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Guerriers du Chaos (perso) - Archaon Everchosen


Dreadaxe

  

11 membres ont voté

  1. 1. Pour les personnages spéciaux sur monstre

    • Profil combiné
      3
    • Profil non combiné
      5
    • Profil combiné s'il n'existe pas de versionde la figurine à pied, sinon profil non combiné
      3


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Les adaptations commencent à apparaître sur le net.
 
99120201045_ArchaonEverchosen01.jpg99120201045_ArchaonEverchosen04.jpg
 
Règles AoS
http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-archaon-everchosen-fr.pdf
 
 
Version Vazalaar[/size]
http://www.warseer.com/forums/showthread.php?415711-ARCHAON-Exalted-Grand-Marshal-of-the-Apocalypse-(playtest-I)-%96-8th-Edition-rules!&p=7581094&viewfull=1#post7581094
 
 

Hmm, I am not a fan of the combined profiles that appeared in the End Times series. I am more a fan of the monstrous cavalry approach, but for a beast like this it isn't needed.

I quite like the heads abilities, but the rebirth of the Dark prince is of no use, when you reached 40 wounds, I assume you are already in turn 6.[/size]

@KevinC you should post your pdf here, otherwise you need to join your forum to view it.[/size]

The bellow is with what I came up with....[/size]
  1200 Points Profile M WS BS S T W I A LD Archaon 4 9 5 5 5 5 7 5 9 Dorghar 6 4 - 6 7 7 4 7 7
Archaon:

  • Unbreakable.
  • Eye of the Gods.
  • Chosen of the Gods (End Times Archaon).
  • His Time is come. (End Times Archaon).
  • The Swords of Chaos.(WoC)
  • Level 4 wizard
Equipment:
  • The Slayer of Kings (WoC).
  • The Armour of Morkar (WoC).
  • The Crown of Domination (WoC).
  • The Eye of Sheerian (WoC).
Dorghar:
  • Scaly skin 3+
  • Terror
  • Fly
  • Poison Attacks (not Lashing Tails attacks)
  • Daemonic Attacks .
  • Head of Nurgle: -1 to hit, regeneration 4+ (Dorghar only).
  • Head of Khorne: When charching +1 strength and Dorghar attacks have the Killing Blow special rule.
  • Head of Tzeentch: Level 2 wizard – Lore of Tzeentch (Dorghar only)
  • Lashing Tails: When in close combat Dorghar can chose to use the Lashing Tails special attack instead of its normal attacks: o Lashing Tails: Close combat phase, each unit in base contact needs to take 4D6 initiative test. Each models that fails the initiative test suffer 1 wound with no armour save allowed.

 
Version KevinC[/size]
http://eefl.freeforums.net/thread/115/archaon-exalted-marshal-apocalypse-playtest

ARCHAON THE EVERCHOSEN EXALTED GRAND MARSHAL OF THE APOCALYPSE
By Kevin Coleman
 
PLAYTEST VERSION I
 
Archaon the Everchosen of Chaos, Lord of the End Times, and Exalted Grand Marshal of the Apocalypse is the ultimate Champion of Chaos, for every Daemon, Beast, and Champion bow low before his awesome presence. Even the Dark Gods themselves begrudgingly respect their Champion of Champions, for only Archaon can do what the gods themselves cannot: unite all of the creatures of Chaos into a single legion with the sole will to destroy. Where Archaon treads Beasts refrain from their barbarous infighting, the boisterous challenges of Chaos Champions are muted, and the Daemonic fiends of the Realm of Chaos bend the knee to his coming.
 
As Archaon defeats enemy after enemy in the final wars that shall usher into the End Times, the souls of his unfortunate victims are feed to the Everchosen’s Daemonic steed – Dorghar, the Steed of Apocalypse. Their life forces are snuffed through the Daemon’s gullet and slowly digested in the belly of the beast for thousands of years! Feasting on the souls of thousands, Dorghar has grown and mutated into an enormous three-headed daemon with massive bat-like wings, a barded twined-tail, and razor-sharp talons. Its trio of ferocious heads have fang filled maws and each grotesque face resembles one of the Dark Gods of Chaos.
 
With the End Times drawing near, the Exalted Grand Marshal of the Apocalypse can be seen at the fore of his vanguard, hovering overhead and shadowing armies with his baneful presence. Archaon stands ready to face any foe that dares to thwart his destiny, be they Great Necromancer or God-King, alike.
 
