Faction

Sepulchral Guard - Sepulchral Guard


Card sets (4)

Core setSepulchral Guard expansionThe Chosen Axes expansionSpiteclaw's Swarm expansion


Organised play

1 | 6 - NOT VALID

Objectives (12)

Sepulchral Guard expansion - Battle Without End (1)
  • Description:
    (Errata update) Score this in an end phase if one or more friendly fighters returned to the battlefield in the preceding action phase, and a friendly fighter had already returned to the battlefield in that phase
  • FAQ: -
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Core set - Denial (3)
  • FAQ: -
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Sepulchral Guard expansion - Determined Defender (1)
  • FAQ: -
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Spiteclaw's Swarm expansion - Escalation (2)
  • FAQ: -
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Core set - Hold Objective 1 (1)
  • FAQ: -
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Core set - Hold Objective 2 (1)
  • FAQ: -
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Core set - Hold Objective 3 (1)
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Core set - Hold Objective 4 (1)
  • FAQ: -
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Core set - Hold Objective 5 (1)
  • FAQ: -
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Spiteclaw's Swarm expansion - Master of War (1)
  • FAQ: -
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The Chosen Axes expansion - Precise Use of Force (1)
  • FAQ: -
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Core set - Supremacy (3)
  • FAQ: -
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Total glory - 17
1 | 0 | 10 | 1

Gambits (10)

Sepulchral Guard expansion - Ceaseless Attacks
  • FAQ: -
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Sepulchral Guard expansion - Danse Macabre
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Sepulchral Guard expansion - Restless Dead
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Sepulchral Guard expansion - The Necromancer Commands
  • FAQ:

    Q: The Necromancer Commands allows a fighter, having failed an Attack action, to ‘make the Attack action again’. How does that interact with an Attack action that targets more than one enemy, such as the Harvester’s Whirling Scythe?


    A: An attack that targets more than one enemy is treated as a number of individual Attack actions performed one after the other, and each of those Attack actions is judged as succeeding or failing based on whether or not its target is damaged. If one of the Attack actions made as part of the Whirling Scythe Attack action fails, you can play The Necromancer Commands to make that single Attack action targeting the same fighter again.


    Current as at official Nightvault Designer's Commentary, November 2018


The Chosen Axes expansion - Confused Priorities
  • FAQ: -
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The Chosen Axes expansion - Earthquake
  • FAQ:

    Q: How do I resolve the pushes when I play Earthquake?


    A: Choose a direction, then push every fighter in that direction simultaneously. Any fighters that cannot be pushed in that direction (because of a blocked hex, another fighter that cannot be pushed, the edge of the battlefield or a rule that prevents them being pushed) are not pushed. As pushing every fighter at once is a little tricky to do with more than a few fighters on the battlefield, it is fine to push the fighters one at a time, so long as you bear in mind that all of the pushes happen simultaneously as far as the game is concerned (so, for example, a reaction to Earthquake – or any push made because of Earthquake – can only be made after all of the pushes from Earthquake have been resolved).


    Current as at official Nightvault Designer's Commentary, November 2018


Sepulchral Guard expansion - Illusory Fighter
  • FAQ: -
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Spiteclaw's Swarm expansion - Last Chance
  • FAQ:

    Q: Could Last Chance and The Necromancer Commands be triggered by the same Attack action?


    A: Yes. Last Chance is a reaction taken during an Attack action that lets you ignore the damage caused by the Attack action. Only Attack actions that cause damage are successful, so the Attack action fails. At that point, if the attacking fighter was one of the Sepulchral Guard, their player could play The Necromancer Commands, which is a reaction taken after an Attack action that fails.


    Q: What does ‘normally’ mean for Last Chance? Does it take the fighter’s situation (including supporting fighters, relevant upgrades and ploys) into account, or is it based on the fighter’s Defence characteristic?


    A: It is simply based on the Defence characteristic of the fighter – if, for example, the fighter has a Defence characteristic of Dodge, a roll of anything other than Dodge or Critical Hit will work for Last Chance.


    Q: If an enemy fighter would be taken out of action by my fighter’s Attack action, but my opponent uses Soultrap or Last Chance so that they are not taken out of action, can I still drive that fighter back?


    A: Yes.


    Q: If a fighter suffers damage from an Attack action, and then a player plays Trap to inflict an extra 1 damage on that fighter (that would take that fighter out of action), can Last Chance be played?


    A: No. Last Chance is played when an Attack action would take a fighter out of action, and Trap is not an Attack action.


    Q: Can any combination of the reactions on Last Chance, Last Lunge and Soultrap be made during the same Attack action?


    A: No.


    Current as at official Nightvault Designer's Commentary, November 2018


The Chosen Axes expansion - Ready for Action
  • FAQ: -
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Sepulchral Guard expansion - Time Trap
  • FAQ:

    Q: Time Trap instructs you to skip your next activation. Does this mean you have to take a Pass on your next activation, or do you get an extra activation and therefore change the turn order?


    A: When you use Time Trap you take an extra action (not an activation). This action happens in the power step, and you do not flip an activation token when you take the action. You cannot use this action to do something you could not normally do (e.g. make a Move action with a fighter that has already has a Move token). Once you have taken the action, the power step continues. You must take the ‘Pass’ player activation as your next activation, which will be followed by the power step as normal. Time Trap does not change the turn order.


    Q: How do ploys that grant extra actions work?


    A: When a ploy allows a fighter to make an action, but does not specify an action, the fighter cannot make an action that would not normally be allowed by the rules of the game. In the case of Time Trap, if the fighter chosen had a Move token, they could not make a Move or Charge action, as the rules forbid a fighter with a Move token from making a Move action (and a Charge action always includes a Move action). However, if the fighter had a Charge token, this ploy would still allow them to make any action, as a Charge token simply prevents that fighter from being activated.


