Hochgeborene Elfen

Hochgeborene Elfen

Correspondence of translations with another language

Rules and Equipments used by the army

DE EN
Rettungswurf
Aegis
Hellebarde
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.
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.
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.
Bogen
Bow
Langbogen
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
Zweihandwaffe
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
Handwaffe
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
Leichte Rüstung
Armor +1
Light Armour
Armor +1
Waffenpaar
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.
Atemattacke
Breath Attack
Flammenattacken
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.
Niedertrampeln-Attacke
Stomp Attacks
Aufpralltreffer
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.
Vorhut
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
Schwieriges Ziel
Hard Target
Multiple Lebenspunktverluste
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.
Leibwache
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.
Schild
+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.
Kämpft aus zusätzlichem Glied
Fight in Extra Rank
Zauberkonklave
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
Furchtlos
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.
Schnelle Bewegung
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.
Geländeerfahren
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
Schnell Schussbereit
Quick to Fire
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.
Kundschafter
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
Entsetzen
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.
Exclusive
Exclusive
Feenhauch
Dieses Angriffsattribut kann nur mit Langbogen und Waffenpaar benutzt werden. Wenn eine Einheit von Attacken mit Feenhauch getroffen wird, [b]muss[/b] sie für jeden Treffer einen Widerstandsfähigkeitstest ablegen, wobei die Widerstandsfähigkeit der Mehrheit der Modelle der Einheit benutzt wird (verwende bei Gleichstand den höheren Wert). Falls ein oder mehrere Widerstandsfähigkeitstests misslingen, sind alle Modelle der Einheit bis zum Beginn des nächsten Spielerzugs des aktiven Spielers von Feenhauch betroffen. Ein Modell, das (ein- oder mehrfach) von Feenhauch betroffen ist, erleidet einen -1 Trefferwurfmodifikator (sowohl für Schuss- als auch für Nahkampfwaffenattacken).
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).
Vorgetäuschte Flucht
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
Mondlichtpfeile
Dieses Angriffsattribut kann nur mit Bogen oder Langbogen ohne Waffenverzauberungen verwendet werden. Die Attacke erhält [b]Flammenattacken[/b] und [b]Magische Attacken[/b] und ihre Stärke wird auf 4 und ihr Rüstungsdurchschlag auf 1 [b]gesetzt[/b].
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.
Fliegen
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 Light Armour and Martial Discipline.
Giant See, Giant Do
Universal Rule. The model gains Light Armour and Martial Discipline.
Plänkler
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.
Tapfer
Das Modell ist gegenüber den Auswirkungen von Angst immun. Einheiten mit mehr als der Hälfte ihrer Modelle mit Tapfer bestehen automatisch durch Entsetzen verursachte Paniktests.
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.
Speer
Spear
Lanze
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.
Leichte Lanze
Light Lance
Leichte Truppen
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.
Treffen der Geister
Das Modell erhält [b]Blutfährte[/b] und behandelt alle freundlichen Beast Modelle als Insignificant.
Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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.
Meister des Zauberwebens
Die Zauber des Zauberers haben einen um 1 verringerten Zauberwert. Bei einem Zauberversuch mit einem einzigen Magiewürfel gilt ein natürlicher Wurf von '1' oder '2' immer als fehlgeschlagener Zauberversuch, ungeachtet jeglicher Modifikatoren.
Master of Spellcrafting
The Wizard's spells have their Casting Value reduced by 1.
Meeting of Minds
The Dragon model part gains Channel (1).
Meeting of Minds
The Dragon model part gains Channel (1).
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.
Wiedergeburt
Verliert ein Phönix zum ersten Mal seinen letzten Lebenspunkt, wirft der Besitzer einen W6. Bei einem Wurf von 5+ (oder 3+, falls das Modell Verbundenheit des Wächters hat) gelingt der Wurf: • Entferne das Modell wie üblich als Verlust, aber platziere einen Marker auf dem Mittelpunkt der letzten Position des Modells. • Im nächsten Spielerzug, zu Beginn von Schritt 3 des Ablaufs der Bewegungsphase (nach dem Sammeln fliehender Einheiten), wird das Modell wieder auf dem Spielfeld platziert. Der Mittelpunkt des Modells [b]muss[/b] innerhalb von 3" um den Marker platziert werden und das Modell [b]muss[/b] mehr als 1" von anderen Einheiten und unpassierbarem Gelände platziert werden, darf aber in beliebiger Richtung ausgerichtet werden. • Falls das Modell nicht gemäß dieser Regeln platziert werden kann, kann es für den Rest des Spiels nicht zurückkehren. • Das zurückgekehrte Modell ist dasselbe Modell, das das Spiel verlassen hat, einschließlich jeglicher anhaltender Effekte (wie Zauber, die das Modell betreffen), mit der Ausnahme, dass es immer mit nur 1 Lebenspunkt zurückkehrt und dass es als gesammelt gilt, falls es fliehend war, als es seinen letzten Lebenspunkt verlor (weshalb es bis zum Ende des Spielerzugs erschüttert ist). • Für das Modell erhält der Gegner keine Siegpunkte für zerstörte Einheiten, falls es am Ende des Spiels noch einen oder mehrere Lebenspunkte übrig hat. Misslingt der Wurf, folge den normalen Regeln (d.h. das Modell wird als Verlust entfernt).
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
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

