Kharn the Betrayer

(Unit)
Type: unit
Category: HQ
Categories: Cult of Khorne, HQ
LinkId: e887-fd6c-b2bb-975b
Hidden: false
Costs: 189 pts
Rules (6)
Chaos Armour
Armour save 2+
Collar of Khorne
Force weapons lose their special ability to kill the wearer outright, and psychic powers that target the wearer or include them in their area of effect are nullified on a D6 roll of 2+.
Gorechild
Gorechild is a power weapon that always hits on a roll of 2+
Furious Charge
Kharn may add +D6" to his move in the assault phase. However, he can only use this bonus if it will actually get him into hand-to-hand combat that turn and it may not be used if he cannot reach the enemy.
The Betrayer
Roll to hit with Kharn as normal, but then each player takes it in turn to distribute the hits, starting with the Chaos player. The normal restrictions for allocating hits apply, so they must be allocated against models in base contact with Kharn first, then on models within 2" of him if all models in base contact are slain. Within these restrictions a hit may be allocated against any model, including Chaos models.
Fearless
Automatically passes any Morale checks

Profiles:

Weapon RangeSAPType
Plasma Gun

24"

7

2

Rapid Fire

If you roll a 1 to hit with a plasma weapon it has overheated and injured the model firing it. Make an armor save for the model, otherwise it will suffer a wound. Plasma weapons on vehicles are not affected by overheating.

Bolt Pistol

12"

4

5

Pistol

Krak Grenades

Gives Strength 6 in Assault vs. vehicles, making their AP scores 6+D6. Cannot make bonus attacks for charging. Can also be used as a Death or Glory attack

Power Weapon

Melee

As User

2

Melee

Ignores all Armor Saves

Abilities
Frag Grenades:

Fights simultaneously vs enemies in cover. Both sides roll to hit and wound before making saves and removing casualties

Unit WSBSSTWIALdSv
Kharn

7

5

5

4

4

7

4

10

2+

Used By (1)