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3000 Pts - Warriors of Chaos - Archaon

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Archaon (1 , 650 pts)


Archaon

The Slayer of Kings

The Armour of Morkar


The Crown of Domination

The Eye of Sheerian


The Lore of Fire
Dorghar

Name
Exalted Hero (1 , 229 pts)
Exalted Hero of Nurgle

Filth Mace

Obsidian Trinket
Potion of Foolhardiness
Hideous Visage
Soul Feeder
Chaos Steed

Name

1
MC
4
9
5
5
5
4
7
5/6 10
1+
3+
2
650
General; Mark of Khorne; Mark of Tzeentch; Mark of Nurgle; Mark of Slaanesh; Level 2 Wizard;
Shield; Chosen of the Gods; Extra Attack; Eye of the Gods; Frenzy; Immune to Psychology; Lord of the
End Times; Swords of Chaos
1 Magic Weapon. Ignores armour saves. Unleash the power of U'zuhl in any Close Combat
phase. Once you do, for the rest of the battle Archaon fights with double his normal attacks
(to a maximum of 10), but on To Hit rolls of 1 (which can't be re-rolled) he hits either
himself or a friendly model (your choice).
1 Magic Armour. Grants a 3+ armour save. Incoming attacks need a minimum of 3+ to
wound, even those that wound automatically.
1 Enchanted Item. The bearer causes Terror. Archaon and friendly units within 12" may re-roll
failed Break tests.
Terror
1 Talisman. Grants a 4+ ward save.
1 Must choose spells from the Lore of Fire.
1
8
4
5
5
3
3
3
9
Daemonic Attacks; Fear; Stomp; Strider

Type

WS BS

Ld

AS

[0]

[0]
[0]

[0]
[0]
[70]

WSv Mgc Cost

1
Ca
4
7
3
5
4
2
6
4
8
1+
Battle Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Shield; Eye of the Gods;
Barding

229

1 Poisoned Attacks. Once an enemy model is killed in close combat, model gains Terror and
any successful Poisoned Attacked have the Multiple Wounds (D3).
Multiple Wounds (D3); Poisoned Attacks; Terror
1 Grants Magic Resistance (1).
Magic Resistance (1)
1 One use only. Drink at the start of your turn. Imbiber has Immune to Psychology and
Devastating Charge until the end of the turn.
1 Grants Fear. Other models can never use this character's Leadership.
Fear
1 Roll a D6 for every unsaved Wound dealt by the character in close combat. for each result
of a 6, he regain a single lost Wound.
1
8/7
3
4
3
1
3
1
5
Swiftstride

[30]

Type

WS BS

Ld

AS

[15]
[5]
[5]
[10]
[0]

WSv Mgc Cost

Chaos Knights (11 , 608 pts)


Swords of Chaos 10
Ca
4
5
3
4/5
4
1
5
2
8
1+
608
Musician ; Standard Bearer ; Barding; Swords of Chaos; Hand Weapon; Ensorcelled Weapons; Chaos
Armour; Shield; Fear; Hatred; Immune to Psychology

Doom Knight

1
Ca
4
5
3
4/5
4
1
5
3
8
1+
[58]
Swords of Chaos; Hand Weapon; Ensorcelled Weapons; Chaos Armour; Shield; Eye of the Gods; Hatred;
Immune to Psychology
Chaos Steed 11
8/7
3
4
3
1
3
1
5
[0]
Swiftstride
Ranger's Standard 1 The unit gains Strider.
[50]
Strider

Name
Festus the Leechlord (1 , 190 pts)
Festus the Leechlord

Pestilent Potions

The Lore of Nurgle

Type

WS BS

Ld

AS

WSv Mgc Cost

1
In
4
4
2
4
4
2
2
2
8
4}+
2
Level 2 Wizard; Hand Weapon; Eye of the Gods; Harbinger of Pestilence; Healing Elixirs; Mark of
Nurgle; Poisoned Attacks; Regeneration

1 Enchanted Item. At the beginning of each Close Combat phase Festus may either regain a
single lost Wound, or try to Wound an enemy in base contact.
To do the latter, both players roll a D6 and add their model's unmodified Strength to the
result. If Festus' total is equal or higher, the victim immediately suffer D3 Wounds, which
count towards combat result.
1 Must choose spells from the Lore of Nurgle.

