Editing
Kharn
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Warhammer 40,000=== Khârn has always been a deadly combat monster. He's not as strong as [[Abaddon]], but he's significantly cheaper and still one of the best fighters in the game. His main characteristics have always been hitting everything on a 2+, hitting allies if he rolls a 1, and Khorne's hatred of pyskers giving him extra resistance to psyker powers used against him. His popularity apparently did not go unnoticed, considering that in between the 3rd and 4th editions, he was improved by having his cost lowered and Gorechild getting an extra [[D6]] against vehicle armor. His power meant that armies that didn't use a [[Daemon Prince]] would typically use Khârn since he was considered the most cost effective melee option, or Abaddon if they were willing to spend the points (poor [[Lucius]] got overshadowed for specializing in something the previous three were already pretty good at). Like Abaddon, he briefly took a hit in the 6th edition due to [[power weapon]]s being declared AP3, but then changed to AP2 with even more attacks and strength than before. His main drawbacks, aside from attacking allies, are that he's no more durable than a normal Chaos Lord. Khârn's main draw is that, despite his cost, he can conceivably take on any sort of enemy he can charge; having 2D6 armor penetration and an upwards of 7 attacks on the charge backed by an effective strength 7 (5 base, +1 from Gorechild, +1 from Furious Charge) and AP2, he can literally kill anything in the game and can even devastate infantry blobs, which is the standard method of dealing with characters like him. And now he has a pre-heresy mini next to the standard mini, thanks to Forge World. Note that statistically, Khârn has enough special rules and attacks to blow up an Imperial Knight Titan on the charge in one turn (due to his insane initiative, this happens before the Knight even gets to react). However this is not recommended as the Knight will blow up and take Khârn with it. If you're willing to make the trade though, remember that Khârn is just over half of the Imperial Knight's points. You can also chip away at warlord titans, thanks to armourbane and ALWAYS HITTING ON 2+. Oddly, despite being the top dog among Khorne's mortal champions, Khârn lacks any presence in the Khorne Daemonkin codex, where he'd be able to team up with Daemons who won't pussy out because they got their asses kicked in combat without risk of a random mutation and gain armywide FNP or +1 Attacks. Yeah, you could take them as allies, but it's not the same thing.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information