Farseer Khl'ra, the Gr'sha T'rn
(The Bane of the Damned)

40K3 conversion by Tom and Erik Setzer; Based on 40K2 background and rules by Mike Freeman

Over the months, my Craftworld has undergone many name changes. First it was Khaine, but that I found was unnoriginal. Then I tried Alterac, but that was from Warcraft 2. So, derived it's current name from the name I gave one of my first special characters, Khl'ra, to become Khl'ran. Anywho, Khl'ra is supposed to be like a Eldar Mephiston, a hand-to-hand psyker since Eldrad can't really hold his own against a greater daemon or 300 point Exalted Chaos Champ. He embodies the spirit of my Craftworld, as he does not seem delicate and refined, more like a raging warrior, drenched in the blood of his fallen foes, an aura of pychic power floating around him, screaming with triumph and rage. This image may seem very un-Eldar, but it sounds damn cool to me. Well, here he his, Khl'ra, The Bane of the Damned.

Farseer Khl'ra is one of the most legendary characters in all this history of Khl'ran. Fearless in battle, loyal to the end, and deadlier that a Catachan Devil. Even his name speaks of his pretige and success, the Gr'sha T'rn, or Bane of the Damned. Ironically, he is sort of the anti-Eldar, sometimes seeming the complete opposite of what a Farseer resembles. He is not prone to commanding from a distance, supporting his troops with pychic power, searching the strands of fate to see the best path to take. He is almost always at the front line, hacking through his foes and annailating there minds with pure pychic power. He is a much feared individual, and stands as a great beacon of hope for all Eldar on the battlefield. In the worst and darkest of times, when victoy seems lost and the foul stench of death is breathing on their shoulder, all they most do is look at Khl'ra, who sounds the battle cry, inspiring them to take the charge and snatch triumph from the jaws of defeat. Khl'ra represents the Eldar of Khl'ran to a tee, being ferocious, noble, loyal and not quick to trust. He is relatively young for a Farseer, but nonethless a brillliant tactition and accomplished psyker. He has succesfully lead the forces of Khl'ran for many years, building up his mighty reputation as The Gr'sha T'rn, The Bane of the Damned!

Farseer Khl'ran

 

Pts

WS

BS

S

T

W

I

A

Ld

Sv

Khl'ran

120

6

5

3

4

3

7

4

10

4+ inv.

Weapons: The Nahai Khatan (Witch Blade), laspistol, psychic hood (see Codex: Space Marines), Khl'ra's Seer Runes

Special:

Psyker: Khl'ra is a Farseer, and a very adept one. He may buy psychic powers from the Eldar Armory.

Leadership: Khl'ra is a particularly stalwart individual, so he is immune to pychology and automatically passes all Ld and morale tests.

Distrust of Imperium: Khl'ran orbits a sun close to a small cluster of Exodite worlds, which are frequently harassed by small Imperial scouts wanting the Maiden Worlds for Imperial colonization. Often Khl'ra has to send in his troops to defend their trading partners. Because of this he has a lasting distrust of any Imperial forces. He may not take allies or ally with any Imperial forces.

Wargear

Khl'ra's Seer Runes...............40 points

These runes are specially made by Khl'ra to use the power of the Warp to enhance his own abilities. He has spent many years crafting them, and has 3 of them with him at all times. They require immense concentration to use, so any phase in which they are used Khl'ra may not cast any powers. They may be used once at a time, in the movement phase, and their effects last the entire game. They may be nullified. They have the following effects.

The Rune of Death - This allows Khl'ra to add +1 to his S and T.

The Rune of Defense - This allows Khl'ra to nullify powers with an unmodified 2+, although he may not re-roll them.

The Rune of Swiftness - This allows Khl'ra to double his Initiative and move 9" instead of the normal 6".


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