Soulblight Gravelords – Radukar the Wolf

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SOULBLIGHT GRAVELORDS WARSCROLL
Radukar the Wolf
6"
7
4+
2
Broad-shouldered and swollen with the animalistic powers of the Vyrkos bloodline, Radukar the Wolf overwhelms his prey with sheer ferocity, swinging a blade seized from the tomb of the vampiric emperor Morkan. Not for him the role of martial strategist, positioned behind a mass of rotting footsoldiers: Radukar delights in the rush and crunch of battle, where he fights surrounded by a retinue of undead ogors known as the Kosargi. Eschewing foolish notions of nobility, the Wolf rips and tears at the enemy in a wild frenzy, laughing with the pure thrill of slaughter. Radukar’s name was synonymous with butchery and pillage even before he received the blood kiss and was transformed into a vampire. In death, his reputation has only grown more terrible. Ferocious, relentless and possessed of a predator’s cruel cunning, Radukar has carved a bloody path across Shyish, eventually conquering a proud stronghold of mortals and transforming it into a place of nightmarish suffering – the cursed city of Ulfenkarn. For years, this would be his lair and feeding ground, until a band of unlikely mortal heroes cast him down. Yet there are rumours that Radukar lingers there still, half-mad and shifting between his humanoid form and that of a gigantic, frenzied beast.
SOULBLIGHT GRAVELORDS WARSCROLL
Radukar the Wolf
MELEE WEAPONS
AtkHitWndRndDmg
Vyrkos Barrow-blade [Crit (Mortal)]
Vyrkos Barrow-blade
Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Vyrkos Retainer, Any SOULBLIGHT GRAVELORDS
Notes: You cannot include this unit and Radukar the Beast 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.

Your Hero Phase
6
MASTER OF THE PACK: His voice redolent with supernatural power, Radukar the Wolf barks the command to charge and his undead minions hurl themselves at the enemy.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, you can re-roll charge rolls for friendly SOULBLIGHT GRAVELORDS INFANTRY units while they are wholly within 12" of this unit.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, 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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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.
14.3 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

© Vyacheslav Maltsev 2013-2024