высокородные эльфы

высокородные эльфы

Correspondence of translations with another language

Правила и Снаряжение, используемые армией

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Aegis
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
Aegis
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
Алебарда
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Древние союзники
Суммарное значение лимита"Древние союзники" всех моделей в ростере армии ограничено до 1 на каждые 750 очков армии, с округлением вверх.
Ancient Allies
The sum of the Ancient Allies values stated in brackets of all models in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
Лук
Bow
Длинный лук
Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide
Longbow
Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide
Двуручное оружие
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Одноручное оружие
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Легкий доспех
Armor +1
Light Armour
Armor +1
Парное оружие
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Дыхательная атака
Breath Attack
Огненные атаки
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Растаптывание
Stomp Attacks
Таранные попадания
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Авангард
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Beast
Beast
Сложная цель
Hard Target
Множественные раны
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Multiple Wounds
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Телохранитель
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Щит
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Бьется дополнительный ряд
Fight in Extra Rank
Совет магов
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Construct
Construct
Бесстрашие
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Стремительность
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Знание местности
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Disciplined
Disciplined
Dragonforged Armour
Armour Equipment Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all Fortitude Saves.
Dragonforged Armour
Armour Equipment Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all Fortitude Saves.
Разведчик
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Elf
Elf
Elven Bolt Thrower
Artillery Weapon. This Artillery Weapon can be fired in two ways: • Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)] • Range 48″, Shots 6, Str 4, AP 2
Elven Bolt Thrower
Artillery Weapon. This Artillery Weapon can be fired in two ways: • Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)] • Range 48″, Shots 6, Str 4, AP 2
Elven Finesse
Elven Finesse
Emplacement
Emplacement
Ужас
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Предпочтение
Exclusive
Клятва на мече
Часть модели получает бонус в +1 на попадание при атаке с Двуручным оружием.
Sword Sworn
The model part gains a +1 to-hit modifier when attacking with a Great Weapon.
Пыльца фей
Это Свойство атаки применяется только при использовании Длинного лука или Парного оружия. Когда по отряду попадают атаки с этим свойством, этот отряд [b]должен[/b] пройти проверку Стойкости за каждое попадание, используя Стойкость, которую имеет большая часть моделей в отряде. В случае если большую часть отряда нельзя определить, используйте наибольшую величину. Если одна или более проверок Стойкости провалены, эффект свойства [b]Пыльца фей[/b] действует на все модели в отряде до начала следующего хода активного игрока. Модель, на которую действует один или более источников этого эффек- та получает модификатор в -1 на попадание (как для Стрелковых атак, так и для Атак ближнего боя).
Fae Miasma
This Attack Attribute can only be used with Longbows and Paired Weapons. When a unit is hit by attacks with Fae Miasma, it [b]must[/b] take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has. Use the higher value in case of a tie. If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by one or more instances of Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).
Тактический отход
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
First Strike
First Strike
Лунные стрелы
Это свойство применяется только при использовании Лука или Длинного лука без чар. Атаки получают свойства [b]Огненные атаки[/b] и [b]Магические атаки[/b]. Их Сила [b]устанавливается[/b] равной 4, а Бронебойность - равной 1.
Moonlight Arrows
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b], and have their Strength [b]set[/b] to 4 and their Armour Penetration [b]set[/b] to 1.
Полет
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Giant See, Giant Do
Universal Rule. The model gains Battle Fever.
Giant See, Giant Do
Universal Rule. The model gains Battle Fever.
Рассыпной строй
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Доблестный
Модель иммунна к эффекту правила [b]Страх[/b]. Если более половины моделей в отряде имеет это правило, отряд автоматически проходит проверки на Панику, вызванные правилом [b]Ужас[/b].
Valiant
The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically passes Panic Tests caused by Terror.
Копье
Spear
Рыцарское копье
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Легкое копье
Light Lance
Легкие войска
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Lion’s Fur
Armour Equipment If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Lion’s Fur
Armour Equipment If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Мастер плетения чар
Сложность сотворения заклинаний Мага снижа- ется на 1. Попытки сотворить заклинания, в которых был использован один Куб магии и на которых выпала немодифицированная '1' или '2', [b]всегда[/b] проваливаются, несмотря на любые модификаторы.
Master of Spellcrafting
The Wizard's spells have their Casting Value reduced by 1.
Meeting Of Minds
Universal Rule. The model may give one additional Orders.
Meeting Of Minds
Universal Rule. The model may give one additional Orders.
Metal Armour
Metal Armour
Mount
Mount
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Возрождение
Когда Феникс теряет свое последнее Очко здоровья первый раз, свой владелец [b]должен[/b] бросить D6. Бросок успешен на результат 5+ (3+ если модель имеет правило [b]Связанный с хранителем[/b]): • Удалите модель как потеря как обычно, но поставьте маркер в центре окончательной позиции модели. • В следующий ход любого игрока, в начале шага 3 Последовательности Фазы движения (после Восстанов- ления отступающих отрядов), модель Феникса выставляется обратно на поле битвы. Центр модели [b]должен[/b] быть выставлен в 3" от маркера; сама модель [b]должна[/b] быть дальше 1" от других отрядов и элементов Непроходимого ландшафта, смотря в любом направлении. • Если модель не может быть выставлена следуя этим правилам, она не может возвращаться на поле битвы до конца игры. • Вернувшаясь модель является такой же моделью, которая удалилась с поля битвы, со всеми дей- ствующими эффектами (такими, как эффекты заклинаний), с исключением того, что она всегда возвращается на поле битвы с 1 Очком здоровья. Если она отступала тогда, когда потеряла свое последнее Очко здоровья, она считается как успешно прошедшая проверку Восстановления порядка, и является потрясенной до конца хода. • Если она еще имеет Очка здоровья в конце игры, она не дает Победных очков за уничтожение. Если бросок провален, то применяйте обычные правила (то есть, модель удаляется как потеря).
Rebirth
When the model loses its last Health Point, unless it is a Summoned model, the owner [b]must[/b] roll a D6. The roll is successful on a roll of 5+ (or 3+ if the model has Warden's Bond): • Before removing the model as a casualty, mark the centre of its final position. • At the start of the next friendly Movement Phase, Summon a new Phoenix within 3" of the marked point. The Summoned model has the same upgrades as the original Phoenix. Immediately after being deployed, the model loses 4 Health Points, which cannot be prevented in any way. If the roll fails, the model is removed as a casualty as normal.
Resistance
Resistance
Resolute
A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
Resolute
A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
Sky Reaper
Artillery Weapon. Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Sky Reaper
Artillery Weapon. Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Stand and Shoot
Stand and Shoot

