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===Warhammer 40,000 8th Edition=== Khârn is still one hell of a swell guy in 8th edition. He now has 5 wounds and a 4++ invulnerable save, making him a bit less of a glass cannon. He sports a rocking base 6 attacks, and the ability to fight twice per turn instead of once. Gorechild ignores all negative modifiers to-hit so Khârn is ''always'' hitting on a 2+, is S:+1 AP:-4 D:d3 meaning he will put a lot of hurt on anything he faces with his humongous amount of attacks. His plasma pistol is S:8 AP:-3 D:2, though with Gets Hot Classic Edition (on a '1' he merely suffers a mortal wound, not spontaneous existence failure, and don't forget that aura re-roll). Not everything is good though since he lost 'furious charge' (he hits at S6 whatever happens), is no longer almost immune to psychic powers and he can ''never'' re-roll to-hits of 1 in melee (which is weird because there's a lot of auras out there that let other characters re-roll 1's; including his very own aura). For you fluff fanatics, his misses are still allocated to friendly models as usual, he's 'The Betrayer' after all. Like all characters, he also has a command ability, ''Kill, Maim, Burn!'' which allow friendly <World Eaters> units to re-roll missed to-hit rolls... within 1" of him. Yeah... One measly inch. (I mean, even [[Lucius the Eternal|the self-obsessed preening peacock]] has a 6" aura to boost fellow EC.) This is... rather underwhelming in an edition where characters are supposed to be less one-man-armies and more force multipliers boosting their underlings instead. I mean, it IS there to bring a risk reward to his... little side effect so it makes sense when you think about it. [[Image:FWKharn.jpg|thumb|right|250px|Heresy-era Khârn from Forgeworld.]]
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