Knights of the Crimson Keep
An Army of Renown for Soulblight Gravelords: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.
Battle traits
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.
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.
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.
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.'
Heroes (2)
Units (4)
Revenant Draconith12" · 16W · Sv 5+ 170
Revenant Draconith (Scourge of Aqshy)12" · 16W · Sv 5+ 290
Blood Knights12" · 3W · Sv 3+ 210
Fell Bats12" · 3W · Sv 6+ 90
Spell Lore
Declare: Pick a friendly Crimson Keep 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: Inflict D3 mortal damage on the target. For the rest of the turn, add 1 to hit rolls for attacks made by the caster.
Declare: Pick a friendly Crimson Keep Wizard to cast this spell, pick a visible friendly Crimson Keep unit wholly within 12" of them to be the target, then make a casting roll of 2D6.
Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.
Declare: Pick a friendly Crimson Keep Wizard to cast this spell, pick a visible friendly Crimson Keep unit wholly within 12" of them to be the target, then make a casting roll of 2D6.
Effect: Add 1 to the Damage characteristic of the target's Companion melee weapons until the start of your next turn.
Artefact of Power
Effect: Heal (3D3) this unit.
Heroic Trait
Effect: This unit receives D3 martial prowess tokens. Each martial prowess token can be spent to do 1 of the following:
• Re-roll a hit roll for this unit.
• Re-roll a wound roll for this unit.
• Re-roll a save roll for this unit.
At the start of the next turn, remove all this unit's martial prowess tokens.
Manifestation Lore
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.
Declare: 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 a Unholy Reliquary endless spell wholly within 18" of the caster, visible to them, and more than 3" from all enemy units.