| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Karanak | 10" | 2+ | - | 5 | 5 | 6 | 4 | 8 | 6+ |
| Abilities |
|---|
| Brass Collar of Bloody Vengeance:
Karanak can attempt to deny two psychic powers in each enemy Psychic phase. |
| Prey of the Blood God:
When both armies have been set up, choose one enemy CHARACTER on the battlefield. You can add 1 to hit and wound rolls for Karanak's attacks when they target this character. |
| Daemonic:
Units with this ability have a 5+ invulnerable save. |
| Unstoppable Ferocity:
If this unit makes a charge move, is charged, or performs a Heroic Intervention, then until the end of the turn add 1 to the Attacks characteristic of all its models and add 1 to the Strength characteristic of all the melee weapons the unit is armed with. |
| Aspect of Death:
Each time an enemy unit fails a Morale test within 8" of your Warlord, one additional model flees from that unit. |