Archaon the Everchosen Exalted Grand Marshal of the Apocalypse
Points: 900
M WS BS S T W I A LD
Archaon 6 9 5 6 6 9 7 10 10
 
Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse may be included in any Warriors of Chaos, Legions of Chaos, or Grand Legion of the Everchosen army. His points cost counts against the army’s Lords allowance.
 
Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse and his mutated mount, Dorghar, are described with a single combined characteristics profile. Both Archaon and Dorghar are treated as a single model for all rules purposes. Archaon and Dorghar have a combined armour save of 2+.
 
TROOP TYPE: Monster (Special Character, Chaos Lord).
 
EQUIPMENT: U’zuhl, the Slayer of Kings, the Ever-Armour of Archaon, Zor’ulg, Crown of the Everchosen, and the Half-Eye of Sheerian.
 
MAGIC: Archaon is a Level 3 Wizard. He uses spells from the Lore of Tzeentch, the Lore of Shadows, or the Lore of Fire.
 
SPECIAL RULES: Eye of the Gods, Chosen of the Gods (see Warhammer: Warriors of Chaos, page 48), Fly, Strider, Terror, Daemonic Attacks, Large Target.
 
Exalted Grand Marshal of the Apocalypse: If Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse is included in your army, he must be the army General. Archaon’s Inspiring Presence has a range of 24”.
In addition, when rolling on the Eye of the Gods table on behalf of Archaon, Archaon always counts as failing his Leadership test on a Dark Apotheosis result and so will gain the Divine Greatness reward, but never the Daemonhood reward. It amuses the gods to keep their ultimate champion a mere mortal – ever keeping immortality from Archaon’s grasp!
 
Archaon’s Swords of Chaos: If your army is led by Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse, then one unit of Varanguard that is included in your army as a Rare choice may automatically be upgraded to the Swords of Chaos for free. The Swords of Chaos unit has the Hatred and Immune to Psychology special rules.
 
The Steed of Apocalypse: Over decades of battles, Archaon has defeated a massive array of opponents including Daemon-lords and Champions sent as trials by the Ruinous Powers to test the mettle of their Everchosen. Archaon has always won these contests. Feeding his defeated foes to his Daemon steed, Dorghar, the Daemon-horse has groan bloated upon the souls of the Everchosen’s enemies, mutating into a massive winged beast, with three snarling heads reminiscent of the Dark Gods of Chaos.
 
The following special rules represent Dorghar’s multiple heads and mutations:
 
The Bellow of Khorne: The Khornate Head bellows forth the fury of the Blood God himself. Archaon has a Strength 5 Breath Weapon.
 
The Ire of Tzeentch: If Archaon slays a Wizard in close combat or with a spell, the Tzeentchian head gleans the knowledge of the slain sorcerer while feasting upon their soul. Roll a D6 for each spell known by the slain Wizard. On the result of a 4+, Archaon knows and may use the particular spell of the slain wizard for the rest of the game.
 
The Bulbous Face of Nurgle: If Archaon slays a Monster in close combat, the Nurgle head greedy devours the beast’s most vital parts. At the end of each Close Combat phase where at least one monster was slain by Archaon, Archaon may heal D3 Wounds lost previously in the battle. This cannot take Archaon above his starting profile number of Wounds.
 
Rebirth of the Dark Prince: If Archaon causes 40 or more unsaved Wounds in close combat, Dorghar will sprout a, fourth, Slaaneshi head. If this happens, Archaon immediately gains the Unbreakable and Always Strikes First special rules for the rest of the game.
 
MAGIC ITEMS
 
Zor’ulg, Crown of the Everchosen: Also known as the Crown of Domination, Archaon’s crowned horned-helm is the sterling symbol of his authority as the Everchosen and the scion of the Ruinous Powers. Enchanted Item. Archaon the Everchosen and any friendly unit with 12” of Archaon may re-roll failed Break tests.
 
The Half-Eye of Sheerian: A potent artifact of Chaos, the Half-Eye of Sheerian, when properly set in the Crown of Domination, provides its bearer with images of the future. After a brutal duel with the mighty Black Orc Warlord, Grimgor Ironhide, the Eye of Sheerian was split in two, after the Great Black Orc delivered a mighty head-butt directly upon the helm of the Three-Eyed King. Such was the impact of the attack, the Everchosen was thrown from his steed and the Eye of Sheerian was nearly shattered. Talisman. Though damaged, the Half-Eye of Sheerian still provides the Everchosen with the ability to counter the attacks of his enemies. The Half-Eye of Sheerian grants Archaon a 5+ ward save (which is increased to 4+ ward save by the Mark of Tzeentch).
 
