Dread Elves

Dread Elves

Correspondence of translations with another language

Zasady i Wyposażenie używane przez armię

PL EN
Academy Commander
The model part gains Academy. Model parts with Academy in the model’s unit gain .
Academy Commander
The model part gains Academy. Model parts with Academy in the model’s unit gain .
Temple Acolytes
The “” model part gains , Paired Weapons and Temple.
Temple Acolytes
The “” model part gains , Paired Weapons and Temple.
Warlock Acolytes
The unit gains Wizard Conclave (2),. The “” model part gains . The unit selects its spells from: itemize Ice and Fire () Whispers of the Veil () Illusory Paths () itemize
Warlock Acolytes
The unit gains Wizard Conclave (2),. The “” model part gains . The unit selects its spells from: itemize Ice and Fire () Whispers of the Veil () Illusory Paths () itemize
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Altar of Nabh
The model gains Attached, Exclusive (Height~1), Frenzy, Fury, War10000\ Platform, Unruly. Model parts with Elf in friendly units within~12 of the gain Fury.
Altar of Nabh
The model gains Attached, Exclusive (Height~1), Frenzy, Fury, War10000\ Platform, Unruly. Model parts with Elf in friendly units within~12 of the gain Fury.
Altar of Yema
The model gains Attached, War10000\ Platform, Exclusive (Height~1), and a single Attendant model part gains . Whenever a friendly unit within~12 of the initiates any kind of move (see the Definition and Terminology chapter in the Reference Handbook), the unit gains +1~Mobility and Devastating Charge (Stri\-der), with Duration: End of Turn.
Altar of Yema
The model gains Attached, War10000\ Platform, Exclusive (Height~1), and a single Attendant model part gains . Whenever a friendly unit within~12 of the initiates any kind of move (see the Definition and Terminology chapter in the Reference Handbook), the unit gains +1~Mobility and Devastating Charge (Stri\-der), with Duration: End of Turn.
Altar of Tila
The model’s Charge Speed and Mobility are always~0. In addition, it gains Channel (2), Emplacement, Solitary, Fearless, Stubborn, Un\-stable. When another friendly unit within~18 of the model suffers one or more HP losses from an enemy attack, the may cause three hits with Str~4, AP~2, and Unmodifiable onto the enemy unit that caused those losses. This effect can only be used once per phase.
Altar of Tila
The model’s Charge Speed and Mobility are always~0. In addition, it gains Channel (2), Emplacement, Solitary, Fearless, Stubborn, Un\-stable. When another friendly unit within~18 of the model suffers one or more HP losses from an enemy attack, the may cause three hits with Str~4, AP~2, and Unmodifiable onto the enemy unit that caused those losses. This effect can only be used once per phase.
Metal Armour
Metal Armour
Scent of Blood
Charge Range rolls made by units entirely with gain Maximised if the target of the Charge contains a Health Pool that has fewer Health Points than its starting value.
Scent of Blood
Charge Range rolls made by units entirely with gain Maximised if the target of the Charge contains a Health Pool that has fewer Health Points than its starting value.
Artistry of Death
Standard Melee Attacks gain +1 to wound.
Artistry of Death
Standard Melee Attacks gain +1 to wound.
Sweeping Attack
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn. Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack. Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
Sweeping Attack
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn. Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack. Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
Poison Attacks
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal. referenceonly
Poison Attacks
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal. referenceonly
Van\-guard
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guard
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Daeb Bolt Thrower
Daeb Bolt Thrower
Beastmaster
The model part gains Slaver. Apply the following effects to units within range of this model’s Commanding Presence (friend or foe): itemize Friendly units containing Beast: Courage Tests gain Minimised. Friendly units: rolls for the number of hits from Stomp Attack) gain Maximised. Enemy units: rolls for the number of hits from Stomp Attack) gain Minimised. itemize
Beastmaster
The model part gains Slaver. Apply the following effects to units within range of this model’s Commanding Presence (friend or foe): itemize Friendly units containing Beast: Courage Tests gain Minimised. Friendly units: rolls for the number of hits from Stomp Attack) gain Maximised. Enemy units: rolls for the number of hits from Stomp Attack) gain Minimised. itemize
