Slaves to Darkness – Archaon, the Everchosen

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SLAVES TO DARKNESS WARSCROLL
Archaon
the Everchosen
14"
25
3+
10
Archaon is the Everchosen, champion of the Ruinous Powers, anointed in the blood of butchered empires. Many worship him as a demigod of Chaos, the primordial ruin of the false god Sigmar. It is true that the Everchosen despises the God-King – but he reserves similar loathings for the Brothers in Darkness, and indeed all deities. Were Archaon’s ultimate goals to be realised, it would be his banners alone rising over the charred corpse of the realms. Archaon’s mastery as a warrior and general has been honed through truly apocalyptic warfare. Alongside these natural gifts, he wields the Seven Treasures of the Everchosen, the relics he claimed to earn his title. The soul-devouring Slayer of Kings, the unyielding Armour of Morkar and the future-scrying Eye of Sheerian are amongst the most favoured of these dread artefacts. Most infamous is Dorghar, Steed of the Apocalypse – a winged, chimerical titan that bears Archaon to war. Dorghar’s three heads each evoke a greater daemon once sent to test the Everchosen and that was subsequently devoured. Its Khornate head draws sustenance from consuming the strongest foes, its Tzeentchian head has the ability to devour magic, and its Nurglite head can spew torrents of highly corrosive vomit that reduce clusters of warriors to steaming puddles of gore.
SLAVES TO DARKNESS WARSCROLL
Archaon
the Everchosen
MELEE WEAPONS
AtkHitWndRndDmg
The Slayer of Kings
The Slayer of Kings42+3+23
Dorghar’s Claws and Tails [Companion]
Dorghar’s Claws and Tails
Companion
64+2+23
Dorghar’s Heads [Companion]
Dorghar’s Heads
Companion
33+2+15
BATTLE PROFILE

Unit Size: 1      Points: 890
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, Any SLAVES TO DARKNESS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Dorghar’s Claws and Tails is 4.

Once Per Battle, Your Hero Phase
THE EYE OF SHEERIAN: Torn from the corpse of a mighty dragon, this artefact grants Archaon visions of future events.

Effect: Roll a dice. This 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 if there is an enemy Archaon on the battlefield.

Passive
THE SLAYER OF KINGS: This ancient daemonblade thirsts for the souls of champions and warlords.

Effect: Each time this unit uses a FIGHT ability, if the unmodified wound roll for 2 or more attacks made with The Slayer of Kings that target the same HERO is 6, that HERO is automatically destroyed.

Deployment Phase
THE FAVOURED WARLORD: Archaon ruthlessly exploits the Dark Gods’ competition for his service.

Effect: Pick 1 of the following keywords: KHORNE, TZEENTCH, NURGLE or SLAANESH. This unit has that keyword in addition to UNDIVIDED.

Once Per Turn (Army), Any Combat Phase
THREE-HEADED TITAN
Effect: Pick 1 of the following effects:

Filth-spewer: Pick an 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+, inflict 1 mortal damage on that unit.

Skull-gorger: Pick an enemy unit in combat with this unit and roll a dice. If the roll exceeds that unit’s Health characteristic, 1 model in that unit is slain and you can Heal (X) this unit, where X is that unit’s Health characteristic.

Spell-eater: Pick a MANIFESTATION within 12" of this unit and roll a dice. On a 2+, it is banished and inflict D3 mortal damage on the unit that summoned it.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (5+)
CHAOS, SLAVES TO DARKNESS, DAEMON, UNDIVIDED, WARRIORS OF CHAOS

The KHORNE keyword is used in the following Slaves to Darkness warscrolls:


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.

The TZEENTCH keyword is used in the following Slaves to Darkness warscrolls:


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.

The NURGLE keyword is used in the following Slaves to Darkness warscrolls:


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.

The SLAANESH keyword is used in the following Slaves to Darkness warscrolls:


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Army List
Warscrolls collated

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Those HEROES can join an eligible regiment as a Ruinous Champion.

Infantry Hero
Cavalry Hero
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

The WARMASTER keyword is used in the following Slaves to Darkness warscrolls:

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

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
© Vyacheslav Maltsev 2013-2024