Stormcast Eternals – Karazai the Scarred

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Karazai the Scarred

The savagery of Ghur has wormed its way into the Draconith lord Karazai’s twisted soul. The Scarred Prince now fights only to deal vengeance to his - and, when their purposes align, Sigmar’s - ancestral enemies.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blazing Tempest
Blazing Tempest18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Annihilating Jaws
Annihilating Jaws2"63+-33
Ruinous Talons
Ruinous Talons1"43+3+-22
Calamitous Tail
Calamitous Tail3"See below3+3+-22
Wounds SufferedMoveAnnihilating Jaws

Unit Size: 1      Points: 490
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

Karazai the Scarred is armed with a Blazing Tempest, Annihilating Jaws, Ruinous Talons and Calamitous Tail.

FLY: This unit can fly.

Ancient Master of War: The lords of the Draconith empire have seen countless battles over the heady span of their lives, and the reptilian fury they display can soon overpower any foe.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this unit and subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of the phase. The same unit cannot be affected by this ability more than once per phase.

Blazing Tempest: The greatest Draconith lords can unleash vortexes of scouring flame that disintegrate any within the blast radius.
Do not use the attack sequence for an attack made with a Blazing Tempest. Instead, roll a dice. On a 1-2, the target suffers 1 mortal wound. On a 3-4, the target suffers D3 mortal wounds. On a 5-6, the target suffers D6 mortal wounds.

Calamitous Tail: With a sweep of its destructive tail, a Draconith can deliver a killing blow to all those in its path.
The Attacks characteristic of a Calamitous Tail is equal to the number of enemy models within 3" of the attacking model.

Fires of Vengeance: Retribution burns blinding and everlasting in Karazai’s eyes.
Each time this unit destroys an enemy unit, you can apply the relevant effect below:

If the enemy unit was a HERO or MONSTER, add 1 to the Attacks characteristic of melee weapons used by this unit for the rest of the battle.

If the enemy unit had a Wounds characteristic of 3 or more and was not a HERO or MONSTER, add 1 to run and charge rolls for this unit for the rest of the battle.

If the enemy unit had a Wounds characteristic of 2 or less, you can heal 1 wound allocated to this unit.

9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.

The ORDER keyword is used in the following Stormcast Eternals warscrolls:


The STORMCAST ETERNALS keyword is used in the following Stormcast Eternals warscrolls:


The DRACONITH keyword is used in the following Stormcast Eternals warscrolls:

Leader, Behemoth

The DRACONITH SKYWING keyword is used in the following Stormcast Eternals warscrolls:

Leader, Behemoth
Army List
Warscrolls collated

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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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024