Soulblight Gravelords – Radukar the Beast
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8"
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10
WARSCROLL

Radukar the Beast

Overwhelmed by his wrath, Radukar has undergone a terrifying transformation. The bestial monster within has come to consume the vampire almost entirely, and he now 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+-12
Piercing Blade
Piercing Blade1"63+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 315
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique. Cannot be included in the same army as Radukar the Wolf.

DESCRIPTION

Radukar the Beast is a named character that is a single model. He is armed with Blood-slick Claws.

If this model is included in a Soulblight Gravelords army with the VYRKOS DYNASTY lineage keyword, this model is treated as a general in addition to the model that is chosen to be the army general.

COMPANION: Radukar the Beast is accompanied by 2 Vyrkos Blood-born that attack with their Piercing Blades. For rules purposes, they are treated in the same manner as a mount.

ABILITIES

Bounding Charge: Radukar’s bestial form allows him to lope at shocking speed towards the enemy.
This model can run and still charge later in the same turn.

The Hunger: Soulblight creatures crave the taste of blood and are empowered when they drink deep from the veins of defeated foes.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that phase, you can heal up to D3 wounds allocated to this model.

Supernatural Reflexes: In his more bestial state, Radukar’s predatory instincts are honed to a razor’s edge, rendering him almost impossible to strike.
Subtract 1 from hit rolls for attacks that target this model.

Unleashed Ferocity: The Beast’s unnatural strength gives him terrifying power in melee combat.
If the unmodified hit roll for an attack made with this model’s Blood-slick Claws is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

COMMAND ABILITIES

Call to the Hunt: Radukar charges into the fray, calling upon all to cut down the foe before them.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly model with this command ability that made a charge move in that turn. Add 1 to the Attacks characteristic of melee weapons used by friendly SOULBLIGHT GRAVELORDS units wholly within 18" of that model until the end of that phase. The same unit cannot benefit from this command ability more than once per phase.

Mustering Howl: Radukar’s howl is instantly recognisable. When released in the midst of battle, the resounding cry is met with an echoing chorus from his lupine kin.
You can use this command ability once per battle at the end of your movement phase. If you do so, you can add 1 unit of 10 DIRE WOLVES to your army. The unit must be set up wholly within 12" of this model and more than 9" from all enemy units.

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT GRAVELORDS, VYRKOS DYNASTY, HERO, VAMPIRE LORD, RADUKAR THE BEAST
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
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.
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.
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.
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).
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The DIRE WOLVES keyword is used in the following Soulblight Gravelords warscrolls:

Battleline

The VAMPIRE LORD keyword is used in the following Soulblight Gravelords warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021