U’zuhl, the Slayer of Kings: The Greater Daemon U’zuhl has been imprisoned within the Slayer of Kings for eons, and its insane rage causes the massive broadsword to brim with unholy power and wail with omnipotent malevolence. Such is the bound Daemon’s mad fury, that foe and bearer alike are not safe from daemon-weapon’s depredations. Magic Weapon. The sword provides Archaon with +2 Attacks and no armour saves are allowed against Wounds caused by U’zuhl, the Slayer of Kings. In additional, when Archaon fights in close combat, any of his Attack rolls that score a natural 1 on their ‘To Hit’ rolls will strike Archaon himself. Roll ‘To Would’ Archaon as normal. Note: a ‘To Hit’ roll of a 1 can never be re-rolled by Archaon, regardless of the source.
 
 
The Ever-Armour of Archaon: This suit of ancient Chaos Armour was worn by the very first Everchosen of Chaos – Morkar the Almighty Master of Oblivion, and since has been a treasured heirloom sought after by a countless array of would-be Chaos Everchosens. Magic Armour. Attacks with a Strength value greater than Archaon’s Toughness can never Wound Archaon on a score greater than 3+ (i.e. Attacks that would normally cause a Wound on the result of a 2+ or ‘Wound automatically’, etc. will still need a score of 3+ in order ‘To Wound’ Archaon). 

Modifié par Dreadaxe
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  • 3 semaines après...
Petite suggestion, parce que je suis en meme temps en train de reflechir a la compatibilités des versions pour la WV8+ : Ne creer qu'un choix de monture ?
Il faut alors juste le profil de la bebete, un cout, et un cout pour le vieux dorghar. Et dans l'entrée "Archaon", on met un choix de monture, ce qui permet de le jouer a pied (une fig existe), a dada ou sur.... Le gros machin là ^^

Deja, ça fait moins a creer, et comme ça on conserve l'ancien profil :)
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Oui c'est l'une des critiques faites à KevinC. Il a voulu suivre la ligne directrice instaurée par les suppléments The End of Times où des personages monté se retrouve avec des profils combinés. C'est par exemple le cas de Imrik, le Prince de Caledor.
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Le profil combiné se justifie en termes figurinistiques : tout le monde n'a pas une figurine de monstre sans cavalier, ou de cavalier à pied, pour représenter le survivant du duo. Je comprends la démarche qui consiste à considérer une figurine comme un tout indissociable, et à donner des règles en conséquence. La forme guide le fond, en quelque sorte.

 

Et puis, c'est l'évolution naturelle d'une simplification faîte à Battle depuis des années : les chars (monture / équipage / char étaient séparés en V4-V5), les machines de guerre (depuis la V8, les servants représentent les PV de la machine), les bêtes monstrueuses différenciées des monstres, etc... Donc rien de choquant pour moi.

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Le profil combiné se justifie en termes figurinistiques : tout le monde n'a pas une figurine de monstre sans cavalier, ou de cavalier à pied, pour représenter le survivant du duo. Je comprends la démarche qui consiste à considérer une figurine comme un tout indissociable, et à donner des règles en conséquence. La forme guide le fond, en quelque sorte.

 

Tout à fait d'accord et en même temps c'est tellement roleplay de remplacer une figurine montée par sa version à pied.

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C'est un sujet qui fait extrêmement débat ça. Pour la WV8+, on avait posés la questions, les gens étaient hyper divisés... Si bien que l'on ne l'a pas fait. A voir ce que choisis le Warfo pour le reste des créations.

 

Personnellement, je suis pas pour la version combinée

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Ce qui me gène c'est surtout l'échelle du jeu où on est sur du petit combat de masse. À mon sens le profil séparé donne du cachet mais est moins adapté sur des grosses batailles.

 

On remarquera que le studio GW galère bien entre les éditions, parfois combiné parfois séparé… Les chars, les cavaleries (normales et monstrueuses) ont du séparé.

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  • 3 semaines après...
  • 3 semaines après...
  • 3 semaines après...
  • 2 semaines après...

