Turn Helper

Start of Turn

Once Per Turn (Army), Start of Enemy Turn

BLIGHTED WATERS

Dark maladies have cursed the waters of Thyria, spreading sickness and rot throughout the land.

Declare: Randomly pick a contaminated terrain feature. If that terrain feature has been remediated by your opponent’s army, pick each friendly unit within 3" of that terrain feature to be the targets. Otherwise, pick each unit within 3" of that terrain feature to be the targets.

Effect: Make a contamination roll of D3 for each target. On a 1, inflict 1 mortal damage on the target. On a 2+, the target has STRIKE-LAST for the rest of the turn.

Once Per Turn (Army), Start of Any Turn

ACTIVATE PLACE OF POWER

CORE

Declare: Pick a friendly HERO within 3" of any Places of Power to use this ability.

Effect: Roll a dice. On a 1, inflict D3 mortal damage on that HERO. On a 2+, pick 1 of the following effects: • Ignite Fury: Gain 2 rage dice, then increase your fury level by 2, to a maximum of 7. • Channel Wrath: If that HERO is a WIZARD or PRIEST, add 1 to casting rolls or chanting rolls for that HERO for the rest of the turn. • Dizzying Rage: For the rest of the turn, if that HERO is not a WIZARD or PRIEST, they can use the Unbind or Banish Manifestation ability as if they had WIZARD (1).

Hero Phase

Once Per Turn (Army), Any Hero Phase

DEATHLY INVOCATION

Declare: Pick a friendly SOULBLIGHT GRAVELORDS HERO to use this ability, then pick up to 3 friendly DEATHRATTLE or DEADWALKERS units wholly within 12" of that HERO to be the targets.

Effect: For each target: • If the target is damaged, Heal (3) the target. • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to 3.

Passive

ARISTOCRACY OF THE NIGHT

Effect: Add 1 to casting rolls for friendly VAMPIRE units that are not in combat.

Any Hero Phase1 CP

RALLY

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways: • For each rally point spent, Heal (1) that unit. • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit. You can spend the rally points in any combination of the above. Unspent rally points are then lost.

Movement Phase

Once Per Battle Round (Army), Any Movement Phase

ENDLESS LEGIONS

Declare: Pick a friendly non-UNIQUE DEATHRATTLE or DEADWALKERS unit that started the battle with 2 or more models and that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of a friendly SOULBLIGHT GRAVELORDS HERO or wholly within 6" of a friendly Cursed Sepulchre. It must be set up more than 9" from all enemy units. If it is your movement phase, you can set up the replacement unit more than 3" from all enemy units instead of more than 9", but if you set it up within 9" of any enemy units, it cannot use CHARGE abilities this turn.

Once Per Turn (Army), Your Movement Phase

DEATH’S DESCENT

CORE

Effect: If this unit is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

Your Movement Phase

INESCAPABLE REACH

Declare: This MANIFESTATION can only use this ability if it has not been set up this turn.

Effect: Remove this MANIFESTATION from the battlefield and set it up anywhere on the battlefield more than 9" from all enemy units. Then, roll a D3. On a 2+, this MANIFESTATION can move a number of inches equal to the roll.

Your Movement Phase

THE RISING DEAD

Declare: Pick a friendly unit that is in the grave.

Effect: Set up that unit wholly within 6" of a friendly Cursed Sepulchre and more than 9" from all enemy units, or wholly within 6" of the edge of the battlefield, wholly within friendly territory and more than 9" from all enemy units.

Reaction: You declared a RUN ability1 CP

AT THE DOUBLE

MOVERUN

Effect: Do not make a run roll as part of that RUN ability. Instead, add 6" to that unit’s Move characteristic to determine the distance each model in that unit can move as part of that RUN ability.

Once Per Turn (Army), Any Movement Phase

BOON OF VITALITY

Life magic blossoms in those areas that have been cleansed of corruption, filling those nearby with vim and vigour.

Declare: Pick a friendly unit that is not in combat and that is within 3" of a terrain feature that has been remediated by your army to be the target.