Магические предметы, используемые армией

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Сплав из звездного металла
Первый раз когда модель носителя получает неспасенную рану от атаки со свойством [b]Множественные раны[/b] при использовании этого Щита, количество полученных ран делится на два, с округлением вверх.
Star Metal Alloy
The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds, the number of wounds is halved, rounding fractions up.
Аметистовый кристалл
Броски на развеивание, совершенные армией носителя, получают бонус в +1.
Amethyst Crystal
Dispelling rolls made by the bearer’s army gain a +1 modifier.
Кольцо Жемчужного Трона
После шага 4 Последовательности действий в раунде ближнего боя (после объявления и принимания вызовов на дуэли), выберите один из следующих элементов: • Один Особый предмет, который носит персонаж или чемпион в контакте с носителем • Один Особый предмет, который носит отряд, состоящий из одной модели в контакте с носителем • Одни чары для знамен, которые носит знаменосец в контакте с носителем Этот Особый предмет игнорируется пока его носитель находится в контакте с носителем Кольца Жем- чужного Трона. Этот эффект может действовать одновременно только на один Особый предмет. Если целевая модель носит больше чем один экземпляр выбранного предмета, только один из этих экземпляров игнорируется.
Scroll of the Pearl Throne
Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored. If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn. Card Number Effects applied to all models on the Battlefield 1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain. 2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks. 3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls. 4, 8, 12, 16 Ominous Rumbling: −1 Cou.
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn. Card Number Effects applied to all models on the Battlefield 1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain. 2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks. 3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls. 4, 8, 12, 16 Ominous Rumbling: −1 Cou.
ЩепкаПылающегоРассвета
Атаки, совершенные этим оружием, получают +1 к Силе, +2 к Бронебойности и свойство [b]Магические атаки[/b]. Каждый успешный бросок на попадание, совершенный с этим оружием, оказывает 2 попадания вместо одно.
Sliver of the Blazing Dawn
+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Книга Медалиса
Один раз каждую Фазу магии, носитель может перебрасывать один Куб магии при броске на сотворение заклинания (если не произошла Магическая ошибка). При перебрасывании немодифицированного результата '1', переброшенные Кубы магии пользоваятся правиом"Пшик!" (если попытка сотворить заклинания провалена), несомтря на значение, получившее после перебрасывания.
Book of Meladys
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, 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, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Сердцевина Эрле
Это оружие получает Выстрелы 3, Силу как у носителя +1, Брб как у носителя +1, и правило [b]Магические атаки[/b].
Elu's Heartwood
Shots 3, Str as user +1, and AP as user +1.
Вспышка звезды
Атаки, наносимые этим оружием, получают свойства [b]Божественные атаки[/b], [b]Магические атаки[/b], [b]Опустошительное нападение (+1 Ат)[/b] и [b]Смертельный удар[/b]. Одноразовый. Может быть активирован в начале любого Раунда ближнего боя. Носитель считается напада- ющим в отношении правила [b]Опустошительное нападение[/b].
Nova Flare
Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
Погибельдемонов
Носитель получает +2 Брони против [b]Магических атак[/b].
Daemon's Bane
+2 Arm against Magical Attacks.
Supernatural Dexterity
+3 Def and +3 Off.
Supernatural Dexterity
+3 Def and +3 Off.
Диадемы защиты
Носитель получает правило [b]Эгида (+2, макс. 4+)[/b].
Diadem of Protection
Aegis (+2, max 4+).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Elemental Blade
+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Elemental Blade
+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
Ghostly Guard
+2 Arm against non-Magical Attacks.
Ghostly Guard
+2 Arm against non-Magical Attacks.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Сверкающая мантия
Носитель получает [b]Эгиду (3+)[/b]. Его Броня [b]устанавливается[/b] равной 1 и не может быть улучшена. Если носитель вызывает Магическую ошибку и результатом получается Магический взрыв или Ведьмин огонь, количество попаданий делится на два, с округлением вверх.
Gleaming Robe
Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those listed in the Unit Entries. Any Unit Entry using this option must have the new base size noted on the Army List, and all models in the unit must have the same Base Size. The new bases must: • Be between 100% – 125% of the original width. • Be between 100% – 150% of the original depth. • Both width and depth must be divisible by 5 mm.
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those listed in the Unit Entries. Any Unit Entry using this option must have the new base size noted on the Army List, and all models in the unit must have the same Base Size. The new bases must: • Be between 100% – 125% of the original width. • Be between 100% – 150% of the original depth. • Both width and depth must be divisible by 5 mm.
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Mimic Cloak
Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Покровительство Дорака
Носитель получает бонус в +2 к Навыку защиты и к Брони.
Protection of Dorac
+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 5.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Sigil of Protection
+1 Arm.
Sigil of Protection
+1 Arm.
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 total combined Channel is 3 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 total combined Channel is 3 or less (excluding Channel from this Magic Item).
Touch of Greatness
+1 Str and +1 AP.
Touch of Greatness
+1 Str and +1 AP.
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.