Nouvelle version de KevC
Ajout des Varanguard et d'un Parchemin de Bataille.
http://eefl.freeforums.net/thread/163/archaon-playtest-varanguard-new-formation
[/quo

Nouvelle version de KevC
Ajout des Varanguard et d'un Parchemin de Bataille.
http://eefl.freeforums.net/thread/163/archaon-playtest-varanguard-new-formation
[/quote]

 

[size=4]EIGHTH EDITION FOR LIFE (EEFL) PRESENTS



[size=5]EXALTED GRAND MARSHAL OF THE APOCALYPSE

By Kevin Coleman


Archaon the Everchosen of Chaos, Lord of the End Times, and Exalted Grand Marshal of the Apocalypse is the ultimate Champion of Chaos, for every Daemon, Beast, and Champion bow low before his awesome presence. Even the Dark Gods themselves begrudgingly respect their Champion of Champions, for only Archaon can do what the gods themselves cannot: unite all of the creatures of Chaos into a single legion with the sole will to destroy. Where Archaon treads Beasts refrain from their barbarous infighting, the boisterous challenges of Chaos Champions are muted, and the Daemonic fiends of the Realm of Chaos bend the knee to his coming.

As Archaon defeats enemy after enemy in the final wars that shall usher into the End Times, the souls of his unfortunate victims are feed to the Everchosen’s Daemonic steed – Dorghar, the Steed of Apocalypse. Their life forces are snuffed through the Daemon’s gullet and slowly digested in the belly of the beast for thousands of years! Feasting on the souls of thousands, Dorghar has grown
and mutated into an enormous three-headed daemon with massive bat-like wings, a barded twin-tail, and razor-sharp talons. Its trio of ferocious heads have fang filled maws and each grotesque face resembles one of the Dark Gods of Chaos.

With the End Times drawing near, the Exalted Grand Marshal of the Apocalypse can be seen at the fore of his vanguard, hovering overhead and shadowing armies with his baneful presence. Archaon stands ready to face any foe that dares to thwart his destiny, be they Great Necromancer or God-King, alike.


Archaon the Everchosen
Exalted Grand Marshal of the Apocalypse Points: 950

M WS BS S T W I A LD
Archaon 6 9 5 7 6 9 7 10 10

Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse may be included in any Warriors of Chaos, Legions of Chaos, or Grand Legion of the Everchosen army. His points cost counts against the army’s Lords allowance.

Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse and his mutated mount, Dorghar, are described with a single combined characteristics profile. Both Archaon and Dorghar are treated as a single model for all rules purposes. Archaon and Dorghar have a combined armour save of 2+.

TROOP TYPE: Monster (Special Character, Chaos Lord).

EQUIPMENT: U’zuhl, the Slayer of Kings, the Ever-Armour of Archaon, Zor’ulg, Crown of the Everchosen, and the Half-Eye of Sheerian.

MAGIC: Archaon is a Level 3 Wizard. He uses spells from the Lore of Tzeentch, the Lore of Shadows, or the Lore of Fire.

SPECIAL RULES: Eye of the Gods, Chosen of the Gods (see Warhammer: Warriors of Chaos, page 48), Fly, Strider, Terror, Daemonic Attacks, Large Target.

Exalted Grand Marshal of the Apocalypse: If Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse is included in your army, he must be the army General. Archaon’s Inspiring Presence has a range of 24”.

In addition, when rolling on the Eye of the Gods table on behalf of Archaon, Archaon always counts as failing his Leadership test on a Dark Apotheosis result and so will gain the Divine Greatness reward, but never the Daemonhood reward. It amuses the gods to keep their ultimate champion a mere mortal – ever keeping immortality from Archaon’s grasp!

Archaon’s Swords of Chaos: If your army is led by Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse, then one unit of Varanguard that is included in your army as a Rare choice may automatically be upgraded to the Swords of Chaos for free. The Swords of Chaos unit has the Hatred and Immune to Psychology special rules.

The Steed of Apocalypse: Over decades of battles, Archaon has defeated a massive array of opponents including Daemon-lords and Champions sent as trials by the Ruinous Powers to test the mettle of their Everchosen. Archaon has always won these contests. Feeding his defeated foes to his Daemon steed, Dorghar, the Daemon-horse has grown bloated upon the souls of the Everchosen’s enemies, mutating into a massive winged beast, with three snarling heads reminiscent of the Dark Gods of Chaos.


The following special rules represent Dorghar’s multiple heads and mutations:

The Bellow of Khorne: The Khornate Head bellows forth the fury of the Blood God himself. Archaon has a Strength 5 Breath Weapon.

The Ire of Tzeentch: If Archaon slays a Wizard in close combat or with a spell, the Tzeentchian head gleans the knowledge of the slain sorcerer while feasting upon their soul. Roll a D6 for each spell known by the slain Wizard. On the result of a 4+, Archaon knows and may use the particular spell of the slain wizard for the rest of the game.

