Blades of Khorne – Karanak

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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

Unit Size: 1      Points: 140
Battlefield Role: None
Base size: 75 x 42mm
Notes: Single, Unique

Karanak is armed with Gore-slick Claws and Three Savage Maws.

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

Brass Collar of Bloody Vengeance: Wizards tremble wherever Karanak prowls.
This unit can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD. If this unit successfully unbinds a spell, the caster suffers D3 mortal wounds.

Unflagging Hunter: Karanak bounds towards the foe, hungry for the taste of living flesh.
Add 2 to charge rolls for this unit.

Call of the Hunt: As Karanak gets closer to his quarry, Flesh Hounds manifest on all sides, eager to share in the kill.
If this unit is included in a Blades of Khorne army, friendly summoned FLESH HOUNDS units can be set up within 9" of enemy units as long as they are set up wholly within 8" of this unit.

Prey of the Blood God: Karanak is sent to hunt those who have earned the Blood God’s ire.
After deployment but before the first battle round begins, pick 1 enemy HERO to be this unit’s quarry. At the end of the enemy movement phase, if this unit is more than 9" from all enemy units, it can make a normal move. It must finish that move closer to its quarry than it was at the start of the move.

8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.

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

• Karanak
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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.

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

• Karanak
© Vyacheslav Maltsev 2013-2024