Keel logo

Keel

Color: #525356 3 heroes, 6 minions, 4 spires 6 fortress advancements 0 strategies

Description

The keel are a species from the underside of Ankar, unaccustomed to the sunlight and environment on the top side. They’ve come to subjugate the top-dwellers and end the Source war that has threatened the entire island, including those who live below.

Unable to deal with the surface elements, the keel have developed new technology that protects them from the light of day. This void creation tech allows them to cover large swaths of the island in artificial darkness, allowing the keel to operate at full strength and leaving their enemies cowering in fear.

Minion Promotion

Keel minions are Promoted through their spires. While a keel Minion is on a Hex Group that has one or more keel spires on it, it is Promoted. However, if a Promoted Minion is no longer occupying a Hex Group with a keel Spire, it demotes back to its Basic Side. When keel minions demote, they lose all Health in excess of their new max, but do not lose any upgrade chips they have.

Minion promotion and demotion interrupts any other effect, with the exception of Movement. When moving, keel minions finish their full Movement and then assess whether to promote or demote.

Spires

The keel start with access to all four of their Spire types.

Fortress Advancements

6 advancements

Demolitions Plant

Level 1 : Long Range Specialists

Gain the gunnery die and set it to 0.

Gunnery Die: Treat this die as a counter. At the start of the Prep Phase, you may spend either 2 or 4 CP to upgrade the gunnery die to 2 or 3, respectively. Keel spires with no upgrades may now target opposing units up to a number of hexes away equal to the value on this die. Reset this die to 0 at the end of each wave.

Dice face
5 Source
Level 2 : Winning Cause

After refreshing the offerings in the Market Phase, you may freely gain one merc unit from the offerings with a Source cost equal to or less than the number of keel spires in play. This does not count as your market purchase this wave.

4 Source

Gateport

Level 1 : Calcification

After a merc unit you control is defeated, add [FORTIFICATION_UPGRADE] to the bottom of the keel spire closest to where the merc was defeated, ignoring upgrade capacity.

2 Source
Level 2 : Improved Calcification

When Calcification triggers, you may add [ATTACK_UPGRADE] to the spire instead and may choose to add it to the top instead of the bottom.

4 Source
Level 3 : Ossification

Merc units you control gain the talent Armored while on a hex group with a keel spire.

Armored: When this unit is attacked, reduce damage by 1.

5 Source

Void Turbine

Level 1 : Arsenates

Place any three upgrade chips of your choice in your fortress. When constructing a spire, you may add any one upgrade chip from here to that spire as an additional starting upgrade.

3 Source
Level 2 : Terraformation

After refreshing the offerings in the Market Phase, if the top earthscape has a mountain hex on it, you may gain it for free. This does not count as your market purchase.

2 Source
Level 3 : Carbide Defenses

When this advancement is purchased, add 1 [FORTIFICATION_UPGRADE] to the bottom of each keel spire, ignoring upgrade capacity.

3 Source
Level 4 : Void Rifles

When a keel minion demotes, if it does not have a [RANGE_UPGRADE] upgrade, it gains one, ignoring upgrade capacity. While keel minions have a [RANGE_UPGRADE] upgrade they also have the talent 1 Range.

6 Source

Seismic Harvester

Level 1 : Mulcher

After a landmark chip is defeated or otherwise removed or otherwise removed by any faction, you may gain 1 Source.


5 Source
Level 2 : Vampirism

After a keel spire defeats an opposing unit, you may gain +2 Source.

3 Source

Void Armory

Level 1 : Turrets

Gain the armory die.

Armory Die: After a [ATTACK_UPGRADE] on one of your spires is removed by an opposing unit, even if the spire is defeated, roll this die and apply its result.

3 Sides: Deal the opposing unit 1 damage.

2 Sides: Deal the opposing unit 1 damage and gain 1 Source.

1 Sides: Deal the opposing unit 1 damage for each upgrade on this spire.

Dice face
5 Source
Level 2 : Armament Shields

[ATTACK_UPGRADE] on keel spires require 2 damage to be removed instead of 1.

4 Source

Amplification Plant

Level 1 : Echolocation

You have spire influence over all hex groups occupied by a keel unit.

2 Source
Level 2 : Magnetoreception

After you defeat or otherwise remove a landmark chip, if it is on a Source well, you may immediately construct a spire on its hex, paying its Source cost. This does not use a limited build option.

3 Source
Level 3 : Thermoregulation

When an opponent would remove an upgrade from one of your spires, you may instead remove any one upgrade from two of your other spires.

4 Source

Top Strategies

No Strategies Yet

Be the first to share a strategy for this faction!