Magic Items usable by the army

DE EN
Sternenmetalllegierung
Das erste Mal, wenn das Modell des Trägers eine nicht verhinderte Verwundung durch eine Attacke mit Multiple Wounds erleidet, während es den Schild verwendet, wird die Anzahl der erlittenen Wunden halbiert, wobei Brüche aufgerundet werden.
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.
Amethystkristall
Bannwürfe der Armee des Trägers erhalten einen +1 Modifikator.
Amethyst Crystal
Dispelling rolls made by the bearer’s army gain a +1 modifier.
Ring des Perlenthrons
Wähle nach Schritt 4 des Ablaufs einer Nahkampfrunde (nach Duelle aussprechen und annehmen) eines der folgenden: • Einen einzelnen Besonderen Gegenstand, den ein Charakter oder Champion in Basekontakt mit dem Träger trägt • Einen einzelnen Besonderen Gegenstand, den eine aus einem Modell bestehende Einheit in Basekontakt mit dem Träger trägt • Eine Bannerverzauberung, den ein Bannerträger in Basekontakt mit dem dem Träger trägt Dieser besondere Gegenstand kann solange nicht benutzt werden, solange sich ihr Träger in Basekontakt mit dem Träger des Rings des Perlenthrons befindet. Nur ein einzelner besonderer Gegenstand kann zu jedem Zeitpunkt betroffen sein. Sollte das Modell über mehr als eine Ausführung des gewählten Gegenstands verfügen, so ist nur eine Ausführung betroffen.
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.
Splitter der gleißenden Morgenröte
Attacken mit dieser Waffe erhalten +1 Stärke, +2 Rüstungsdurchschlag und werden [b]Magical Attacks[/b]. Jeder erfolgreiche Trefferwurf mit dieser Waffe verursacht zwei Treffer anstatt einem.
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.
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.
Buch von Meladys
Einmal pro Magiephase darf der Träger einen einzelnen Magiewürfel nach einem Zauberversuch neu würfeln, außer bei einem Kontrollverlust. Wird eine natürliche '1' wiederholt, unterliegt der wiederholte Magiewürfel unabhängig des gewürfelten Werts des Wiederholungswurfes Verpuffung (sollte der Zauberversuch misslingen).
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.
Mimic Cloak
Stand Behind
Mimic Cloak
Stand Behind
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.
Elus Kernholz
Diese Waffe erhält Shots 3, Str wie Träger +1, AP wie Träger +1 und [b]Magical Attacks[/b].
Elu's Heartwood
Shots 3, Str as user +1, and AP as user +1.
Sternenleuchtfeuer
Attacken mit dieser Waffe erhalten [b]Lethal Strike[/b] und [b]Devastating Charge (+1 Att)[/b] und werden [b]Divine Attacks[/b] und [b]Divine Attacks[/b]. Nur eine Anwendung. Kann zu Beginn einer jeden Nahkampfrunde aktiviert werden. Der Träger zählt hinsichtlich Devastating Charge als angreifend.
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.
Dämonenfluch
Der Träger erhält +2 Rüstung gegen Magical Attacks.
Daemon's Bane
+2 Arm against Magical Attacks.
Supernatural Dexterity
+3 Def and +3 Off.
Supernatural Dexterity
+3 Def and +3 Off.
Diadem des Schutzes
Der Träger erhält [b]Aegis (+2, max 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+.
Sternenmantel
Der Träger erhält [b]Aegis (3+)[/b]. Zusätzlich wird seine Rüstung auf 1 [b]gesetzt[/b] und kann [b]nie[/b] darüber hinaus verbessert werden. Falls der Träger im Rahmen eines Kontrollverlustes Hexenfeuer oder Magisches Inferno erleidet, wird die Anzahl der Treffer halbiert, wobei Brüche aufgerundet werden.
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.
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.
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Schutz von Dorac
Der Träger erhält +2 Rüstung und +2 Defensivfertigkeit.
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+).
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.

