Maggotkin of Nurgle – Archaon the Everchosen
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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+-2
Lashing Tails
Lashing Tails3"2D64+3+-1
Chimeric Heads
Chimeric Heads3"3+3+-12
DAMAGE TABLE
Wounds SufferedMoveChimeric HeadsMonstrous Claws
0-1014"65
11-1512"54
16-2010"43
21+8"32
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 860
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

Archaon, the Everchosen, is armed with the Slayer of Kings.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

WARMASTER: If this unit is included in your army, it is treated as a general even if it is not the model picked to be the army’s general. In addition, this unit can be included in a Blades of Khorne, Disciples of Tzeentch, Maggotkin of Nurgle or Hedonites of Slaanesh army. If you do so, you can still use the army’s allegiance abilities even though this unit is not from the army’s faction; however, this unit does not benefit from them.

FLY: This unit can fly.

MOUNT: This unit’s mount, Dorghar, is armed with Monstrous Claws, Lashing Tails and Chimeric Heads.

The Armour of Morkar: Archaon’s armour is inscribed with powerful sigils of warding.
This unit has a ward of 5+. In addition, for each unmodified ward roll of 6, you can pick 1 enemy unit within 3" to suffer 1 mortal wound that cannot be negated.

By My Will: All Slaves to Darkness recognise Archaon’s supreme authority, and fear his wrath more than any foe should they fail him.
This is a command ability this unit can issue at the start of the combat phase. Another friendly CHAOS unit must receive it (this unit cannot issue this command to itself). Until the end of that phase, each time a model in the receiving unit is slain it can fight.

The Crown of Domination: This forbidding helm exudes a palpable aura of menace.
Enemy units cannot receive the Rally and Inspiring Presence commands while they are within 12" of this unit.

The Everchosen: The Ruinous Powers shelter their champion from hostile enemy magics.
Each time this unit is affected by a spell or the abilities of an 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 unit.

The Eye of Sheerian: Ripped from the corpse of the Chaos Dragon Flamefang, this ancient treasure forewarns Archaon of events yet to pass and with this foresight the Everchosen can adapt his strategies to the flow of the battle and always stay a step ahead of his opponents.
Once per battle, at the start of your hero phase, if Archaon is in a Slaves to Darkness army you command and on the battlefield, you can say he will consult the Eye of Sheerian. If you do so, roll a dice. This dice roll replaces the priority roll of the next battle round. On a 1-3 your opponent must take the first turn of that battle round. On a 4-6 you must take the first turn of that battle round. This ability cannot be used while there is an enemy Archaon on the battlefield.

The Favoured Warlord: Each of the Chaos Gods seeks Archaon s favour and, in turn, the Everchosen manipulates their power to further his own ends.
If this unit is part of a Slaves to Darkness army, after the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Mark of Chaos keywords; KHORNE, TZEENTCH, NURGLE or SLAANESH. This unit has that Mark of Chaos for the battle in addition to the UNDIVIDED Mark of Chaos.

The Slayer of Kings: This ancient daemonblade thirsts for the souls of champions and warlords.
Each time this unit fights, if the unmodified wound roll for 2 or more 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.
When you carry out a monstrous rampage with this unit, you can carry out a monstrous rampage from the list below instead of from the table in the core rules:

Filth-spewer: Pick 1 enemy unit within 6" of this unit and roll a number of dice equal to the number of models in that unit (to a maximum of 7). For each 3+, that unit suffers 1 mortal wound.

Skull-gorger: Pick 1 enemy model within 3" ot this unit and roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain and you can heal a number of wounds allocated to this unit equal to that enemy model’s Wounds characteristic.

Spell-eater: Pick 1 endless spell within 12" of this unit and roll a dice, On a 2+, that endless spell is dispelled and if the caster is on the battlefield they suffer D3 mortal wounds.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, HOST OF THE EVERCHOSEN, UNDIVIDED, DAEMON, MORTAL, MONSTER, HERO, WIZARD, ARCHAON
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The UNDIVIDED keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2023