Blades of Khorne – Karanak

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BLADES OF KHORNE WARSCROLL
Karanak
8"
7
5+
2
6+
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.
BLADES OF KHORNE WARSCROLL
Karanak
MELEE WEAPONS
AtkHitWndRndDmg
Savage Maws and Goreslick Claws [Anti-HERO (+1 Rend), Blood-hungry]
Savage Maws and Goreslick Claws
Anti-HERO (+1 Rend), Blood-hungry
64+3+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: Any Claws of Karanak, Any Flesh Hounds

Passive
FIRST OF THE PACK: Where the Hound of Vengeance hunts, his bestial kin are sure to follow in pursuit, empowered by Karanak’s single-minded fury.

Effect: While this unit is wholly within 12" of a friendly Flesh Hounds unit, add 2 to charge rolls for this unit. In addition, while any friendly Flesh Hounds units are wholly within 12" of this unit, they can ignore the effect of the ‘Beast’ ability.

Once Per Turn, Your Movement Phase
PREY OF THE BLOOD GOD: Karanak hunts those who have earned the Blood God’s ire.

Effect: Pick an enemy HERO to be this unit’s quarry. You can pick a HERO in reserve.

Enemy Movement Phase
STALK THE PREY: Karanak’s intended quarry is relentlessly and mercilessly run to ground.

Declare: Pick this unit and a friendly Flesh Hounds unit to be the targets.

Effect: Remove the targets from the battlefield and set them up again on the battlefield more than 6" from this unit’s quarry and more than 9" from all other enemy units. The unit of Flesh Hounds must also be set up wholly within 12" of this unit.
KEYWORDSCORE

KEYWORDS
UNIQUE, HERO, BEAST, WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON
1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:

• Karanak
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

Battle Traits
Once Per Battle, Any Hero Phase
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Declare: You can use this ability if at least half the number of units on both players’ army rosters combined (rounding up) have been destroyed. For example, if your roster had 9 units and your opponent’s roster had 4 units, then 7 units would need to have been destroyed.

Effect: The following effects apply for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for friendly BLADES OF KHORNE units.

Blood Haze: Blood-hungry weapons used by friendly BLOODBOUND units have Crit (Mortal).

Weapons of Murder: Add 1 to the Rend characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE non-MONSTER DAEMON units, including Blood-hungry Companion weapons.

Bloodlords Supreme: Add 1 to the Damage characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE MONSTER units.

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18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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

• Karanak

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

• Karanak
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2025