Magic Standards usable by the army

DE EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Banner der Besänftigung
Entferne in der gegnerischen Magiephase während Abschöpfen des Schleiers, bevor Schleiermarken in Magiewürfel umgewandelt werden, eine Schleiermarke aus dem gegnerischen Schleier- markenvorrat und füge dem eigenen Schleiermarkenvorrat eine Schleiermarke hinzu.
Banner of Becalming
In the opponent’s Magic Phase, after Excess Magic has been rolled, remove one dice from the opponent’s dice pool.
Banner des Navigators
R&F-Modelle in der Einheit des Trägers erhalten in der ersten Nahkampfrunde [b]Distracting[/b] gegen Attacken von Gegnern, die mit der Vorderkante der Einheit des Trägers im Nahkampf gebunden sind.
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.
Kriegsbanner von Ryma
R&F-Modellteile ohne Harnessed in einer Einheit mit einem oder mehreren Kriegsbannern von Ryma erhalten Vernichtender [b]Devastating Charge (+1 Str)[/b]). Zusätzlich erhalten alle Infanteriemodelle in der Einheit [b]Devastating Charge (+1" Adv)[/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.

Units od the army

DE EN
Hoher Prinz
High Prince
Befehlshaber
Commander
Magier
Mage
Elfenross
Elven Horse
Riesenadler
Giant Eagle
Greif
Griffon
Drache
Regal Dragon
Altehrwürdiger Drache
Ancient Dragon
Leichter Streitwagen
Reaver Chariot
Löwenstreitwagen
Lion Chariot
Himmelssegler
Sky Sloop
Miliz-Bogenschützen
Citizen Archers
Miliz-Speerträger
Citizen Spears
Seegarde
Sea Guard
Hochgeborene Lanzenreiter
Highborn Lancers
Eleinische Grenzreiter
Erlein Reavers
Schwertmeister
Sword Masters
Löwengarde
Lion Guard
Wächter der Flamme
Flame Wardens
Ritter von Ryma
Knights of Rymâ
Leichte Streitwagen
Reaver Chariots
Löwenstreitwagen
Lion Chariot
Riesenadler
Giant Eagles
Phönix
Phoenix
Initiate of the Fiery Heart
Initiate of the Fiery Heart
Schnitter der Seegarde
Sea Guard Reaper
Himmelssegler
Sky Sloop
Königinnenwache
Queen's Guard
Graue Wächter
Grey Watchers
Highborn Giant
Highborn Giant