The Vanhu Kingdom

The Vanhu Kingdom

Correspondence of translations with another language

Rules and Equipments used by the army

DE EN
Ablenkend
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Rettungswurf
Aegis
All-around charge
Universal Rule. At the Start of the player’s Charge Phase, the unit may Reform.
All-around charge
Universal Rule. At the Start of the player’s Charge Phase, the unit may Reform.
Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Animal Angel
The unit gains Hatred against any enemy unit in base contact with Characters whose Ancestor Spirit is associated with the unit. The unit may never benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, unless stated otherwise in the present Army Book.
Animal Angel
The unit gains Hatred against any enemy unit in base contact with Characters whose Ancestor Spirit is associated with the unit. The unit may never benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, unless stated otherwise in the present Army Book.
Zau- bernovize
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Bow
Bow
Schlachtfokus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
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
Assegai
Spears thrown exclusively when the unit charges, represented by Impact Hits (1). Additionally, the charged unit suffers from -1 Agi during the first round of combat.
Assegai
Spears thrown exclusively when the unit charges, represented by Impact Hits (1). Additionally, the charged unit suffers from -1 Agi during the first round of combat.
Heilige Attacken
Successful Aegis saves taken against the attack must be rerolled.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Giftattacken
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Magische Attacken
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Niedertrampeln-Attacke
Stomp Attacks
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.
Beasts’ Herald
Universal Rule. Rally Around the Flag which applies only to units belonging to the Beast Type.
Beasts’ Herald
Universal Rule. Rally Around the Flag which applies only to units belonging to the Beast Type.
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.
Blitzartige Reflexe
Lightning Reflexes
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.
Buried Head
Universal Rule. During the Movement Phase, the Unit may choose to bury its heads in the sand instead of doing an Advance, a March or a Reform. In that case, the unit may Raise 2D3 models as a Bound Spell (4/8) during the next Magic Phase.
Buried Head
Universal Rule. During the Movement Phase, the Unit may choose to bury its heads in the sand instead of doing an Advance, a March or a Reform. In that case, the unit may Raise 2D3 models as a Bound Spell (4/8) during the next Magic Phase.
Punktend
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Vernichtender Angriff
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Catch me not
Universal Rule. The unit may only choose Flee as Charge Reaction. If it was Fleeing because of a charge reaction, the unit rallies automatically during the player’s next Movement Phase.
Catch me not
Universal Rule. The unit may only choose Flee as Charge Reaction. If it was Fleeing because of a charge reaction, the unit rallies automatically during the player’s next Movement Phase.
Todesstoß
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Companions
Universal Rule. May only join Units of Infantry or other Characters. If the model is the general, all Characters may take a Mount, either their own Spirit Animal or the related Living Legend, for the cost indicated. Giant Bow: Shooting Weapon. Range 30", Shots 2, Str 5, AP 2, Lethal Strike, Reload!, Multiple Wounds (D3).
Companions
Universal Rule. May only join Units of Infantry or other Characters. If the model is the general, all Characters may take a Mount, either their own Spirit Animal or the related Living Legend, for the cost indicated. Giant Bow: Shooting Weapon. Range 30", Shots 2, Str 5, AP 2, Lethal Strike, Reload!, Multiple Wounds (D3).
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.
Dash
Universal Rule. Roll an additional D6 on a charge and drop the lowest dice.
Dash
Universal Rule. Roll an additional D6 on a charge and drop the lowest dice.
Unnachgiebig
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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.
Elder Rule
Universal Rule. May only join Units of Infantry or other Characters. A Wizard Master may only join an army which general is a Wizard Master.
Elder Rule
Universal Rule. May only join Units of Infantry or other Characters. A Wizard Master may only join an army which general is a Wizard Master.
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.
Father’s Pride
Universal rule. Every friendly unit within 6” gains Stubborn. Additionally, the Model gains Commanding Presence, applicable to all friendly units of Spirit Animals and Living Legend.
Father’s Pride
Universal rule. Every friendly unit within 6” gains Stubborn. Additionally, the Model gains Commanding Presence, applicable to all friendly units of Spirit Animals and Living Legend.
Zähigkeit
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Raserei
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frenzy
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Giant Leap
Universal Rule. Once in a game, the model may perform a Flying Movement up to a distance of 20”.
Giant Leap
Universal Rule. Once in a game, the model may perform a Flying Movement up to a distance of 20”.
Hass
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hidden in the Shades
Soft Cover counts as Hard Cover.
Hidden in the Shades
Soft Cover counts as Hard Cover.
Holy Presence
Universal Rule. All friendly units within 12” gain Regeneration (+1).
Holy Presence
Universal Rule. All friendly units within 12” gain Regeneration (+1).
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.
Unerschütterlich
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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.
Lightning Bird
Breath Attack (Str 4). The target suffers -1 to hit in Close Combat and shooting for one turn.
Lightning Bird
Breath Attack (Str 4). The target suffers -1 to hit in Close Combat and shooting for one turn.
Lion’s Roar
