Turn Helper
Start of 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.
ACTIVATE PLACE OF POWER
COREDeclare: 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
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.
ARISTOCRACY OF THE NIGHT
Effect: Add 1 to casting rolls for friendly VAMPIRE units that are not in combat.
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
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.
DEATH’S DESCENT
COREEffect: 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.
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.
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.
AT THE DOUBLE
MOVERUNEffect: 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.
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
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
LORD OF TRAMPLING BONES
Effect: Add 1 to charge rolls for friendly DEATHRATTLE CAVALRY units while they are wholly within 12" of this unit.
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.
FORWARD TO VICTORY
Effect: You can re-roll the charge roll.
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
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.
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.
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.
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.
ARISTOCRACY OF THE NIGHT
Effect: Add 1 to wound rolls for combat attacks made by friendly VAMPIRE units that charged in the same turn.
Barkflesh Shield
Effect: Ignore the first damage point that would be allocated to this unit in each phase.
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.
ALL-OUT DEFENCE
Effect: Add 1 to save rolls for that unit until that ATTACK ability has been resolved.
JADECURSE STAVE
Effect: Ward rolls cannot be made for damage points inflicted by this unit’s combat attacks.
End of 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.
POWER THROUGH
MOVEDeclare: 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.
CURSED TO RISE ONCE MORE
Effect: You can return 1 slain model to this unit.
STANDARD BEARER
Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.
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
Start of Turn
ACTIVATE PLACE OF POWER
COREDeclare: 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
MAGICAL INTERVENTION
Declare: Pick a friendly WIZARD or PRIEST to use this ability.
Effect: That friendly unit can use a SPELL, PRAYER or BANISH ability (as appropriate) as if it were your hero phase. If you do so, subtract 1 from casting rolls or chanting rolls made as part of that ability.
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.
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
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.
REDEPLOY
MOVERUNDeclare: Pick a friendly unit that is not in combat to use this ability.
Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
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
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
COUNTER-CHARGE
Declare: Pick a friendly unit that is not in combat to use this ability.
Effect: That unit can use a CHARGE ability as if it were your charge phase.
FORWARD TO VICTORY
Effect: You can re-roll the charge roll.
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.
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.
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.
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.
Barkflesh Shield
Effect: Ignore the first damage point that would be allocated to this unit in each phase.
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.
ALL-OUT DEFENCE
Effect: Add 1 to save rolls for that unit until that ATTACK ability has been resolved.
End of 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.
CURSED TO RISE ONCE MORE
Effect: You can return 1 slain model to this unit.
STANDARD BEARER
Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.
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
Turn Helper
Arcane Tome
Spells
VILE TRANSFERENCE
SPELLUNLIMITEDDeclare: Pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.
Effect: Roll a number of dice equal to the number of models in the target unit. For each 6, inflict 1 mortal damage on that unit. If any enemy models were slain by this spell, Heal (D3) the caster.
PRISON OF GRIEF
SPELLDeclare: Pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.
Effect: The target has STRIKE-LAST until the start of your next turn.
WASTE AWAY
SPELLDeclare: Pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.
Effect: For the rest of the turn, subtract 1 from the Damage characteristic of the target’s melee weapons.
Manifestations
SUMMON HAND OF NAGASH
SUMMONSPELLDeclare: If there is not a friendly Hand of Nagash on the battlefield, pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, then make a casting roll of 2D6.
Effect: Set up a Hand of Nagash wholly within 12" of and visible to the caster and more than 9" from all enemy units.
SUMMON SANGUINE SWARM
SUMMONSPELLDeclare: If there is not a friendly Sanguine Swarm on the battlefield, pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, then make a casting roll of 2D6.
Effect: Set up a Sanguine Swarm wholly within 12" of and visible to the caster and more than 9" from all enemy units. A Sanguine Swarm spell has 2 parts that must be set up within 9" of each other.
SUMMON UNHOLY RELIQUARY
SUMMONSPELLDeclare: If there is not a friendly Unholy Reliquary on the battlefield, pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, then make a casting roll of 2D6.
Effect: Set up an Unholy Reliquary wholly within 18" of the caster, visible to them and more than 3" from all enemy units.