Магические знамена, используемые армией

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Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Знамя затишья
Во вражескую Фазу магии, на шаге"Вычачивание из-за Завесы", до превращения жетонов Завесы в Кубы магии, удалите один жетон Завесы из пула оппонента и добавите один такой жетон в свой пул.
Banner of Becalming
In the opponent’s Magic Phase, after Excess Magic has been rolled, remove one dice from the opponent’s dice pool.
Знамя навигатора
Рядовые модели в отряде носителя получают правило [b]Отвлечение[/b] в первом раунде ближнего боя против атак от врагов, связанных в ближнем боя на фронте отряда но- сителя.
Navigator's Banner
The bearer’s unit gains First Strike (Aegis (5+)).
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Боевое знамя Римы
Части рядовых моделей без правила [b]Ездовой[/b] в отряде с одним или более таких знамен получают правило [b]Опустошительное нападение (+1 Си)[/b]. К тому же все модели типа Пехоты в отряде получают правило [b]Опустошительное нападение (+1" Дви)[/b].
War Banner Of Rymâ
A unit with one or more War Banners of Rymâ gains +1″ Cha and Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1 Str).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 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 Strider.
Stalker’s Standard
The bearer’s unit gains Strider.

Юниты армии

RU EN
Высокородный принц
High Prince
Коммандор
Commander
Маг
Mage
Эльфийский конь
Elven Horse
Гигантский орел
Giant Eagle
Грифон
Griffon
Дракон
Regal Dragon
Древний дракон
Ancient Dragon
Колесница налетчиков
Reaver Chariot
Колесница со львами
Lion Chariot
Небесный шлюп
Sky Sloop
Ополчение лучников
Citizen Archers
Ополчение копейщиков
Citizen Spears
Морская стража
Sea Guard
Высокородные уланы
Highborn Lancers
Налетчики Эрле
Erlein Reavers
Мастера меча
Sword Masters
Львиная гвардия
Lion Guard
Охранители Пламя
Flame Wardens
Рыцари Римы
Knights of Rymâ
Колесницы налетчиков
Reaver Chariots
Колесница со львами
Lion Chariot
Гигантские орли
Giant Eagles
Феникс
Phoenix
Initiate of the Fiery Heart
Initiate of the Fiery Heart
Жнец морской стражи
Sea Guard Reaper
Небесный шлюп
Sky Sloop
Гвардия Королевы
Queen's Guard
Серые сторожа
Grey Watchers
Highborn Giant
Highborn Giant