The Bulbous Face of Nurgle: If Archaon slays a Monster in close combat, the Nurgle head greedily devours the beast’s most vital parts. At the end of each Close Combat phase where at least one monster was slain by Archaon, Archaon may heal D3 Wounds lost previously in the battle. This cannot take Archaon above his starting profile number of Wounds.

Rebirth of the Dark Prince: As soon as Archaon causes 30 or more unsaved Wounds in close combat during the battle, Dorghar will sprout a, fourth, Slaaneshi head. If this happens, Archaon immediately gains the Unbreakable and Always Strikes First special rules for the rest of the game.

Twin-Tails of Dorghar: Such is the massive stature and whip-like potency of the great forked tail of Dorghar that Archaon may reroll the dice when determining the number of hits caused by the Thunderstomp special rule.

MAGIC ITEMS

Zor’ulg, Crown of the Everchosen: Also known as the Crown of Domination, Archaon’s crowned horned-helm is the sterling symbol of his authority as the Everchosen and the scion of the Ruinous Powers.

Enchanted Item. Archaon the Everchosen and any friendly unit within 12” of Archaon may re-roll failed Break tests.

The Half-Eye of Sheerian: A potent artifact of Chaos, the Half-Eye of Sheerian, when properly set in the Crown of Domination, provides its bearer with images of the future. After a brutal duel with the mighty Black Orc Warlord, Grimgor Ironhide, the Eye of Sheerian was split in two, after the Great Black Orc delivered a mighty head-butt directly upon the helm of the Three-Eyed King. Such was the impact of the attack, the Everchosen was thrown from his steed and the Eye of Sheerian was nearly shattered.

Talisman. Though damaged, the Half-Eye of Sheerian still provides the Everchosen with the ability to counter the attacks of his enemies. The Half-Eye of Sheerian grants Archaon a 5+ ward
save (which is increased to a 4+ ward save by the Mark of Tzeentch).

U’zuhl, the Slayer of Kings: The Greater Daemon U’zuhl has been imprisoned within the Slayer of Kings for eons, and its insane rage causes the massive broadsword to brim with unholy power and wail with omnipotent malevolence. Such is the bound Daemon’s mad fury, that foe and bearer alike are not safe from daemon-weapon’s depredations.

Magic Weapon. The sword provides Archaon with +2 Attacks (the weapon allows Archaon’s Attacks characteristic to rise above 10) and no armour saves are allowed against Wounds caused by U’zuhl, the Slayer of Kings. In additional, when Archaon fights in close combat, any of his Attack rolls that score a natural 1 on their ‘To Hit’ rolls will strike Archaon himself. Roll ‘To Would’ Archaon as normal.
Note: a ‘To Hit’ roll of a 1 can never be re-rolled by Archaon, regardless of the source.

The Ever-Armour of Archaon: This suit of ancient Chaos Armour was worn by the very first Everchosen of Chaos – Morkar the
Almighty Master of Oblivion, and since has been a treasured heirloom sought after by a countless array of would-be Chaos Everchosens.

Magic Armour. Attacks with a Strength value greater than Archaon’s Toughness can never Wound Archaon on a score greater than 3+ (i.e. Attacks that would normally cause a Wound on the result of
a 2+ or ‘Wound automatically’, etc. will still need a score of 3+ in order ‘To Wound’ Archaon).

[/quote]


THE VARANGUARD

The Varanguard are Archaon’s lieutenants selected from amongst the most potent Champions of Chaos. Each has endured dozens of terrible trials placed before them by Archaon himself. Those
champions who have failed such rites of passage are now but distant memories; their flesh torn and devoured by beasts, and their bones scattered throughout the wastes. Those who pass their trials, however, have ascended into positions of absolute power, for the Varanguard speak with the authority of the Everchosen himself.
With but a word the Varanguard are capable of cowing the lesser Lords of Chaos into submission and are able to commandeer the legions of the Chaos gods in the name of Archaon.

Clad in black Chaos armour and mounted upon huge daemonic chargers, the Varanguard form the vanguard of the armies of the Three-Eyed King, relentlessly and ferociously slaughtering those who would foolishly attempt to thwart Archaon’s ambitions.
Whenever the Everchosen decides to march to war, only the Varanguard accompany him at the very fore of his legions for no others are worthy to share the triumphs of the Chaos Everchosen.

Any Warriors of Chaos, Legions of Chaos, or Grand Legion of the Everchosen army may include units of the Varanguard, chosen from the army’s Rare unit allowance.


