Correspondence of translations with another language
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Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
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Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
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Fear
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Fear
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Shortbow
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Shortbow
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Bow Of Avelorn
High Elves are famed archers and in every province of Ulthuan, the gleaming ranks of citizen militia are equipped with splendid longbows as a matter of course. Yet, it is the artisans of Avelorn that craft the finest bows in all of Ulthuan.
R S AP Special Rules
Bow of Avelorn 30" S - Armour Bane (1), Magical Attacks, Volley Fire
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Bow Of Avelorn
High Elves are famed archers and in every province of Ulthuan, the gleaming ranks of citizen militia are equipped with splendid longbows as a matter of course. Yet, it is the artisans of Avelorn that craft the finest bows in all of Ulthuan.
R S AP Special Rules
Bow of Avelorn 30" S - Armour Bane (1), Magical Attacks, Volley Fire
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Warbow
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Warbow
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Longbow
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Longbow
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Hand Weapon
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Hand Weapon
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Light armour
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Light armour
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Heavy armour
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Heavy armour
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Armour Bane
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Armour Bane
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Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Armoured Hide
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Armoured Hide
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Full plate armour
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Full plate armour
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Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Ithilmar Armour
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
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Ithilmar Armour
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
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Arrows Of Isha
Many High Elf nobles fill their quivers with finely crafted arrows.
Bound with enchantments and blessed by the touch of the Tears of Isha, such arrows are anathema to the enemies of Ulthuan.
Any bow (longbow, shortbow, warbow or Bow of Avelorn) carried by a model with this special rule has the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Arrows Of Isha
Many High Elf nobles fill their quivers with finely crafted arrows.
Bound with enchantments and blessed by the touch of the Tears of Isha, such arrows are anathema to the enemies of Ulthuan.
Any bow (longbow, shortbow, warbow or Bow of Avelorn) carried by a model with this special rule has the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Flaming Attacks
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Flaming Attacks
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Magical Attacks
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Magical Attacks
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Stomp Attacks
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Stomp Attacks
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Impact Hits
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Impact Hits
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Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
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Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
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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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Vanguard
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Vanguard
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Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
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Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
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Barding
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Barding
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Drilled
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Drilled
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Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
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Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
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Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Blazing Plumage
counts as heavy armour
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Blazing Plumage
counts as heavy armour
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Shield
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Shield
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Briny breath
R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
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Briny breath
R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
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Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
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Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
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Fast Cavalry
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Fast Cavalry
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Cavalry Spear
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Cavalry Spear
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Ceremonial Halberd
The favoured weapon of the Phoenix Guard is the halberd. The silent guardians of Asuryan’s shrine wield their long, heavy bladed weapons with a skill and precision unmatched by the clumsy warriors of other races.
R S AP Special Rules
Ceremonial Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, halberd Magical Attacks, Requires Two Hands
Notes: A model wielding a ceremonial halberd cannot make a supporting attack during a turn in which it charged.
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Ceremonial Halberd
The favoured weapon of the Phoenix Guard is the halberd. The silent guardians of Asuryan’s shrine wield their long, heavy bladed weapons with a skill and precision unmatched by the clumsy warriors of other races.
R S AP Special Rules
Ceremonial Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, halberd Magical Attacks, Requires Two Hands
Notes: A model wielding a ceremonial halberd cannot make a supporting attack during a turn in which it charged.
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Chayal
R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
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Chayal
R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
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Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
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Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
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Chracian Warriors
White Lions form an insular kindred bound together by the arduous rights they have completed. The only outsiders welcomed into their number are the nobles they are sworn to protect.
A unit with this special rule may only be joined by your army’s General, or by a character with the Chracian Hunter Elven Honour.
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Chracian Warriors
White Lions form an insular kindred bound together by the arduous rights they have completed. The only outsiders welcomed into their number are the nobles they are sworn to protect.
A unit with this special rule may only be joined by your army’s General, or by a character with the Chracian Hunter Elven Honour.
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Close Order
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Close Order
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Commanding Voice
Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
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Commanding Voice
Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
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Counter Charge
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Counter Charge
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Rallying Cry
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Rallying Cry
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Deflect Shots
It is said that, as the Swordmasters advance into battle, their blades blur and weave faster than the eyes of the enemy can see, knocking aside arrows in mid-flight.
A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical shooting attack.
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Deflect Shots
It is said that, as the Swordmasters advance into battle, their blades blur and weave faster than the eyes of the enemy can see, knocking aside arrows in mid-flight.
A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical shooting attack.
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Detachment
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Detachment
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Stubborn
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Stubborn
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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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Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
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Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
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Iridescent scales
count as heavy armour
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Iridescent scales
count as heavy armour
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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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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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Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
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Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
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Terror
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Terror
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Sword Of Hoeth
The elegant blade of a sword of Hoeth is as long as an Elf is tall, yet balanced to seem as light as a feather. So keen is its edge, and so enduring its enchantments, that the sharpness of the blade is never dulled, no matter how many helms are cloven by its strikes.