Universal Rule. This ability may be used by the Player once per game for all the Prides of Lions and Father Lions simultaneously. All friendly units within 18” of Prides of Lions or Father Lions, with at least one Character associated with Lions, gain Unbreakable until the start of the next friendly Player’s Turn.
Lion’s Roar
Universal Rule. This ability may be used by the Player once per game for all the Prides of Lions and Father Lions simultaneously. All friendly units within 18” of Prides of Lions or Father Lions, with at least one Character associated with Lions, gain Unbreakable until the start of the next friendly Player’s Turn.
Magieresistenz
Magic Resistance
Natural Leader
Universal Rule. May only join Units of Infantry or other Characters. The radius of Commanding Presence and Rally Around the Flag rules conferred to this model is increased by 6″.
Natural Leader
Universal Rule. May only join Units of Infantry or other Characters. The radius of Commanding Presence and Rally Around the Flag rules conferred to this model is increased by 6″.
Painted Shield
Counts as a Shield in every respect. The wielder gains Distracting.
Painted Shield
Counts as a Shield in every respect. The wielder gains Distracting.
Pounce
Universal Rule. When charging, the Sabretooth Panther may perform a Flying Movement: Fly (10).
Pounce
Universal Rule. When charging, the Sabretooth Panther may perform a Flying Movement: Fly (10).
Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Rebirth
Universal Rule. Follows the same rule from the Highborn Elves Army Book. If the Crowned Bennu Bird is mounted, it may not use that rule.
Rebirth
Universal Rule. Follows the same rule from the Highborn Elves Army Book. If the Crowned Bennu Bird is mounted, it may not use that rule.
Short Spear
Close Combat Weapon. Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.
Short Spear
Close Combat Weapon. Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.
Spirit of the Ancestors
Universal Rule. The unit may not be joined by any Character except Were-men. The unit gets permanently the first two qualities associated with their Animal Spirit. Additionally, the unit may cast the Hereditary Spell, on itself or on one Spirit Animal unit associated with the same Animal Spirit, as a Bound Spell (4/8), range 18”. The unit may not be the target of a Hereditary Spell otherwise.
Spirit of the Ancestors
Universal Rule. The unit may not be joined by any Character except Were-men. The unit gets permanently the first two qualities associated with their Animal Spirit. Additionally, the unit may cast the Hereditary Spell, on itself or on one Spirit Animal unit associated with the same Animal Spirit, as a Bound Spell (4/8), range 18”. The unit may not be the target of a Hereditary Spell otherwise.
Spirit Whisperers
Universal Rule. Wizard Conclave (Awaken the Beast, Savage Fury - Shamanism, Healing Waters, Stone Skin – Druidism, The Wisdom of Our Ancestors -Hereditary Sell). If a Wise Man joins the unit, the range of his Hereditary Spell increases by 6”.
Spirit Whisperers
Universal Rule. Wizard Conclave (Awaken the Beast, Savage Fury - Shamanism, Healing Waters, Stone Skin – Druidism, The Wisdom of Our Ancestors -Hereditary Sell). If a Wise Man joins the unit, the range of his Hereditary Spell increases by 6”.
Still As Death
Universal Rule. Unless ridden by a Character, the Giant Snake follows the rule Underground Ambush from the Undying Dynasties Army Book.
Still As Death
Universal Rule. Unless ridden by a Character, the Giant Snake follows the rule Underground Ambush from the Undying Dynasties Army Book.
Tallest of them all
Universal Rule. The model sees literally from above. When checking Line of Sight from or to this model, ignore any Soft Cover and consider any Hard Cover as a Soft Cover instead.
Tallest of them all
Universal Rule. The model sees literally from above. When checking Line of Sight from or to this model, ignore any Soft Cover and consider any Hard Cover as a Soft Cover instead.
Therianthrope
Universal Rule. One Spirit Animals unit associated with the Model’s Ancestor Spirit becomes Core. If the Model is General, all associated Spirit Animals become Core. The only units which may be joined by the Model are Spirit Animals, Spirit Walkers or other Were-men. The Model may only join units associated exclusively with the same Ancestor Spirit. The following applies to units joined by a Were-man: - The unit may benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, even if they have different Ancestor Spirits. - The Were-man gets the highest Adv and Mar of the unit as long as he stays with it.
Therianthrope
Universal Rule. One Spirit Animals unit associated with the Model’s Ancestor Spirit becomes Core. If the Model is General, all associated Spirit Animals become Core. The only units which may be joined by the Model are Spirit Animals, Spirit Walkers or other Were-men. The Model may only join units associated exclusively with the same Ancestor Spirit. The following applies to units joined by a Were-man: - The unit may benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, even if they have different Ancestor Spirits. - The Were-man gets the highest Adv and Mar of the unit as long as he stays with it.
Thick Skin
Personal Protection. Immune to the effects of Poison Attacks. Multi-Wounds are halved, to a minimum of 1.
Thick Skin
Personal Protection. Immune to the effects of Poison Attacks. Multi-Wounds are halved, to a minimum of 1.
Trumpeting
Universal Rule. If the model declares a charge or is engaged against an enemy unit, that unit cannot borrow the Discipline of its General.
Trumpeting
Universal Rule. If the model declares a charge or is engaged against an enemy unit, that unit cannot borrow the Discipline of its General.
Waterborne
Universal Rule. Light cover in Water Terrain. May be deployed in any Water Terrain, outside of the opponent’s Deployment Zone. Must be deployed more than 6” away from enemy units. Enemy units must be deployed more than 6” away from that unit.
Waterborne
Universal Rule. Light cover in Water Terrain. May be deployed in any Water Terrain, outside of the opponent’s Deployment Zone. Must be deployed more than 6” away from enemy units. Enemy units must be deployed more than 6” away from that unit.

