Blades of Khorne – Karanak
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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: 150
Battlefield Role: None
Base size: 75 x 42mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Blood Hunt

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, BLADES OF KHORNE, DAEMON, KHORNE, HERO, FLESH HOUND, KARANAK
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.
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.
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.
Army List
Warscrolls collated
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The FLESH HOUND keyword is used in the following Blades of Khorne warscrolls:

Battleline
None
• Karanak
© Vyacheslav Maltsev 2013-2022