R S AP Special Rules
Sword of Hoeth Combat S+2 -2 Magical Attacks, Requires Two Hands
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Sword Of Hoeth
The elegant blade of a sword of Hoeth is as long as an Elf is tall, yet balanced to seem as light as a feather. So keen is its edge, and so enduring its enchantments, that the sharpness of the blade is never dulled, no matter how many helms are cloven by its strikes.
R S AP Special Rules
Sword of Hoeth Combat S+2 -2 Magical Attacks, Requires Two Hands
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Evasive
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Evasive
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Swiftstride
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Swiftstride
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Sons Of Caledor
Dragon Princes consider themselves superior to Ulthuan’s other soldiers. Worse, they pay little heed to orders given by commanders they consider their inferiors (though they may consent to consider the suggestions of a noble).
A unit with this special rule may only be joined by your army’s General, or by a character with the Blood of Caledor Elven Honour.
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Sons Of Caledor
Dragon Princes consider themselves superior to Ulthuan’s other soldiers. Worse, they pay little heed to orders given by commanders they consider their inferiors (though they may consent to consider the suggestions of a noble).
A unit with this special rule may only be joined by your army’s General, or by a character with the Blood of Caledor Elven Honour.
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Fire & Flee
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Fire & Flee
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First Charge
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First Charge
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Fly
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Fly
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Strike First
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Strike First
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Precicion Strikes
Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be.
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
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Precicion Strikes
Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be.
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
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From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
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From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
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Frozen plumage
counts as full plate armour
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Frozen plumage
counts as full plate armour
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Furious Charge*
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Furious Charge*
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King's Guard
Since the time of Caledor the First, the fierce warriors of Chrace have been the closest bodyguards of Elven kings and princes.
Any model in a unit of White Lions of Chrace that has been joined by your army’s General can issue and accept challenges in the same manner as a character. Should your General leave the unit for any reason, the unit loses this ability.
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King's Guard
Since the time of Caledor the First, the fierce warriors of Chrace have been the closest bodyguards of Elven kings and princes.
Any model in a unit of White Lions of Chrace that has been joined by your army’s General can issue and accept challenges in the same manner as a character. Should your General leave the unit for any reason, the unit loses this ability.
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Large Target
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Large Target
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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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Griffonic pelt
counts as heavy armour
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Griffonic pelt
counts as heavy armour
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Warriors Of The White Tower
The swordmasters of the White Tower fight with a precision and unity unattainable by lesser warriors. To join their ranks, one must have studied their art under the Blademasters of Hoeth.
A unit with this special rule may only be joined by a High Elf Mage, or by a character with either the Warden of Saphery or Loremaster Elven Honour.
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Warriors Of The White Tower
The swordmasters of the White Tower fight with a precision and unity unattainable by lesser warriors. To join their ranks, one must have studied their art under the Blademasters of Hoeth.
A unit with this special rule may only be joined by a High Elf Mage, or by a character with either the Warden of Saphery or Loremaster Elven Honour.
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Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
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Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
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Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
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Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
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Handmaiden's Spear
R S AP Special Rules
Handmaiden’s Spear Combat S -1 -
Notes: During a turn in which it was charged, a model wielding a Handmaiden’s spear gains a +1 modifier to its Initiative against the charging unit(s).
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Handmaiden's Spear
R S AP Special Rules
Handmaiden’s Spear Combat S -1 -
Notes: During a turn in which it was charged, a model wielding a Handmaiden’s spear gains a +1 modifier to its Initiative against the charging unit(s).
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Hooves
counts as a hand weapon
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Hooves
counts as a hand weapon
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Hooves and Horn
count as a hand weapon
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Hooves and Horn
count as a hand weapon
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Ignores Cover
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Ignores Cover
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Immune To Psychology
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Immune To Psychology
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Impetuous
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Impetuous
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Mathlann's Ire
R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
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Mathlann's Ire
R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
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The Pelt of Charandis
In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
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The Pelt of Charandis
In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
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Lance
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Lance
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Thrusting Spears
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Thrusting Spears
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Lashing talons
R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
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Lashing talons
R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
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Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
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Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
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Magic Resistance
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Magic Resistance
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Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
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Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
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Mighty Constitution
The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary.
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
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Mighty Constitution
The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary.
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
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Move Through Cover
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Move Through Cover
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Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
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Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
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Open Order
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Open Order
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Serpentine tail
R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
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Serpentine tail
R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
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Quick Shot
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Quick Shot
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Regimental Unit
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Regimental Unit
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Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
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Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Witness To Destiny
Cursed with the knowledge of their own demise, the Phoenix Guard are able to effortlessly avoid the mundane weapons of the enemy with a disturbing ease.
This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Witness To Destiny
Cursed with the knowledge of their own demise, the Phoenix Guard are able to effortlessly avoid the mundane weapons of the enemy with a disturbing ease.
This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
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Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
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Veteran
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Veteran
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Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
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Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
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Banner Of Balance
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
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Banner Of Balance
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
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Banner Of Confidence
This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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Banner Of Confidence
This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
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Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
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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.
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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.
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Banner of Resilience
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
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Banner of Resilience
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
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Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
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Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
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Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
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Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
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The Banner Of Lothern
The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
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The Banner Of Lothern
The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
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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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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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