Slaves to DarknessArchaon the Everchosen
20
3+
10
WARSCROLL

Archaon the Everchosen

Archaon is the Everchosen, the favoured warlord of the dark pantheon. From atop Dorghar, the monstrous Steed of the Apocalypse, Archaon commands his legions with an iron fist, his deadly skill and unholy powers sealing the doom of entire armies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Slayer of Kings
The Slayer of Kings1"42+3+-23
Monstrous Claws
Monstrous Claws1"22+3+-2D6
Lashing Tails
Lashing Tails3"2D64+3+-1
Three Heads
Three Heads3"3+3+-12
DAMAGE
Wounds SufferedMoveThree Heads
0-414"6
5-812"5
9-1210"4
13-158"3
16+6"2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 800
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Archaon is a named character that is a single model. He is armed with the Slayer of Kings.

FLY: This model can fly.

MOUNT: Dorghar attacks with his Monstrous Claws, Lashing Tails and Three Heads.

ABILITIES

The Armour of Morkar: Archaon’s armour is inscribed with powerful sigils of warding.
Roll a dice each time you allocate a mortal wound to this model. On a 1-3 nothing happens. On a 4-5, that mortal wound is negated. On a 6, that mortal wound is negated and the attacking unit suffers 1 mortal wound.

The Crown of Domination: This forbidding helm exudes a palpable aura of menace.
Add 2 to the Bravery characteristic of friendly CHAOS units wholly within 12" of this model. In addition, subtract 2 from the Bravery characteristic of enemy units while they are within 12" of this model.

The Eye of Sheerian: Ripped from the corpse of the Chaos Dragon Flamefang, this ancient treasure forewarns Archaon of events yet to pass.
Re-roll hit rolls of 6 for attacks made by enemy units that target this model.

The Everchosen: The Ruinous Powers shelter their champion from hostile enemy magics.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this model.

The Slayer of Kings: This ancient daemonblade thirsts for the souls of champions and warlords.
Each time this model attacks, if the unmodified wound roll for 2 attacks that target the same enemy HERO with the Slayer of Kings is 6, that HERO is slain.

Three-headed Titan: The greater daemons consumed by Dorghar imbue the steed with unlimited power.
At the start of your hero phase, you can say that Dorghar will draw upon his daemonic might. If you do so, choose 1 of the following effects:

Filth-spewer: Dorghar’s Nurglesque head vomits a cascade of half-digested warriors and bile.
Pick 1 enemy unit within 12" of this model and roll a dice. On a 3+, that unit suffers D3 mortal wounds.

Skull-gorger: Dorghar’s Khornate head devours the skulls of prey to invigorate his master.
You can heal up to D3 wounds allocated to this model.

Spell-eater: Dorghar’s Tzeentchian head consumes eldritch energies from nearby spells.
Pick 1 endless spell within 18" of this model; that endless spell is dispelled.

Warlord Without Equal: Archaon’s mastery of war is near unparalleled, and under his command the Slaves to Darkness are an unstoppable force.
If this model is on the battlefield at the start of your hero phase, you receive 1 extra command point.

MAGIC

Archaon is a WIZARD. He can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. He knows the Arcane Bolt and Mystic Shield spells.

COMMAND ABILITIES

By My Will: All Slaves to Darkness recognise Archaon’s supreme authority, and fear his wrath more than any foe should they fail him.
You can use this command ability once per turn in the hero phase. If you do so, pick 1 friendly SLAVES TO DARKNESS unit on the battlefield. Until the end of the battle round, if a model from that unit is slain by an attack made with a melee weapon, that model can fight before it is removed from play. The same unit cannot benefit from this command ability more than once per turn.

All-seeing Dominion: The Eye of Sheerian grants Archaon foreknowledge of the flow of battle. Enemies who place their hopes in a single tactical master stroke find themselves confounded when their efforts are met with the perfect counter.
You can use this command ability when your opponent spends a command point. If you do so, roll a dice before resolving the effects of any command ability that command point is spent on. On a 1, this command ability has no effect. On a 2+, this model can use the By My Will command ability above without a command point being spent, even if it is not the hero phase and even if that command ability has already been used in the same turn.

KEYWORDS
CHAOS, DAEMON, MORTAL, SLAVES TO DARKNESS, EVERCHOSEN, KHORNE, TZEENTCH, NURGLE, SLAANESH, HEDONITE, UNDIVIDED, MONSTER, HERO, WIZARD, ARCHAON
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The DAEMON keyword is used in following Slaves to Darkness warscrolls:

None
• Furies
Leader
Leader, Behemoth
Behemoth

The EVERCHOSEN keyword is used in following Slaves to Darkness warscrolls:

None
Leader
Leader, Behemoth

The MONSTER keyword is used in following Slaves to Darkness warscrolls:

None
Leader, Behemoth
Behemoth

The WIZARD keyword is used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020