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.
Unit Size: 1
Points: 280
Battlefield Role: Leader
Base size: 60mmNotes: 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".