Effect: Roll a dice and apply the corresponding effect below. 1-2: No effect. 3: Add 1 to run rolls and charge rolls for the target until the start of your next turn. 4: Subtract 1 from wound rolls for attacks that target that friendly unit until the start of your next turn. 5: The target has WARD (5+) until the start of your next turn. 6: The target can immediately use the ‘Rally’ command as if it were your hero phase without any command points being spent. If it does so, you can make 3 additional rally rolls of D6.

Shooting Phase

Any Shooting Phase

Princeling’s Bow

Arrows fired by this glistening green bow unerringly strike their target, just as they did for the aelven highborn of old.

Declare: If this unit is not in combat, pick a visible enemy unit within 18" of it to be the target.

Effect: Roll 3 dice. For each 4+, inflict 1 mortal damage on the target.

Charge Phase

Passive

LORD OF TRAMPLING BONES

Effect: Add 1 to charge rolls for friendly DEATHRATTLE CAVALRY units while they are wholly within 12" of this unit.

Any Charge Phase

TRAMPLED TO DUST

Declare: Pick an enemy unit that this unit passed across this turn to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Reaction: You declared a CHARGE ability1 CP

FORWARD TO VICTORY

Effect: You can re-roll the charge roll.

Passive

Unhinged Rampager

This creature’s bestial hunger sees them close on the foe without hesitation.

Effect: You can re-roll charge rolls for this unit in your charge phase.

Combat Phase

Any Combat Phase

CHILL GRASP

Declare: Pick an enemy unit in combat with this MANIFESTATION to be the target.

Effect: Roll a dice. On a 4+, the following effects apply until the start of your next turn: • While the target is within 3" of this MANIFESTATION, the target has a maximum control score of 1 that cannot be modified. • While the target is within 3" of this MANIFESTATION, the target cannot use MOVE abilities.

Any Combat Phase

DRAW ON POWER

Declare: Pick a friendly SOULBLIGHT GRAVELORDS HERO wholly within 12" of this MANIFESTATION to be the target.

Effect: Pick 1 of the following: • Heal (D3) the target. • Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn. Then, this Manifestation is banished and removed from play.

Passive

REPULSED BY THE SACRED

Effect: You cannot make ward rolls for this unit while it is within 12" of an enemy PRIEST or for damage inflicted on it by a PRAYER ability.

Reaction: You declared a FIGHT ability for this unit

ROYAL COMPANIONS

Effect: Pick a friendly non-HERO DEATHRATTLE CAVALRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

Passive

ARISTOCRACY OF THE NIGHT

Effect: Add 1 to wound rolls for combat attacks made by friendly VAMPIRE units that charged in the same turn.

Passive

Barkflesh Shield

Effect: Ignore the first damage point that would be allocated to this unit in each phase.

Reaction: You declared an ATTACK ability1 CP

ALL-OUT ATTACK

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability. For the rest of the turn, subtract 1 from save rolls for the unit using this ability.

Reaction: Opponent declared an ATTACK ability1 CP

ALL-OUT DEFENCE

Effect: Add 1 to save rolls for that unit until that ATTACK ability has been resolved.

Passive

JADECURSE STAVE

Effect: Ward rolls cannot be made for damage points inflicted by this unit’s combat attacks.

End of Turn

Once Per Turn (Army), End of Any Turn

THE HUNGER

Declare: Pick each friendly VAMPIRE unit that used a FIGHT ability this turn to be the targets.

Effect: Heal (D3) each target. Heal (2D3) the target instead if it destroyed an enemy unit this turn using a FIGHT ability.

End of Any Turn1 CP

POWER THROUGH

MOVE

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.

Once Per Turn (Army), End of Any Turn

CURSED TO RISE ONCE MORE

Effect: You can return 1 slain model to this unit.

Passive

STANDARD BEARER

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

Once Per Turn (Army), End of Any Turn

PURIFY THE LAND

Whether through divine intervention, arcane talent or the skilled application of cleansing serums, these warriors have purified this pocket of contamination.

Declare: Pick a friendly unit within 3" of a contaminated terrain feature to use this ability, then pick that contaminated terrain feature to be the target.

Effect: Make a remediation roll of D6. On a 3+: • The target is remediated by your army for the rest of the battle and you no longer consider it to be contaminated. • The unit using this ability gains 2 renown points