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Coastal Predator
The unit benefits from Hard Target (1) while in contact with a Water Terrain.
Coastal Predator
The unit benefits from Hard Target (1) while in contact with a Water Terrain.
Colossal Kraken
The model’s base size is changed to 100150~, the number of its HP is set to~8, and it gains 2~additional Lashmasters.
Colossal Kraken
The model’s base size is changed to 100150~, the number of its HP is set to~8, and it gains 2~additional Lashmasters.
Lethal Strike
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Lethal Strike
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Daeb Warfare
When a unit containing is part of a Combined Charge, its Charge Range rolls gain Maximised. When multiple units containing are Engaged in the same Combined Combat, each of these units gains First Strike (Resolute).
Daeb Warfare
When a unit containing is part of a Combined Charge, its Charge Range rolls gain Maximised. When multiple units containing are Engaged in the same Combined Combat, each of these units gains First Strike (Resolute).
Hidden
The model is not Deployed as normal. Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria: itemize The model with Hidden could normally have joined the unit. The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit. The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat. itemize After choosing an eligible unit, follow these steps: itemize Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty. Deploy the model with Hidden where the removed model was positioned. itemize If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
Hidden
The model is not Deployed as normal. Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria: itemize The model with Hidden could normally have joined the unit. The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit. The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat. itemize After choosing an eligible unit, follow these steps: itemize Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty. Deploy the model with Hidden where the removed model was positioned. itemize If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies. A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
Extraordinary Specimen
The Manticore gains Stomp Attack) (D3), and its base size is changed to 50100~.
Extraordinary Specimen
The Manticore gains Stomp Attack) (D3), and its base size is changed to 50100~.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Harpoon Launcher
Any unit that suffers one or more hits from this weapon loses Swift\-stride, and cannot regain it in any way, until the start of the Active Player’s next Turn.
Harpoon Launcher
Any unit that suffers one or more hits from this weapon loses Swift\-stride, and cannot regain it in any way, until the start of the Active Player’s next Turn.
Irresistible Will
When casting a Learned Spell, any Dispelling Roll made against its Casting Roll suffers a~1 modifier.
Irresistible Will
When casting a Learned Spell, any Dispelling Roll made against its Casting Roll suffers a~1 modifier.
Kraken’s Hide
The wearer gains +1~Armour Equipment and Stri\-der (Water Terrain).
Kraken’s Hide
The wearer gains +1~Armour Equipment and Stri\-der (Water Terrain).
MeetingOfMindsDe
MeetingOfMindsDe
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Weapon Master
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat. In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority  of weapon choice). All Rank-and-File models in a unit still need to choose the same weapon.
Weapon Master
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat. In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority  of weapon choice). All Rank-and-File models in a unit still need to choose the same weapon.
Petrifying Stare
At the model part’s Agility Step, each enemy unit in contact with it suffers two hits that are set to-wound on~5+, always have AP~10, Magical Attacks, Unmodifiable.
Petrifying Stare
At the model part’s Agility Step, each enemy unit in contact with it suffers two hits that are set to-wound on~5+, always have AP~10, Magical Attacks, Unmodifiable.
Under the Cover of Mists
Enemy units within~8 of one or more suffer~1 to hit with Shooting Attacks. In addition, during the first Game Turn, all models in friendly units containing Height~1 within~8 of one or more gain Hard Target (1).
Under the Cover of Mists
Enemy units within~8 of one or more suffer~1 to hit with Shooting Attacks. In addition, during the first Game Turn, all models in friendly units containing Height~1 within~8 of one or more gain Hard Target (1).
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.

