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====Kastelai==== Kastelai are the entourage of Prince Vhordrai in the magically teleporting crimson keep, and seem to be the replacement for the old blood dragons, and similarly lean into blood knights, who they get as battleline. <div class="mw-collapsible-content"> =====Traits===== *'''The Shifting Keep''': Kastelai Blood Knights up to half your unit count can be placed in reserve instead of on the battlefield, and be setup within 6" of any table edge and more than 9" from enemies at the end of your movement phase. The pretty standard rider of them being destroyed if not place by round four also applies. *'''Might of the Crimson Keep''': {{AOSKeyword|Vampire}} keyword units gain a characteristic bonus when they destroy units; Bloodied Strength: +1 damage to non-mount melee weapons if it was a {{AOSKeyword|Hero}}/{{AOSKeyword|Monster}}, Stolen Vitality: +1 to it's wounds if it had 3+ wounds, or Absorbed Speed: +2" to run and charge for everything else. Infinitely scaling Blood Knights could be kinda scary although suspect these are technically Keywords being added onto the Units Warscroll hence the naming of each type. =====Command Traits===== *'''Beacon of Bloodshed''': After the general charges you do d3 mortals on a 3+ to one unit. Combined with Arcane Bolt and Monstrous Rampage, a VLoZD can do 3D3 mortal wounds in the fight phase. *'''Master of Retaliation''': At the end of the combat phase if this model was wounded and not slain, you pick a unit within 1" and do d3 mortals on a 2+. Trash. *'''Power in the Blood''': If an enemy is destroyed within 6" of this model he also gets Might of the Crimson Keep even if he didn't kill them. This is bonkers, and will probably be the go to choice. *'''Rousing Commander''': Once per game at the start of combat you can give all {{AOSKeyword|Kastelai Dynasty Vampire}} units the Bloodied Strength and Stolen Vitality abilities for that phase, if they didn't already have them. This is honestly one of the strongest single turn effects in the game, and might actually get chosen. *'''Swift and Deadly''': Reroll charges while within 12" of the general. Arguably stronger than Rousing Commander overall because buffs are irrelevant if your units fail their charge rolls. Kastelai armies are based around consistent charging each turn so getting into combat is paramount. *'''A Craving for Massacre''': Run and charge on the general. Good for getting in there fast, but probably not worth it. =====Artifacts===== *'''Sword of the Red Seneschals''': If an enemy model is slain by the bearer's melee weapon, add +1 to wound roll attacks made by a friendly unit wholly within 12" of the bearer until the end of the phase. Does not affect the bearer since the buff happens after the bearer makes their attacks. *'''Bloodsaint's Shield''': Enemy Wizards within 6" of the bearer subtract -1 from casting rolls. *'''Standard of the Crimson Keep''': Missile weapons shot at the bearer subtract -1 from hit rolls. *'''Shard of Grave-Sand''': At the start of the hero phase, the bearer crushes the Shard and adds +1 to Deathless Minions rolls for friendly units wholly within 12". Once per game. *'''Fragment of the Keep''': Enemy units within 6" of the bearer subtract -1 from wound rolls. Extremely good because all of your units want to be in melee all the time and it's an AOE debuff that can affect multiple enemy units. *'''The Red Casket''': At the start of your charge phase, you can add +3 to your charge rolls. Once per game. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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