Soulblight Gravelords – Radukar the Wolf

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6"
6
4+
10
WARSCROLL

Radukar the Wolf

Radukar is a cruel and savage vampire lord who rules over the city of Ulfenkarn. In battle, he wields the barrow blade of a legendary vampire emperor, which, when combined with his bestial nature, makes Radukar a fearsome foe indeed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vyrkos Barrow-blade
Vyrkos Barrow-blade1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. This model cannot be part of the same army as Radukar the Beast.

Radukar the Wolf is armed with a Vyrkos Barrow-blade.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

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.

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.

Loyal to the Last: Radukar earned loyalty from the ogors of Kos with promises of meat and loot. In death, they can no longer enjoy their wages, but they are bound to the vampire nonetheless.
If this unit is within 3" of a friendly KOSARGI NIGHTGUARD unit, before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, roll a dice. On a 3+, that wound or mortal wound is allocated to that friendly unit instead of this unit.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE, VYRKOS, HERO, WIZARD, RADUKAR THE WOLF
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.

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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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