Magiczne przedmioty używane przez armię

PL EN
Height of Hubris
First Strike (Hatred, Multiple Wounds (2)).
Height of Hubris
First Strike (Hatred, Multiple Wounds (2)).
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Ring of the Obsidian Thrones
Unless the wearer is Shaken, Courage Tests taken by friendly units within~6 of the wearer benefit from Minimised.
Ring of the Obsidian Thrones
Unless the wearer is Shaken, Courage Tests taken by friendly units within~6 of the wearer benefit from Minimised.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Ceinran’s Scales
The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (4).
Ceinran’s Scales
The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (4).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Beastmaster’s Vial
One use only. Duration: End of Combat. Can be activated at the start of any Round of Combat: one friendly unit entirely with Beast within~12 of the bearer gains Dying Blow.
Beastmaster’s Vial
One use only. Duration: End of Combat. Can be activated at the start of any Round of Combat: one friendly unit entirely with Beast within~12 of the bearer gains Dying Blow.
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Shield Breaker
+6~AP.
Shield Breaker
+6~AP.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Lacerating Touch
+2~Att, +2~AP.
Lacerating Touch
+2~Att, +2~AP.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Death Cheater
+1~Arm, and Regeneration (4+).
Death Cheater
+1~Arm, and Regeneration (4+).
Supernatural Dexterity
+3~Def and +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Moithir’s Mirror
The bearer gains Aegis (5+, against Melee Attacks). If one or more Melee Attacks are allocated against the bearer, it gains Grind Attack) (3, Str~4, AP~2, Magical Attacks, Unmodifiable)}, with Duration: Round of Combat. This Grind Attack)} is always resolved with Agi~0. (Note that attacks made at Agility Step~0 can trigger this effect.)
Moithir’s Mirror
The bearer gains Aegis (5+, against Melee Attacks). If one or more Melee Attacks are allocated against the bearer, it gains Grind Attack) (3, Str~4, AP~2, Magical Attacks, Unmodifiable)}, with Duration: Round of Combat. This Grind Attack)} is always resolved with Agi~0. (Note that attacks made at Agility Step~0 can trigger this effect.)
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Pride of Gar Daecos
+1~Att, Divine Attacks.
Pride of Gar Daecos
+1~Att, Divine Attacks.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Mastery of Slaughter
+1~Str, +1~AP. If the wielder causes one or more HP losses with this weapon, then all attacks made by Rank-and-File models in its unit gain +1 to hit, with Duration: Round of Combat.
Mastery of Slaughter
+1~Str, +1~AP. If the wielder causes one or more HP losses with this weapon, then all attacks made by Rank-and-File models in its unit gain +1 to hit, with Duration: Round of Combat.
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Seal of the Republic
For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, it gains +1~Armour Equipment, with Duration: Permanent.
Seal of the Republic
For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, it gains +1~Armour Equipment, with Duration: Permanent.
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Transcendence
For each HP loss the wielder inflicts with this weapon on enemy models, it gains +1~Str and +1~AP, up to a maximum of +2 each, with Duration: Permanent.
Transcendence
For each HP loss the wielder inflicts with this weapon on enemy models, it gains +1~Str and +1~AP, up to a maximum of +2 each, with Duration: Permanent.

Magiczne sztandary używane przez armię

PL EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Banner of Urlain
Exclusive (Captain, ). The unit’s maximum size is changed to 15~models for units entirely with Height~1, and to 6~models for units entirely with Height~2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1~Att).
Banner of Urlain
Exclusive (Captain, ). The unit’s maximum size is changed to 15~models for units entirely with Height~1, and to 6~models for units entirely with Height~2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1~Att).
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Caedhren’s Pennon
While the bearer’s unit is part of a Combined Charge, that unit, as well as all other units that are Charging the same target, must reroll failed Charge Range rolls, and benefit from Devastating Charge (Hard Target (1)).
Caedhren’s Pennon
While the bearer’s unit is part of a Combined Charge, that unit, as well as all other units that are Charging the same target, must reroll failed Charge Range rolls, and benefit from Devastating Charge (Hard Target (1)).
Eye of the Gorgon
The bearer’s unit gains Horror. During Combat Choices, select one Rank-and-File model part, or a model part on the bearer’s model, in the Front Rank of the bearer’s unit: that model part gains , with Duration: Round of Combat.
Eye of the Gorgon
The bearer’s unit gains Horror. During Combat Choices, select one Rank-and-File model part, or a model part on the bearer’s model, in the Front Rank of the bearer’s unit: that model part gains , with Duration: Round of Combat.

Jednostki armii

PL EN
Dread Prince
Dread Prince
Silexian Officer
Silexian Officer
Temple Exarch
Temple Exarch
Sanctioned Warlock
Sanctioned Warlock
Silent Assassin
Silent Assassin
Elven Horse (Mount)
Elven Horse (Mount)
Raptor (Mount)
Raptor (Mount)
Blackmane Pegasus
Blackmane Pegasus
Raptor Chariot (Mount)
Raptor Chariot (Mount)
Manticore
Manticore
Imperious Dragon
Imperious Dragon
Silexian Spears
Silexian Spears
Silexian Auxiliaries
Silexian Auxiliaries
Temple Militants
Temple Militants
Corsairs
Corsairs
Shadow Riders
Shadow Riders
Dread Acolytes
Dread Acolytes
Dread Knights
Dread Knights
Obsidian Guard
Obsidian Guard
Judicators
Judicators
Dancers of Yema
Dancers of Yema
Harpies
Harpies
Gorgons
Gorgons
Thunder Pack
Thunder Pack
Raptor Chariot
Raptor Chariot
Divine Altar
Divine Altar
Hunting Chariot
Hunting Chariot
Repeater Battery
Repeater Battery
Black Cloaks
Black Cloaks
Kraken
Kraken
Hydra
Hydra
Mist Leviathan
Mist Leviathan