Khârn the Betrayer

Source: Codex: Chaos Space Marines (1999), p. 26

Points WS BS S T W I A Ld Sv
Khârn 189 7 5 5 4 4 7 4 10 2+

A Chaos Space Marine army may include Khârn as long as it also includes at least ten Khorne Berserkers. If you decide to take him then he counts as one of the HQ choices for the army. He must be used exactly as described below and may not be given extra equipment from the Chaos Armoury. He also may only be used in a battle where both players have agreed to the use of special characters. Khârn is an independent character and follows all the Independent Character special rules as given in the Warhammer 40,000 rulebook.

Wargear: Plasma pistol, bolt pistol, frag & krak grenades, Chaos armour, Gorechild. Mark of Khorne (bonus included above), Collar of Khorne.

Special Rules

Furious Charge. Such is Khârn's ferocious enthusiasm to get to grips with the enemy that he 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 can not reach the enemy.

Gorechild: Khârn's huge and ancient chain-axe, Gorechild, is an artefact from the Great Crusade when the Space Marines reaved across the galaxy. Gorechild's jagged whirring teeth were torn from the jaws of mica-dragons on Luther Mcintyre, its haft is forged of adamantium and its head is a full three spans across. It is a deadly weapon capable of splitting an armoured Space Marine from head to crotch with one blow and is doubly dangerous in the hands of Khârn. He is so skilled with Gorechild that in hand-to-hand combat the enemy's WS is ignored and all his close combat attacks always hit on a roll of 2+. This aside, Gorechild is treated as a normal power weapon.

The Betrayer: Khârn may attack anyone nearby in his berserk fury, friend or foe alike! To represent this, roll to hit, but then each player takes it in turn to distribute the hits, starting with the Chaos player (ie, the Chaos player allocates and works out the effect of the first hit, his opponent allocates and works out the effect of the second hit, and so on). The normal restrictions for allocating hits apply, so they must be allocated against models in base contact with Khârn 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, so it makes sense for the Chaos player to keep Khârn as far away from models on his own side as possible!

Fearless: Khârn is completely fearless and automatically passes any Leadership based tests he is called upon to take. In addition he cannot be pinned by enemy fire.