Varanguard Points/model: 100

M WS BS S T W I A LD
Varanguard 4 6 3 4 4 1 5 2 8
Damonic Mount 8 4 0 5 5 3 3 2 7

TROOP TYPE: Monstrous Cavalry. UNIT SIZE: 2+

EQUIPMENT: Ensorcelled weapon (see Warhammer: Warriors of Chaos, page 34), Chaos armour, shield, and barding.


Options:
  • May upgrade one Varanguard to a musician for +10 pts.
  • May upgrade one Varanguard to a standard bearer for +10 pts.

– May take a magic standard worth up to 50 pts.

  • Individual Varanguard models may swap their ensorcelled weapon for a lance at no additional cost.
SPECIAL RULES: Eye of the Gods, Fear, Daemonic Attacks (Daemonic Mount only), The Rewards of Chaos (see Warhammer: Warriors of Chaos, page 31).

Archaon’s Chosen: Each Varanguard model is counted as a unit champion. In addition, Varanguard models in the same unit may be armed differently with any combination of ensorcelled weapons and/or lances.



BATTLESCROLL FORMATIONS
The rules for Battlescroll Formations can be found in Warhammer: Thanquol and/or the Warhammer Battlescroll series of supplements found on the Black Library website.

RACE: Warriors of Chaos


FORMATION
The Dread Legion of the Three-Eyed King consists of the following units:
  • Archaon the Everchosen, ]Exalted] Grand Marshal of the Apocalypse
  • 1 Sorcerer Lord OR 1 Chaos Sorcerer
  • 3+ units of Varanguard
RESTRICTIONS
The Sorcerer model chosen for this Formation (i.e. the Sorcerer Lord or Chaos Sorcerer) must have the Mark of Tzeentch and must be mounted on a Disc of Tzeentch.


SPECIAL RULES

Core Formation: If you army includes this Formation, then you may not include any additional units (apart from additional units of Varanguard) or Formations in your army and completely ignore the usual unit category allowances for ‘Choosing Your Army’ as described in the Warhammer rulebook. This means your army will only consist of Archaon, one sorcerer model, and three or more units of Varanguard, up to the total agreed points value of the army.

Will of the Everchosen: Archaon’s most potent warriors personally accompany him into battle and are bound to the relentless will of the Everchosen in heinous blood-rituals dedicated to the Great Powers of Chaos. Should such a warrior fail in his service to the Three-Eyed King, he will suffer the wrath of the Chaos Gods on behalf of the Everchosen himself.

All units in a Dread Legion of the Three-Eyed King Formation gain the Stubborn special rule. However, any such unit that is forced to flee (for any reason) automatically suffers D6 S6 hits (disturbed as per shooting attacks).

Gaunt Summoner: The Gaunt Summoners of Tzeentch are a wicked cabal of sorcerers able to read the web of destiny and claim to know the true fate of the world. Archaon has bested and bound the cabal of sorcerers to his will and, ever since, they have become his most heeded advisors.

In scenarios where a dice is rolled to see which player takes the first turn, an army made with the Dread Legion of the Three-Eyed King Formation may re-roll the dice.


ARCHAON THE EVERCHOSENte]
 
[quote]
 

[size=4]EIGHTH EDITION FOR LIFE (EEFL) PRESENTS[/size]

[/quote]
 

[size=5]EXAL[/size]TED GRAND MARSHAL OF THE APOCALYPSE

By Kevin Coleman

 



Archaon the Everchosen of Chaos, Lord of the End Times, and Exalted Grand Marshal of the Apocalypse is the ultimate Champion of Chaos, for every Daemon, Beast, and Champion bow low before his awesome presence. Even the Dark Gods themselves begrudgingly respect their Champion of Champions, for only Archaon can do what the gods themselves cannot: unite all of the creatures of Chaos into a single legion with the sole will to destroy. Where Archaon treads Beasts refrain from their barbarous infighting, the boisterous challenges of Chaos Champions are muted, and the Daemonic fiends of the Realm of Chaos bend the knee to his coming.
 
As Archaon defeats enemy after enemy in the final wars that shall usher into the End Times, the souls of his unfortunate victims are feed to the Everchosen’s Daemonic steed – Dorghar, the Steed of Apocalypse. Their life forces are snuffed through the Daemon’s gullet and slowly digested in the belly of the beast for thousands of years! Feasting on the souls of thousands, Dorghar has grown
and mutated into an enormous three-headed daemon with massive bat-like wings, a barded twin-tail, and razor-sharp talons. Its trio of ferocious heads have fang filled maws and each grotesque face resembles one of the Dark Gods of Chaos.
 
