Khar-Mel

(Unit)
Type: model
Category: Heroes
Categories: Lords, Heroes
EntryId: f867-c806-65f6-7ee3
Hidden: false
Costs: 160 pts

Constraints:

max(roster): 1
max: 1
Options (1)
Rules (9)
Khar-mel's Curse
All enemy units within 6" of Khar-mel suffer a -1 modifier to their To Hit rolls for both close combat and missile attacks, as well as -1 to any armour, Ward or Regeneration saves they might have.
Khar-mel's Luck
Khar-mel may re-roll failed Ward saves.
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models using a M value lower than 4.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 3D6 (discard the lowest)

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6
Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.

Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
Fear
A unit containing one or more Fear-causing model gains +1 to their Combat Resolution bonus. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution bonus is increased to +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with the Fear special rule involved in the same combat.

If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus is ignored for that unit.
Genie Binding
A Genie may be summoned at the start of any of your turns by passing a LD test for the Sorcerer who controls the Genie. Place the Genie within 6" of the Sorcerer, at least 1" away from other units or impassable terrain. It may act normally in the turn it is summoned. If the Genie is slain, it can be summoned back in a later turn, but the Sorcerer will suffer a cumulative -1 penalty to the LD test required every time he tries to do so. However, if the Sorcerer is slain, the Genie is removed as a casualty.
Ward Save (5+)
The value of a ward save will always be shown in a model's entry. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source; single Ward saves with a better value than 4+ are always specified as such.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Djinn
A Djinn has Fly (10). They can cast the spell Wind Blast from the Lore of Heavens as an innate Bound Spell, power level 7.
Magical Attacks
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.

Note that spells are not physical attacks unless clearly specified.

Profiles:

Model MWSBSSTWIALDType
Khar-Mel

6

6

3

4

4

3

6

4

7

Monstrous Infantry (Special Character)

Spell Spell LevelTypeCasting ValueRange
Wind Blast (Bound Spell 4+)

Bound Spell

Magic Missile

4+

24"

The target is 'pushed' 2D3" directly away from the caster (it does not change facing). If the target unit comes into contact with impassable terrain it stops 1" away and suffers D6 S 3 hits. If the target unit comes into contact with another unit it stops 1" away and both units suffer D6 S 3 hits. Targets that cannot move are not pushed back at all, but still suffer D6 S 3 hits.

Used By (2)