Lore of Crimson Knights Prose in Fayegarde | World Anvil
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Lore of Crimson Knights

Initiate spell: Valour of the Knights

Casting value: 8


If this spell is manifested, choose d3 friendly units within 6", they gain Defensive Fighting until your next Magic Phase.


Summon: Crimson Knight Honoured

Casting value: 9


If this spell is manifested, Summon a unit of Crimson Knight Honoured.


Summon: Crimson Knight Riders

Casting value: 9


If this spell is manifested, Summon a unit of Crimson Knight Riders.


Summon: Crimson Knight Marshal

Casting value: 9


If this spell is manifested, Summon a Crimson Knight Marshal



Summon:

If a spell summons a unit, then you may set up that unit within 9" of the caster, and more than 3" from any enemy models. After the unit has been set up, each turn afterwards the caster must use one of it's casting attempts to roll over a 6, or the summoned unit is immediately removed. The summoned unit is also removed if the caster is killed.


Summoned Units

 

Crimson Knight Honoured


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
5"+3/045324+9
Wargear: Greatsword.
Special Rules: Defensive Fighting, Terrifying.
Battlefield Role: Mainline Unit Size: 5
Keywords: Crimson Knight, Summoned, Infantry
Model: Crimson Knight Honoured
 

Crimson Knight Rider


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
8"+3/045344+9
Wargear: Lance and Heavy Shield.
Special Rules: Cavalry, Defensive Fighting, Terrifying.
Battlefield Role: Fast Unit Size: 3
Keywords: Crimson Knight, Summoned, Cavalry
Model: Crimson Knight Rider
 

Crimson Knight Marshal


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
5"+3/045464+9
Wargear: Maul.
Special Rules: Defensive Fighting, Gift (Flurry of Blows), Terrifying.
Battlefield Role: Leader Unit Size: 1
Keywords: Crimson Knight, Summoned, Infantry, Hero
Model: Crimson Knight Marshal
 

Wargear

Melee Weapons

Greatsword


To HitStrength modRendDamageSpecial rules
5++2-11-

Lance


To HitStrength modRendDamageSpecial rules
6++1-12Reach, Lance

Maul


To HitStrength modRendDamageSpecial rules
6++202-
 

Wargear

Heavy Shield: Models equipped with a heavy shield may re-roll all failed saves.

Special Rules


Cavalry: This unit may re-roll failed charges. It also may not enter buildings. Any turn on which this unit charges it may re-roll failed wound rolls, this is a Charge Bonus.
Defensive Fighting: Enemy models attacking models with this rule in melee combat must re-roll 6s to hit.
Flurry of Blows: For each hit roll of a 6 or more, this model may make an extra attack with the same weapon. This attack can result in more attacks through this rule.
Gift: This rule will have another special rule within brackets at the end. Any friendly units within 3" of a model with this ability gain the ability in brackets.
Lance: When a model attacks with a weapon with this ability, if it made a charge this turn and has Cavalry it may increase the weapon's rend to -4. This is a Charge Bonus.
Reach: A weapon with reach is considered to have a range of 2".
Terrifying: Enemy units within 3" of this model must take battleshock even if they have suffered no casualties. Enemy units that have suffered casualties suffer -1 leadership.

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