With the End Times drawing near, the Exalted Grand Marshal of the Apocalypse can be seen at the fore of his vanguard, hovering overhead and shadowing armies with his baneful presence. Archaon stands ready to face any foe that dares to thwart his destiny, be they Great Necromancer or God-King, alike.
 

Archaon the Everchosen
[size=2]Exalted[/size][size=2] Grand[/size] Marshal of the Apocalypse                      Points: 950
 
[size=2]M     WS     BS     S     T[/size] [size=2]W      I     A[/size] [size=2]LD[/size]
[size=2]Archaon[/size] [size=2]6         9        5      7      6[/size] [size=2]9       7   10[/size] [size=2]10[/size]
 
[size=2]Archaon[/size] [size=2]the Everchosen,[/size] Exalted Grand Marshal of the Apocalypse may be included in any Warriors of Chaos, Legions of Chaos, or Grand Legion of the Everchosen army. His points cost counts against the army’s Lords allowance.
 
[size=2]Archaon[/size] [size=2]the Everchosen,[/size] Exalted Grand Marshal of the Apocalypse and his mutated mount, Dorghar, are described with a single combined characteristics profile. Both Archaon and Dorghar are treated as a single model for all rules purposes. Archaon and Dorghar have a combined armour save of 2+.
 
TROOP TYPE: Monster (Special Character, Chaos Lord).
 
EQUIPMENT: U’zuhl, the Slayer of Kings, the Ever-Armour of Archaon, Zor’ulg, Crown of the Everchosen, and the Half-Eye of Sheerian.
 
MAGIC: Archaon is a Level 3 Wizard. He uses spells from the Lore of Tzeentch, the Lore of Shadows, or the Lore of Fire.
 
[size=2]SPECIAL RULES[/size]: [size=2]Eye[/size] [size=2]of the Gods,[/size] Chosen of the Gods [size=2](see Warhammer:[/size] Warriors of Chaos, page 48)[size=2], Fly,[/size] Strider, Terror, Daemonic Attacks, Large Target.
 
Exalted Grand Marshal of the Apocalypse: If Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse is included in your army, he must be the army General. Archaon’s Inspiring Presence has a range of 24”.
 
In addition, when rolling on the Eye of the Gods table on behalf of Archaon, Archaon always counts as failing his Leadership test on a Dark Apotheosis result and so will gain the Divine Greatness reward, but never the Daemonhood reward. It amuses the gods to keep their ultimate champion a mere mortal – ever keeping immortality from Archaon’s grasp!
 
Archaon’s Swords of Chaos: If your army is led by Archaon the Everchosen, Exalted Grand Marshal of the Apocalypse, then one unit of Varanguard that is included in your army as a Rare choice may automatically be upgraded to the Swords of Chaos for free. The Swords of Chaos unit has the Hatred and Immune to Psychology special rules.
 
The Steed of Apocalypse: Over decades of battles, Archaon has defeated a massive array of opponents including Daemon-lords and Champions sent as trials by the Ruinous Powers to test the mettle of their Everchosen. Archaon has always won these contests. Feeding his defeated foes to his Daemon steed, Dorghar, the Daemon-horse has grown bloated upon the souls of the Everchosen’s enemies, mutating into a massive winged beast, with three snarling heads reminiscent of the Dark Gods of Chaos.



clip_image006.jpgThe following special rules represent Dorghar’s multiple heads and mutations:
 
[size=2]The Bellow[/size] of Khorne: [size=2]The Khornate Head[/size] bellows forth the fury of the Blood God himself. Archaon has a Strength 5 Breath Weapon.
 
The Ire of Tzeentch: If Archaon slays a Wizard in close combat or with a spell, the Tzeentchian head gleans the knowledge of the slain sorcerer while feasting upon their soul. Roll a D6 for each spell known by the slain Wizard. On the result of a 4+, Archaon knows and may use the particular spell of the slain wizard for the rest of the game.
 
The Bulbous Face of Nurgle: If Archaon slays a Monster in close combat, the Nurgle head greedily devours the beast’s most vital parts. At the end of each Close Combat phase where at least one monster was slain by Archaon, Archaon may heal D3 Wounds lost previously in the battle. This cannot take Archaon above his starting profile number of Wounds.
 
[size=2]Rebirth[/size][size=2] of the Dark[/size] Prince: [size=2]As soon as Archaon[/size] causes 30 or more unsaved Wounds in close combat during the battle, Dorghar will sprout a, fourth, Slaaneshi head. If this happens, Archaon immediately gains the Unbreakable and Always Strikes First special rules for the rest of the game.
 
