Kharn The Betrayer

(Entry)
Type: unit
EntryId: 79df-3f28-1d69-5977
Hidden: false
Costs: 165 Points

Profiles:

Melee Weapons
Gorechild:

Kharn's close combat attacks always hit on a roll of 2+. In addition, Gorechild is treated as a power weapon and, against vehicles, add an extra D6 to Kharn's armour penetration rolls.

Abilities
The Betrayer:

Any of Kharn's to hit rolls of 1 in close combat have hit his own side. Resolve the hits on a random friendly engaged in the same combat, as if they were hit by the enemy, using Kharn's weapons and profile. If there are no other units in the same combat as Kharn, these attacks simply miss.

Blessing of the Blood God:

Kharn is immune to the effects of psychic powers, and force weapons count as normal power weapons against him.

Mark of Khorne:

Models with the Mark of Khorne gain +1 Attack.

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Furious Charge:

In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (note that this has no effect on the Initiative tests for sweeping advances).

Unit WSBSSTWIALdSv
Kharn

7

5

5

4

3

5

5

10

3+ (5+ Invulnerable)

Weapons RangeStr.APTypeNotes
Plasma Pistol

12"

7

2

Pistol, Gets Hot!

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Personal Icon:

Chaos Icon

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