    Current as at official Nightvault Designer's Commentary, November 2018


# Name Name Faction Type Description Glory Restrictions Set FAQ Tags
59 Battle Without End Sepulchral Guard Objective (Errata update) Score this in an end phase if one or more friendly fighters returned to the battlefield in the preceding action phase, and a friendly fighter had already returned to the battlefield in that phase 1 - Sepulchral Guard expansion - -
69 Ceaseless Attacks Sepulchral Guard Ploy Reaction: Play this after a friendly fighter's Attack action. Make an Attack action with another friendly fighter - - Sepulchral Guard expansion - -
71 Danse Macabre Sepulchral Guard Ploy Any friendly fighters that make a Move action in the next activation can move one additional hex - - Sepulchral Guard expansion - -
73 Restless Dead Sepulchral Guard Ploy Place a friendly fighter that was taken out of action (other than the Sepulchral Warden) on a starting hex in your territory - - Sepulchral Guard expansion - -
77 The Necromancer Commands Sepulchral Guard Ploy Reaction: Play this after a friendly fighter's Attack action that fails. Make the Attack action again - - Sepulchral Guard expansion ? -
80 Deathly Charge Sepulchral Guard Upgrade This fighter's Attack actions with a Range of 1 or 2 have +1 Damage in a phase in which they make a Charge action - The Champion Sepulchral Guard expansion - -
83 Frightening Speed Sepulchral Guard Upgrade +2 Move - The Harvester, The Champion, The Prince of Dust Sepulchral Guard expansion - -
85 Lethal Lunge Sepulchral Guard Upgrade

Hex 2 Hammer 2 Damage 3
Cleave

- The Sepulchral Warden Sepulchral Guard expansion - -
87 Undying Sepulchral Guard Upgrade +1 Wounds - - Sepulchral Guard expansion - -
253 Denial Universal Objective Score this in the third end phase if there are no enemy fighters in your territory 3 - Core set - SSduplicate
254 Determined Defender Universal Objective Score this in an end phase if the same friendly fighter has held the same objective at the end of two consecutive action phases 1 - Sepulchral Guard expansion - -
257 Escalation Universal Objective
Restricted
Score this in an end phase if three or more upgrade cards were played in the preceding action phase
2 - Spiteclaw's Swarm expansion - -
263 Hold Objective 1 Universal Objective Score this in an end phase if you are holding objective 1 1 - Core set - SSduplicate
264 Hold Objective 2 Universal Objective Score this in an end phase if you are holding objective 2 1 - Core set - SSduplicate
265 Hold Objective 3 Universal Objective Score this in an end phase if you are holding objective 3 1 - Core set - SSduplicate
266 Hold Objective 4 Universal Objective Score this in an end phase if you are holding objective 4 1 - Core set - SSduplicate
267 Hold Objective 5 Universal Objective Score this in an end phase if you are holding objective 5 1 - Core set - SSduplicate
272 Master of War Universal Objective Score this in an end phase if you scored an objective card, played a ploy card and played an upgrade card in this round 1 - Spiteclaw's Swarm expansion - -
284 Precise Use of Force Universal Objective
Restricted
Score this immediately if a friendly fighter makes a successful Attack action that deals exactly enough damage to take their target out of action
1 - The Chosen Axes expansion - -
292 Supremacy Universal Objective Score this in an end phase if you hold three or more objectives 3 - Core set - SSduplicate
310 Confused Priorities Universal Ploy Switch two objectives that are currently being held - - The Chosen Axes expansion - -
321 Earthquake Universal Ploy
Restricted
Push all fighters one hex. You must push them all in the same direction. Any that cannot be pushed this way are not pushed
- - The Chosen Axes expansion ? -
332 Illusory Fighter Universal Ploy
Restricted
Choose one of your fighters on the battlefield. Place them on a starting hex in your territory
- - Sepulchral Guard expansion - -
336 Last Chance Universal Ploy Reaction: Play this during an Attack action that would take a friendly fighter out of action. Roll a defence dice. If the result would not normally be a success for this fighter, ignore the damage from that Attack action on this fighter - - Spiteclaw's Swarm expansion ? -
348 Ready for Action Universal Ploy
Restricted
Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action
- - The Chosen Axes expansion - -
368 Time Trap Universal Ploy
Banned
Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation)
- - Sepulchral Guard expansion ? -
374 Acrobatic Universal Upgrade If this fighter has a Dodge Defence characteristic or has a Shield Defence characteristic but is on Guard, roll an extra defence dice when they are the target of an Attack action - - Spiteclaw's Swarm expansion - -
376 Awakened Weapon Universal Upgrade
Restricted
You can re-roll one attack dice each time this fighter makes an Attack action
- - Spiteclaw's Swarm expansion - -
391 Great Strength Universal Upgrade +1 Damage to all Attack actions with a Range of 1 or 2 - - Core set - SSduplicate
409 Shadeglass Axe Universal Upgrade

Hex 1 Hammer 2 Damage 2

When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage

Hex 3 Hammer 2 Damage 2

After a fighter makes this Attack action, discard this upgrade. On a critical hit, this Attack action has +1 Damage
- - The Chosen Axes expansion - -
425 The Blazing Key Universal Upgrade If this fighter is holding objective 3 in the third end phase, score 2 glory points - - The Chosen Axes expansion - -
426 The Dazzling Key Universal Upgrade If this fighter is holding objective 4 in the third end phase, score 2 glory points - - Sepulchral Guard expansion - -