Soulblight Gravelords – Radukar the Beast

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8"
12
4+
10
WARSCROLL

Radukar the Beast

When his rage and bloodthirst prove too great to control, Radukar undergoes a terrifying transformation. The bestial monster within consumes the vampire almost entirely until he fights with a raw and brutal fury, his ferocious howls ringing through the night.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blood-slick Claws
Blood-slick Claws2"63+3+-22
Piercing Blade
Piercing Blade1"63+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique. This model cannot be part of the same army as Radukar the Wolf.

Radukar the Beast is armed with Blood-slick Claws.

COMPANION: This unit is accompanied by 2 Vyrkos Blood-born armed with Piercing Blades.

Bounding Charge: The Beast’s form allows him to lope forwards at speed.
This unit can run and still charge later in the turn.

Call to the Hunt: With an exultant howl, Radukar leads the charge that tears the throat from an enemy host.
In the combat phase, if this unit made a charge move in the same turn, add 1 to the Attacks characteristic of melee weapons used by friendly VYRKOS SUMMONABLE units while they are wholly within 12" of this unit.

The Hunger: Those who bear the Soulblight curse constantly crave blood and are empowered by feasting upon their foes.
Each time this unit fights, after all of its attacks have been resolved, you can heal up to a number of wounds allocated to this unit equal to the number of wounds and mortal wounds caused by those attacks that were allocated to enemy units (to a maximum of 6).

Unleashed Ferocity: In battle, the Beast enters a frenzy that lays waste to anything before him.
If the unmodified hit roll for an attack made with this unit’s Blood-slick Claws is 6, the target suffers 2 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

Supernatural Reflexes: Radukar the Beast’s predatory instincts are honed to a razor’s edge, rendering him almost impossible to strike.
Subtract 1 from hit rolls and wound rolls for attacks that target this model.

The Beast Will Out: In his hulking bestial form, Radukar is a frenzied abomination concerned only with tearing apart everything in his path.
This unit cannot retreat. However, at the end of any phase, if any wounds or mortal wounds were allocated to this unit in that phase, and this unit is more than 12" from all enemy units, this unit can move up to D6".

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE, VYRKOS, HERO, RADUKAR THE BEAST
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The VYRKOS and SUMMONABLE keywords are used in the following Soulblight Gravelords warscrolls:

Leader
Battleline
None
© Vyacheslav Maltsev 2013-2024