carrying the Banner of Midsummer’s Eve gains the Ignores Cover special rule.
|
Banner Of Midsummer’s Eve
Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide.
A unit carrying the Banner of Midsummer’s Eve gains the Ignores Cover special rule.
|
|
Banner Of The Eternal Queen
This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren.
When calculating its combat result, a unit carrying the Banner of the Eternal Queen may claim an additional bonus of +1 combat result point if it is within 6" of a woodland terrain feature.
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Bannière de la Reine Éternelle
Cette bannière fut tissée par nulle autre qu'Ariel, Reine Magicienne d'Athel Loren.
Quand on calcule son résultat de combat, une unité portant la Bannière de la Reine Éternelle peut recevoir un bonus additionnel de +1 point de résultat de combat si elle est à 6" d'un élément de terrain de bois.
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Banner Of The Eternal Queen
This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren.
When calculating its combat result, a unit carrying the Banner of the Eternal Queen may claim an additional bonus of +1 combat result point if it is within 6" of a woodland terrain feature.
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Banner Of The Eternal Queen
This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren.
When calculating its combat result, a unit carrying the Banner of the Eternal Queen may claim an additional bonus of +1 combat result point if it is within 6" of a woodland terrain feature.
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Banner Of The Eternal Queen
This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren.
When calculating its combat result, a unit carrying the Banner of the Eternal Queen may claim an additional bonus of +1 combat result point if it is within 6" of a woodland terrain feature.
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Banner Of The Eternal Queen
This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren.
When calculating its combat result, a unit carrying the Banner of the Eternal Queen may claim an additional bonus of +1 combat result point if it is within 6" of a woodland terrain feature.
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Banner Of The Eternal Queen
This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren.
When calculating its combat result, a unit carrying the Banner of the Eternal Queen may claim an additional bonus of +1 combat result point if it is within 6" of a woodland terrain feature.
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Banner Of The Eternal Queen
This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren.
When calculating its combat result, a unit carrying the Banner of the Eternal Queen may claim an additional bonus of +1 combat result point if it is within 6" of a woodland terrain feature.
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Banner Of The Hunter King
The tattered threads of this ancient standard resound with Orion’s eagerness for battle.
A unit carrying the Banner of the Hunter King gains the Vanguard special rule.
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Bannière du Roi Chasseur
L'étoffe élimée de ce vénérable étendard est saturée de l'engouement d'Orion pour la bataille.
Une unité portant la bannière du Roi Chasseur gagne la règle spéciale Avant-garde
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Banner Of The Hunter King
The tattered threads of this ancient standard resound with Orion’s eagerness for battle.
A unit carrying the Banner of the Hunter King gains the Vanguard special rule.
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Banner Of The Hunter King
The tattered threads of this ancient standard resound with Orion’s eagerness for battle.
A unit carrying the Banner of the Hunter King gains the Vanguard special rule.
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Banner Of The Hunter King
The tattered threads of this ancient standard resound with Orion’s eagerness for battle.
A unit carrying the Banner of the Hunter King gains the Vanguard special rule.
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Banner Of The Hunter King
The tattered threads of this ancient standard resound with Orion’s eagerness for battle.
A unit carrying the Banner of the Hunter King gains the Vanguard special rule.
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Banner Of The Hunter King
The tattered threads of this ancient standard resound with Orion’s eagerness for battle.
A unit carrying the Banner of the Hunter King gains the Vanguard special rule.
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Banner Of The Hunter King
The tattered threads of this ancient standard resound with Orion’s eagerness for battle.
A unit carrying the Banner of the Hunter King gains the Vanguard special rule.
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Banner Of The Wildwood
The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it.
A unit carrying the Banner of the Wildwood gains the Fear special rule. If the unit already has the Fear special rule, it instead gains the Terror special rule.
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Bannière du Bois Sauvage
La malveillance des esprits qui résident dans le Bois Sauvage s'accroche à cette bannière déchirée, glaçant les âmes de ceux qui y posent leur regard.
Une unité portant la bannière du Bois Sauvage gagne la règle spéciale Peur. Si l'unité a déjà la règle spéciale Peur, elle gagne la règle spéciale Terreur à la place.
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Banner Of The Wildwood
The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it.
A unit carrying the Banner of the Wildwood gains the Fear special rule. If the unit already has the Fear special rule, it instead gains the Terror special rule.
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Banner Of The Wildwood
The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it.
A unit carrying the Banner of the Wildwood gains the Fear special rule. If the unit already has the Fear special rule, it instead gains the Terror special rule.
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Banner Of The Wildwood
The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it.
A unit carrying the Banner of the Wildwood gains the Fear special rule. If the unit already has the Fear special rule, it instead gains the Terror special rule.
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Banner Of The Wildwood
The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it.
A unit carrying the Banner of the Wildwood gains the Fear special rule. If the unit already has the Fear special rule, it instead gains the Terror special rule.
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Banner Of The Wildwood
The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it.
A unit carrying the Banner of the Wildwood gains the Fear special rule. If the unit already has the Fear special rule, it instead gains the Terror special rule.
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Banner Of The Wildwood
The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it.
A unit carrying the Banner of the Wildwood gains the Fear special rule. If the unit already has the Fear special rule, it instead gains the Terror special rule.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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