Battle Traits: Knights of the Crimson Keep

(Unit)
Type: upgrade
Category: Reference
Categories: Reference
EntryId: be88-5863-24a9-c376
Hidden: false

Profiles:

Ability (Command) TimingCostKeywords
Carve a Bloody Path

Your Charge Phase

1

Declare:

Pick a friendly Blood Knights unit that is in combat to use this ability.

Effect:

That unit can use a Charge ability even though it is in combat and even if it has already used a Charge ability this turn/

Ability (Activated) KeywordsUsed By
Blood Rampage

Rampage

Timing:

Once Per Turn (Army), Your Hero Phase

Declare:

Pick a friendly Crimson Keep Monster that is in combat and has not used any Rampage abilities this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect:

This unit can make a move of 2D6". It must end that move in combat with the target unit. Then, roll a dice. If the roll exceeds the target unit's Health characteristic, 1 model in the target unit is slain. After this ability has been resolved, this unit cannot use Rampage abilities for the rest of the turn.

The Crimson Keep

Deploy

Timing:

Deployment Phase

Declare:

Pick a friendly Crimson Keep unit that has not been deployed.

Effect:

Set up that unit in reserve in the Crimson Keep. It has now been deployed. You cannot set up more friendly units in the Crimson Keep than there are on the battlefield.

From a Quarter Unseen
Timing:

Once Per Battle (Army), Any Movement Phase

Declare:

You cannot use this ability in the first battle round. Pick each friendly unit that is in the Crimson Keep to be the targets.

Effect:

Set up each target wholly within 9" of the battlefield edge and more than 9" from all enemy units. If you set up any units using this ability in the third or a subsequent battle round, do not spend any command points when using the ‘Carve a Bloody Path’ command this turn.’

Used By (1)