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190

[0]

[0]

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Chaos Warriors (35 , 710 pts)


Chaos Warriors of 34
In
4/5
5
3
4
4
1
5
2/3
8
3+
Nurgle Musician ; Standard Bearer ; Mark of Nurgle; Hand Weapon; Additional Hand Weapon; Chaos
Armour; Shield; Extra Attack

710

Aspiring Champion of Nurgle

1
In
4/5
5
3
4
4
1
5
3/4
8
3+
[29]
Mark of Nurgle; Hand Weapon; Additional Hand Weapon; Chaos Armour; Shield; Eye of the Gods; Extra
Attack
Banner of Swiftness 1 The unit has +1 Movement.
[15]

Name
Chaos Chariot (3 , 110 pts)
Chaos Chariot

Type

WS BS

1
Ch
5
5
Scythed wheels; Impact Hits (D6+1); Swiftstride

Chaos Charioteer

2
Halberd
Chaos Steed 2
Swiftstride

Name

Type

Ld

AS

WSv Mgc Cost

3+

110

4/5

[0]

[0]

Ld

WS BS

AS

WSv Mgc Cost

Chimera (1 , 290 pts)


Chimera

Name

1
Mo
6
4
6
5
4
2 6+D3* 5
4+
4}+
290
Flaming Breath; Regenerating Flesh; Venomous Ooze; Fiend Tail; Fly; Large Target; Poisoned Attacks;
Regeneration; Scaly Skin (4+); Swiftstride; Terror; Thunderstomp; Flaming Attacks

Type

WS BS

Ld

AS

WSv Mgc Cost

Hellcannon (4 , 210 pts)


Hellcannon

Chaos Dwarf Handlers

1
Mo
3
4
3
5
6
5
1
5
4
4+
5+
210
Caged Fury; Daemonic Attacks; Deamonic Construction; Doomfire; Immune to Psychology; Large
Target; Monster and Handlers; Terror; Unbreakable; Move or Fire; Multiple Wounds (D6); Slow to Fire

3
Hand Weapon

[0]
Total Cost:

2997

Option Footnotes
Mount
Grants a +1 armour save bonus but reduces Movement by 1.

Barding
Additional Hand Weapon
Battle Standard Bearer
Chaos Armour
Ensorcelled Weapons
Flaming Breath
General
Halberd
Hand Weapon
Level 2 Wizard
Mark of Khorne
Mark of Nurgle
Mark of Slaanesh
Mark of Tzeentch
Musician
Regenerating Flesh
Scythed wheels
Shield
Standard Bearer
Swords of Chaos
Venomous Ooze
Caged Fury

Chosen of the Gods

Options
(Foot) Extra Attack, Requires Two Hands.
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
4+ armour save. Wizards can still cast spells.
+1 Strength, magical attacks.
Breath Weapon, Strength 4, Flaming Attacks.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
+1 Strength, Requires Two Hands.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
A model with the Mark of Khorne has the Frenzy special rule.
Enemy models targeting a model with the Mark of Nurgle in close combat suffer a -1 penalty To Hit.
If the majority of models in a unit have the Mark of Slaanesh, the unit automatically passes any Fear, Terror and
Panic tests it has to take.
A model with this mark has a 6+ ward save. If the model already has a ward save, this improves that ward save by 1
instead (to a maximum of 3+). In addition a Wizard with this mark re-rolls any channeling dice rolls of a 1.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Grants Regeneration.
Improves Impact Hits.
+1 armour save bonus.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Grants Poisoned Attacks.
Special Rules
At the start of your turn, if it not in combat, take a Leadership test. If passed, unit acts as normal. If failed, pivot unit
to face closest enemy. It is then subject to Random Movement (3D6) until the start of the next turn, except it can
only move forwards.
Archaon has the Mark of Khorne, Mark of Tzeentch, Mark of Nurgle and Mark of Slaanesh. This does not prevent
Archaon from joining any unit that has a Mark of Chaos, nor it does prevent any other character that has a Mark of
Chaos from joining Archaon's unit. In addition, Archaon may re-roll any Eye of the Gods roll.

