Khârn the Betrayer

Source: Codex: Chaos Space Marines (2002), p. 49; Chapter Approved – Codex: Chaos Space Marines Q&A (v3.0), p. 1

Special Characters

Khârn the Betrayer

Unit Points WS BS S T W I A Ld Sv
Khârn 180 7 5 4 4 4 5 5 10 2+

A Chaos Space Marine army may include Khârn as long as it also includes at least one squad bearing the Mark of Khorne. 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.

Wargear and Gifts: Plasma pistol, frag & krak grenades, Chaos armour, Gorechild, Mark of Khorne (bonus included above), Collar of Khorne, Talisman of Burning Blood, Rage of Khorne and Daemonic Rune.

Errata — Chapter Approved: Codex: Chaos Space Marines Q&A (v3.0): Khârn has Daemonic armour, not Chaos armour.

Special Rules

Gorechild: Khârn's huge and ancient chain-axe, Gorechild, is an artefact from the Great Crusade. 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. Khârn 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, any of Khârn's to hit dice that roll a 1 will count as having hit his own side. Resolve the hits on the closest single friendly unit or independent character within 6" of Khârn as if they were hit by the enemy, but using Khârn's weapons and profile. Obviously, it makes sense for the Chaos player to keep Khârn as far away from models on his own side as possible!

Independent Character: Khârn is an independent character and follows all the independent character special rules as given in the Warhammer 40,000 rulebook.