Soulblight Gravelords – Radukar the Beast

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SOULBLIGHT GRAVELORDS WARSCROLL
Radukar the Beast
8"
12
4+
5
The infamous vampire warlord Radukar the Wolf sought to exterminate the city of Ulfenkarn and its populace, sacrificing countless lives in order to gain the favour of Nagash and swell his own power beyond that of any other vampire in existence. But before his plans could come to fruition, he was defeated by a band of unlikely heroes and grievously wounded. The Wolf was not so easily undone, however. As he fled through the streets of Ulfenkarn, his seemingly last moments condensed into a single, terrible imperative to endure, and the full power of his curse manifested. Radukar transformed into a towering berserker-beast, the injuries that threatened to end him eclipsed by his new, monstrous physique. This altered Radukar is a hulking creature with dagger-length claws, capable of moving with a swiftness that seems impossible for his size. Though abominable in aspect, the transformed tyrant retains much of his vampiric cunning. Calling upon the power of his cursed blood, he weaves necromantic energy around himself like invisible armour, further enhancing his already formidable resilience. His ferocious howls ring through the night as he slashes his doomed prey to ribbons and gorges himself upon their gushing blood.
SOULBLIGHT GRAVELORDS WARSCROLL
Radukar the Beast
MELEE WEAPONS
AtkHitWndRndDmg
Blood-slick Claws [Crit (Mortal)]
Blood-slick Claws
Crit (Mortal)
63+3+23
Vyrkos Blood-born’s Piercing Blades [Companion]
Vyrkos Blood-born’s Piercing Blades
Companion
63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Vyrkos Retainer, Any SOULBLIGHT GRAVELORDS
Notes: You cannot include this unit and Radukar the Wolf in the same army.

Passive
CALL TO THE HUNT: With an exultant howl, Radukar leads the charge, his surge of bloodlust filling nearby undead minions with unholy impetus.

Effect: If this unit charged this turn, for the rest of the turn, add 1 to wound rolls for combat attacks made by friendly DEATHRATTLE, DEADWALKERS and Vyrkos Blood-born units while they are wholly within 12" of this unit.

Once Per Turn (Army), End of Any Turn
THE BEAST WILL OUT: In his hulking bestial form, Radukar is a frenzied abomination concerned only with tearing apart everything in his path.

Effect: If this unit is not in combat, it can move D6". It can move into combat.
KEYWORDSRAMPAGE

Your Hero Phase
6
ARMOUR OF THE NIGHT: With a mere thought, Radukar the Beast summons wisps of pure darkness to form a penumbral shield around his body, protecting him from harm.

Declare: Make a casting roll of 2D6.

Effect: Subtract 1 from hit rolls and wound rolls for attacks that target this unit for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Those HEROES can join an eligible regiment as a Vyrkos Retainer.

Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The DEADWALKERS keyword is used in the following Soulblight Gravelords warscrolls:

The DEATHRATTLE keyword is used in the following Soulblight Gravelords warscrolls:

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
© Vyacheslav Maltsev 2013-2024