Lord Kharn, Deamon Lord of Khorne

Lord Kharn may be choosen to lead any Khornate Chaos Sapce Marine army of at least 3,000 points. 
He counts as two HQ choices 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 

286 7 0 6 6 5 5 4 10  2+ (4+S)

 

 

Wargearand Daemonic Gifts: Mark of Khorne (Attacks modified, subject to Blood Frenzy), Axe of Khorne, Collar of Khorne, Daemonic Armour (save modified), Daemonic Flight (rules below), Daemonic Stature (Strength and Toughness modified, rules below), Daemonic Strength (Strength +1, modified), Rage of Khorne (rules below), Furious Charge (rules below), Daemonic Resilence (Toughness modified), Feel no Pain (rules below), Daemonic Essence (Wounds modified), Daemonic Visage (rules below).

Special Rules 

Independent Character: Kharn is an Independent Character, and follows the rules for such in the W40K rulebook. He may be accompanied by a Retinue, which may consist of either Chosen of Khorne or Bloodletters, using the profile below. The Bloodletters consist of between 5-15 daemons.  

Unit name Points Cost WS BS S T W I A Ld Save
Bloodletter  32 5 0 5 4 1 4 2 10  3+/5+(I)

 

 

Blood Frenzy: Like all devotees of the Blood God, Lord Kharn suffers from Blood Frenzy

Feel no Pain: Kharn has a distressing ability to shrug off the worst of wounds and continue in his Dark God's Unholy Work. Therefore, if Kharn takes a wound, and it wasn't caused by a weapon that ignores armour saves altogether (C'tan Phase weapons, Power Weapons) or a weapon with a Strength double his own Toughness, he will ignore it on a roll of 4+

Rage of Khorne: Kharn is a combat machine and this reflects it. When charging, Kharn gains +D3 Attacks instead of +1 Attack. 

Furious Charge: Over his many years of warfare, Kharn has developed an ability to build up an enormous amount of rage when charging. Thus, when charging, he gains +1 Strength and +1 Initiative for that round. 

Living Icon: Kharn is in a way the embodiment of his deity, and thus counts as being equipped with a Chaos icon. I.e. daemons can be summoned in his proximity without greater problems. (See Codex: Chaos Space Marines)

Daemonic Flight: Due to his enormous wings, Kharn moves as if equipped with a jump pack. He may, however, move like infantry in the movement and assault phase if he feel for it, but he may not mount a vehicle. 

Daemonic Stature: Kharn is big, very big, and in game terms he counts as a Monstrous Creature. All wounds cause by him ignores armour saves and he strikes vehicles with 2D6+S. He also has +1S and +1T, which has been modifed above. 

Daemonic Visage: Kharn personifies Death to all mortals. If any unit loses aginst him, they must take the Morale test at -1Ld, which comes together with any other modifiers. 

Daemon Lord: If Kharn leads the army, it must consist of at least two units of 8 Bloodletters. NOTE: These daemons doesn't have to be summoned to battle, as Kharn's presence is enough for them to manifest. 

Khorne's Chosen: All ranged weaponry firing on Kharn are at -1S and -1AP. Also, none can cause Instant kill on him. Count them as ordinary wounds. 

Anti-psychic: No psychic powers or weapons what-so-ever work within a radius of 6" of Kharn. 

 

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