KhorneKaranak
8"
5
4+
10
WARSCROLL

Karanak

Ever watchful, ever hungry, Karanak is the physical manifestation of the Blood God’s wrathful vengeance. Once he has the scent of his quarry, this tireless hunter will not cease in his hunt until he tastes their torn flesh between his fangs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gore-slick Claws
Gore-slick Claws1"43+4+-1
Three Savage Maws
Three Savage Maws1"64+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: None
Notes: Unique

DESCRIPTION

Karanak is a named character that is a single model. He is armed with Gore-slick Claws and Three Savage Maws.

ABILITIES

Unflagging Hunter: Karanak bounds towards the foe, hungry for the taste of living flesh.
You can re-roll charge rolls for this model.

Brass Collar of Bloody Vengeance: Wizards tremble wherever Karanak prowls.
This model can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, this model can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD. If this model successfully unbinds a spell or dispels an endless spell, the caster suffers D3 mortal wounds.

Prey of the Blood God: Karanak is a tireless hunter, hungering for his chosen quarry’s flesh.
After armies are set up, but before the first battle round begins, pick 1 enemy HERO to be this model’s quarry. You can re-roll hit and wound rolls for attacks made by this model that target that HERO.

Call of the Hunt: With a primal call, Karanak summons slathering Flesh Hounds to the feast.
Once per game, during the hero phase, you can summon 1 unit of 5 Flesh Hounds to the battlefield and add it to your army if this model is within 8" of its quarry (see Prey of the Blood God). The summoned unit must be set up wholly within 8" of this model and more than 9" from any enemy units. The summoned unit cannot move in the following movement phase.

KEYWORDS
CHAOS, DAEMON, KHORNE, HERO, FLESH HOUND, KARANAK
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Mortal Wounds
Some attacks, spells and abilities inflict 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 suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The FLESH HOUND keyword is used in following Khorne warscrolls:

None
• Karanak
© Vyacheslav Maltsev 2013-2020