Magic Items usable by the army

DE EN
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned 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
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned 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.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
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).
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Fang Necklace
Lone Hunters only. The bearer gains +1 Dis. Lone Hunters legends inspire those who hear them
Fang Necklace
Lone Hunters only. The bearer gains +1 Dis. Lone Hunters legends inspire those who hear them
Feathers Helmet
Were-men only. All Beasts models within 6” may borrow the bearer’s Dis. Animals know who the alpha leader is.
Feathers Helmet
Were-men only. All Beasts models within 6” may borrow the bearer’s Dis. Animals know who the alpha leader is.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Rhino Hide
All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up. The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.
Rhino Hide
All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up. The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Secrets of Mamlambo
The bearer is immune to the special effects of Poison Attacks. Small snakes reveal the secrets of great serpents.
Secrets of Mamlambo
The bearer is immune to the special effects of Poison Attacks. Small snakes reveal the secrets of great serpents.
Spear of Evisceration
The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks. Some rare spears display multiple, deadly blades.
Spear of Evisceration
The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks. Some rare spears display multiple, deadly blades.
Statue of the Night Predator
Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard. The panther’s footprints tell his tactics.
Statue of the Night Predator
Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard. The panther’s footprints tell his tactics.
Tales of the Vile Poacher
Bound Spell (5/8) Savage Fury – Shamanism Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.
Tales of the Vile Poacher
Bound Spell (5/8) Savage Fury – Shamanism Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Tribal Masks
Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell. Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits
Tribal Masks
Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell. Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits
Weather Dance Headdress
Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat. - Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy. - Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6). - Moon Dance: Models with Channel get Channel (+1). - Rain Dance: All Shooting Weapons add +1 to their Aim. - Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit. Some elaborate dances seem to give literally control over the weather.
Weather Dance Headdress
Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat. - Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy. - Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6). - Moon Dance: Models with Channel get Channel (+1). - Rain Dance: All Shooting Weapons add +1 to their Aim. - Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit. Some elaborate dances seem to give literally control over the weather.

Magic Standards usable by the army

DE EN
Pennant of the Gold Cattle Skull
The unit gets +1 to its Rally test. If wielded by the Battle Standard Bearer, all units within range of Rally Around the Flag get +1 to their Rally tests. Shepherds lead immense herds without ever losing any animal.
Pennant of the Gold Cattle Skull
The unit gets +1 to its Rally test. If wielded by the Battle Standard Bearer, all units within range of Rally Around the Flag get +1 to their Rally tests. Shepherds lead immense herds without ever losing any animal.
Animal Totem
Battle Standard Bearer only. The model gains Rally Around the Flag, applicable to friendly units of Spirit Animals and Living Legend associated with his own Ancestor Spirit. Animals recognize totems showing their Animal Spirit.
Animal Totem
Battle Standard Bearer only. The model gains Rally Around the Flag, applicable to friendly units of Spirit Animals and Living Legend associated with his own Ancestor Spirit. Animals recognize totems showing their Animal Spirit.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.

Units od the army

DE EN
War Chief
War Chief
Wise Man
Wise Man
Lone Hunter
Lone Hunter
Were-man
Were-man
Runner Warriors
Runner Warriors
Married Men
Married Men
Unmarried Men
Unmarried Men
Holy Maids
Holy Maids
Hunters
Hunters
Spirit Guards
Spirit Guards
Pride of Lions
Pride of Lions
Coalition of Cheetahs
Coalition of Cheetahs
Sounder of Warthogs
Sounder of Warthogs
Bloat of Hippopotamus
Bloat of Hippopotamus
Cete of Honey Badgers
Cete of Honey Badgers
Zeal of Zebras
Zeal of Zebras
Pod of Ostriches
Pod of Ostriches
Father Lion
Father Lion
Sabretooth Panther
Sabretooth Panther
Triple-Horned Rhino
Triple-Horned Rhino
Lone White Tusker
Lone White Tusker
Giant Snake
Giant Snake
Horned Giraffe
Horned Giraffe
Crowned Bennu Bird
Crowned Bennu Bird