Lord Kharn may be choosen to lead any Chaos army of at least
3,000 points. (Yes, 3,000 points)
He counts as one HQ choice and uses the
listed equipment and may be given no additional equipment.
| Unit name | Points Cost | WS | BS | S | T | W | I | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|---|
| Lord Kharn | 230 | 7 | 0 | 6 | 4 | 4 | 5 | 3 | 10 | 5+(I) |
Wargear: Mark of Khorne (Bonus included above), Axe of Khorne, Collar of Khorne, Wings
Special Rules
Independent Character: Kharn always works alone and cannot be joined by a retinue. He follows the rules for Independent Characters in the W40K rulebook.
Invulnerable: Kharn is a Deamon, a being of the Warp. He has the ability to shrug off even the worst wounds. Therfore, his save is Invulnerable and he may take it against any wound suffered, even those that negate saves.
Monstrous Creature: Kharn is a imposing ten feet high Deamon, and counts thus as a Monstrous Creature in game-terms. Against tanks, he rolls 2D6+S against the armour.
Fearless: Kharn is Fearless and therefore passes any Morale Check or Pinning Test called upon to take. He also never falls back.
Wings: Kharn have a pair of wings, and he gets a 12" assault move as a result.
Hates Commissars: For some odd reason, Kharn hates Commissars. Why this is, no-one knows. Maybe it has something to do with the Yarricks? Oh, well. In close combat with a Commissar, Kharn gets +1T.
My Way Or The High Way: Kharn despises all psykers like any true devotee of the Blood God should. This hatred is so strong that no Tzeentchian followers may join his warband. (I.e no Tzeentch Sorcerers (no sorcerors at all), no Tzeentch Daemons, Thousand Sons or squads led by a Champion of Tzeentch may be taken in his army.)
Deamon Lord: Kharn is one of the 14 Deamon Lords of Khorne, and thus Daemons in his army doesn´t need to be summoned to battle, they can deploy normally. However, this only applies to Khornate Daemons.