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Daemonic Attacks
Deamonic Construction
Doomfire

Extra Attack
Eye of the Gods
Fear

Fiend Tail
Fly

Frenzy

Harbinger of Pestilence
Hatred
Healing Elixirs
Immune to Psychology
Impact Hits (D6+1)
Large Target
Lord of the End Times
Magic Resistance (1)
Monster and Handlers

Multiple Wounds (D3)


Poisoned Attacks
Regeneration
Scaly Skin (4+)
Stomp
Strider
Swiftstride
Swords of Chaos
Terror

Thunderstomp
Unbreakable

Extra Attack
Flaming Attacks
Move or Fire
Multiple Wounds (D6)
Slow to Fire

Attacks made by a model with this rule are magical. This includes any special, ranged or Stomp attacks they make.
4+ armour save, 5+ ward save.
Range 12-60", Strength 5(10), Move or Fire, Slow to Fire, Multiple Wounds (D6). Fires like a Stone Thrower.
Multiple Wounds applies only to the high-Strength hit. Any unit that suffers one or more casualties must take a Panic
test, with a -1 penalty to their Leadership.
Grants +1 Attack.
Models with this rule can never refuse a challenge and must always issue one if possible. In addition when the model
kills a monster, or an opponent in a challenge, immediately make a 2D6 roll on the Eye of the Gods Table.
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Models that cause fear are themselves immune to Fear, and treat Terror-causing models as causing Fear instead.
Has additional Random Attacks (D3). These Attacks gain a +1 To Hit if they target a unit in the model's rear arc.
Grants Swiftstride. In addition, flying units consisting of more than one model have Skirmishers too.
Flyers can make a glide of up to 10" or march as normal, doubling the length of the glide of up to 20". Moreover,
flyers can make a flying charge instead of a normal one, adding 10 instead of the Movement value to the roll, but
they always flee and pursue on the ground.
Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose to
restrain pursuit (or overrun) if they beat a foe in close combat.
Berserk Rage : If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a
charge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a charge
against the nearest viable enemy.
Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point any granted special rules are
lost.
All models in Festus' unit have Poisoned Attacks.
A model with this rule re-rolls To Hit misses every first round of close combat against models of the specified army.
If none is specified applies against every enemy.
All models in Festus' unit have Regeneration (+5).
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact with the
enemy. Those hits hit automatically, and roll to wound using the Strength of the model.
Cannot claim cover modifiers for obstacles. Also, this model's
Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Archaon must always be the General. His Inspiring Presence has a range of 18".
Improves the unit's ward save by 1 against spells.
Roll a D6 for every wound suffered. On 1-4 the monster suffers the wound as normal, on 5-6 a handler is removed
instead. When all handlers are removed, monster must take a Monster Reaction test. If monster is removed, so are its
handlers.
Each unsaved Wound inflicted is multiplied by the number indicated.
Poisoned hits wound automatically on a To Hit roll of 6.
4+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for the remainder of
that phase.
Improves the model's armour save.
Deals 1 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.
When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
With Archaon in the army, one unit of unmarked Chaos Knights may be upgraded to be the Swords of Chaos. This
unit has the Hatred and Immune to Psychology special rules.
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Units charged by a model with Terror, that are allowed to take a charge reaction, must immediately take a panic test.
If failed, the unit must make a Flee! charge reaction.
Models that cause Terror are themselves immune to both Fear and Terror.
Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
A unit composed entirely of models with this rule is Immune to Psychology and passes Break tests automatically.
Non-Unbreakable characters cannot join Unbreakable units.
Equipment Special Rules
Grants +1 Attack.
Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed To Wound rolls
when shooting at or assaulting a building.
Can't shoot if moved previously during the turn.
Each unsaved Wound inflicted is multiplied by the number indicated.
Cannot Stand and Shoot.

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Download it for FREE at http://www.wolflair.com!