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3000 Pts - Warriors of Chaos - Archaon

Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost


Archaon (1 , 650 pts)
Archaon 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

The Slayer of Kings 1 Magic Weapon. Ignores armour saves. Unleash the power of U'zuhl in any Close Combat [0]
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).
The Armour of Morkar 1 Magic Armour. Grants a 3+ armour save. Incoming attacks need a minimum of 3+ to [0]
wound, even those that wound automatically.
The Crown of Domination 1 Enchanted Item. The bearer causes Terror. Archaon and friendly units within 12" may re-roll [0]
failed Break tests.
Terror
The Eye of Sheerian 1 Talisman. Grants a 4+ ward save. [0]
The Lore of Fire 1 Must choose spells from the Lore of Fire. [0]
Dorghar 1 - 8 4 - 5 5 3 3 3 9 [70]
Daemonic Attacks; Fear; Stomp; Strider
Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost
Exalted Hero (1 , 229 pts)
Exalted Hero of Nurgle 1 Ca 4 7 3 5 4 2 6 4 8 1+ 229
Battle Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Shield; Eye of the Gods;
Barding

Filth Mace 1 Poisoned Attacks. Once an enemy model is killed in close combat, model gains Terror and [30]
any successful Poisoned Attacked have the Multiple Wounds (D3).
Multiple Wounds (D3); Poisoned Attacks; Terror
Obsidian Trinket 1 Grants Magic Resistance (1). [15]
Magic Resistance (1)
Potion of Foolhardiness 1 One use only. Drink at the start of your turn. Imbiber has Immune to Psychology and [5]
Devastating Charge until the end of the turn.
Hideous Visage 1 Grants Fear. Other models can never use this character's Leadership. [5]
Fear
Soul Feeder 1 Roll a D6 for every unsaved Wound dealt by the character in close combat. for each result [10]
of a 6, he regain a single lost Wound.
Chaos Steed 1 - 8/7 3 - 4 3 1 3 1 5 [0]
Swiftstride
Name # Type M WS BS S T W I A Ld AS 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 Knight1 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 # Type M WS BS S T W I A Ld AS WSv Mgc Cost
Festus the Leechlord (1 , 190 pts)
Festus the Leechlord 1 In 4 4 2 4 4 2 2 2 8 4}+ 2 190
Level 2 Wizard; Hand Weapon; Eye of the Gods; Harbinger of Pestilence; Healing Elixirs; Mark of
Nurgle; Poisoned Attacks; Regeneration

Pestilent Potions 1 Enchanted Item. At the beginning of each Close Combat phase Festus may either regain a [0]
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.
The Lore of Nurgle 1 Must choose spells from the Lore of Nurgle. [0]

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Name # Type M WS BS S T W I A 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+ 710
Nurgle Musician ; Standard Bearer ; Mark of Nurgle; Hand Weapon; Additional Hand Weapon; Chaos
Armour; Shield; Extra Attack

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 # Type M WS BS S T W I A Ld AS WSv Mgc Cost
Chaos Chariot (3 , 110 pts)
Chaos Chariot 1 Ch 5 5 4 3+ 110
Scythed wheels; Impact Hits (D6+1); Swiftstride

Chaos Charioteer 2 - - 5 3 4/5 - - 5 2 8 [0]


Halberd
Chaos Steed 2 - 8 3 - 4 3 1 3 1 5 [0]
Swiftstride
Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost
Chimera (1 , 290 pts)
Chimera 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

Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost


Hellcannon (4 , 210 pts)
Hellcannon 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

Chaos Dwarf Handlers 3 - 3 4 3 3 4 1 2 1 9 [0]


Hand Weapon
Total Cost: 2997

Option Footnotes
Mount
Barding Grants a +1 armour save bonus but reduces Movement by 1.
Options
Additional Hand Weapon (Foot) Extra Attack, Requires Two Hands.
Battle Standard Bearer Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
Chaos Armour 4+ armour save. Wizards can still cast spells.
Ensorcelled Weapons +1 Strength, magical attacks.
Flaming Breath Breath Weapon, Strength 4, Flaming Attacks.
General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
Halberd +1 Strength, Requires Two Hands.
Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Level 2 Wizard Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
Mark of Khorne A model with the Mark of Khorne has the Frenzy special rule.
Mark of Nurgle Enemy models targeting a model with the Mark of Nurgle in close combat suffer a -1 penalty To Hit.
Mark of Slaanesh 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.
Mark of Tzeentch 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.
Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Regenerating Flesh Grants Regeneration.
Scythed wheels Improves Impact Hits.
Shield +1 armour save bonus.
Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.
Swords of Chaos
Venomous Ooze Grants Poisoned Attacks.
Special Rules
Caged Fury 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.
Chosen of the Gods 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.
Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Daemonic Attacks Attacks made by a model with this rule are magical. This includes any special, ranged or Stomp attacks they make.
Deamonic Construction 4+ armour save, 5+ ward save.
Doomfire 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.
Extra Attack Grants +1 Attack.
Eye of the Gods 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.
Fear 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.
Fiend Tail Has additional Random Attacks (D3). These Attacks gain a +1 To Hit if they target a unit in the model's rear arc.
Fly 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.
Frenzy 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.
Harbinger of Pestilence All models in Festus' unit have Poisoned Attacks.
Hatred 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.
Healing Elixirs All models in Festus' unit have Regeneration (+5).
Immune to Psychology Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Impact Hits (D6+1) 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.
Large Target Cannot claim cover modifiers for obstacles. Also, this model's Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Lord of the End Times Archaon must always be the General. His Inspiring Presence has a range of 18".
Magic Resistance (1) Improves the unit's ward save by 1 against spells.
Monster and Handlers 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.
Multiple Wounds (D3) Each unsaved Wound inflicted is multiplied by the number indicated.
Poisoned Attacks Poisoned hits wound automatically on a To Hit roll of 6.
Regeneration 4+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for the remainder of
that phase.
Scaly Skin (4+) Improves the model's armour save.
Stomp 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.
Strider 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.
Swiftstride When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
Swords of Chaos 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.
Terror 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.
Thunderstomp 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.
Unbreakable 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
Extra Attack Grants +1 Attack.
Flaming Attacks 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.
Move or Fire Can't shoot if moved previously during the turn.
Multiple Wounds (D6) Each unsaved Wound inflicted is multiplied by the number indicated.
Slow to Fire Cannot Stand and Shoot.

Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

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