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Luthor Harkon
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==On the Tabletop== Luthor Harkon's only appearance as a playable unit in [[Warhammer Fantasy]] is in 6th edition, as part of the [[Conquest of the New World]] issue of [[White Dwarf]] (issue #306 by UK numbering). He also comes with his own whacky personal army, the [[Zombie Pirates of the Vampire Coast]], who have their own article. In 6e, Harkon costs 260 points and is a Lords choice. He has Movement 6, Weapon Skill 7, Ballistic Skill 6, Strength 5, Toughness 5, Wounds 4, Initiative 8, Attacks 5 and Leadership 9. He's armeds with a Hand Weapon and a Brace of Pistols, and has the following special rules: '''Undead''' '''Arch Grand Commodore:''' Harkon '''must''' be taken as the Lord of a Zombie Pirates army. '''Magical Void:''' Harkon cannot cast spells and does not generate Power dice during the Magic Phase. However, he has Magic Resistance 3 and generates 3 Dispel Dice during the Magic Phase. '''Split Personality:''' At the start of each Zombie Pirates turn, and whenever Harkon suffers a Wound, roll a d6 to see which of his personalities takes control. All results apply despite the fact Harkon is otherwise Immune to Psychology. ::1-3: '''Brainlock:''' Harkon suffers from ''Stupidity'' until his next Personality roll. ::4: '''Mad:''' Harkon suffers from ''Frenzy'' until his next Personality roll. ::5: '''Bad:''' Harkon acts normally until his next Personality roll. ::6: '''Dangerous to Know:''' Harkon gains ''Hatred (Everyone)'' until his next Personality roll. '''Undying Will to Survive:''' When reduced to 0 Wounds, Harkon gains ''Regeneration'' until the end of the turn.
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