Twin-Tails of Dorghar: Such is the massive stature and whip-like potency of the great forked tail of Dorghar that Archaon may reroll the dice when determining the number of hits caused by the Thunderstomp special rule.
 
MAGIC ITEMS
 
[size=2]Zor’ulg,[/size][size=2] Crown[/size] of the Everchosen: [size=2]Also[/size][size=2] known[/size] as the Crown of Domination, Archaon’s crowned horned-helm is the sterling symbol of his authority as the Everchosen and the scion of the Ruinous Powers.
 
Enchanted Item. Archaon the Everchosen and any friendly unit within 12” of Archaon may re-roll failed Break tests.

[size=2]The Half-Eye[/size] of Sheerian: [size=2]A potent artifact of Chaos, the Half-Eye [/size]of Sheerian, when properly set in the Crown of Domination, provides its bearer with images of the future. After a brutal duel with the mighty Black Orc Warlord, Grimgor Ironhide, the Eye of Sheerian was split in two, after the Great Black Orc delivered a mighty head-butt directly upon the helm of the Three-Eyed King. Such was the impact of the attack, the Everchosen was thrown from his steed and the Eye of Sheerian was nearly shattered.
 
Talisman. Though damaged, the Half-Eye of Sheerian still provides the Everchosen with the ability to counter the attacks of his enemies. The Half-Eye of Sheerian grants Archaon a 5+ ward
save (which is increased to a 4+ ward save by the Mark of Tzeentch).
 
[size=2]U’zuhl, the Slayer [/size]of Kings: [size=2]The Greater[/size] Daemon U’zuhl has been imprisoned within the Slayer of Kings for eons, and its insane rage causes the massive broadsword to brim with unholy power and wail with omnipotent malevolence. Such is the bound Daemon’s mad fury, that foe and bearer alike are not safe from daemon-weapon’s depredations.
 
Magic Weapon. The sword provides Archaon with +2 Attacks (the weapon allows Archaon’s Attacks characteristic to rise above 10) and no armour saves are allowed against Wounds caused by U’zuhl, the Slayer of Kings. In additional, when Archaon fights in close combat, any of his Attack rolls that score a natural 1 on their ‘To Hit’ rolls will strike Archaon himself. Roll ‘To Would’ Archaon as normal.
Note: a ‘To Hit’ roll of a 1 can never be re-rolled by Archaon, regardless of the source.
 
[size=2]The Ever-Armour[/size] of Archaon: [size=2]This suit of ancient Chaos Armour[/size] was worn by the very first Everchosen of Chaos – Morkar the
[size=2]Almighty[/size][size=2] Master[/size] of Oblivion, and since has been a treasured heirloom sought after by a countless array of would-be Chaos Everchosens.
 
Magic Armour. Attacks with a Strength value greater than Archaon’s Toughness can never Wound Archaon on a score greater than 3+ (i.e. Attacks that would normally cause a Wound on the result of
a 2+ or ‘Wound automatically’, etc. will still need a score of 3+ in order ‘To Wound’ Archaon).




THE VARANGUARD
 
 



The Varanguard are Archaon’s lieutenants selected from amongst the most potent Champions of Chaos. Each has endured dozens of terrible trials placed before them by Archaon himself. Those
champions who have failed such rites of passage are now but distant memories; their flesh torn and devoured by beasts, and their bones scattered throughout the wastes. Those who pass their trials, however, have ascended into positions of absolute power, for the Varanguard speak with the authority of the Everchosen himself.
With but a word the Varanguard are capable of cowing the lesser Lords of Chaos into submission and are able to commandeer the legions of the Chaos gods in the name of Archaon.
 
Clad in black Chaos armour and mounted upon huge daemonic chargers, the Varanguard form the vanguard of the armies of the Three-Eyed King, relentlessly and ferociously slaughtering those who would foolishly attempt to thwart Archaon’s ambitions.
Whenever the Everchosen decides to march to war, only the Varanguard accompany him at the very fore of his legions for no others are worthy to share the triumphs of the Chaos Everchosen.
 
[size=2]Any[/size] [size=2]Warriors[/size][size=2] of Chaos, Legions of Chaos, or Grand[/size] Legion of the Everchosen army may include units of the Varanguard, chosen from the army’s Rare unit allowance.
 

[size=4]Varanguard                                                              Points/model: 100[/size]

[size=2]                                M     WS     BS     S     T     W     I     A     LD[/size]
Varanguard              4         6        3       4     4       1      5      2      8
Damonic Mount   8          4        0       5     5       3      3      2      7
 
TROOP TYPE: Monstrous Cavalry.                                UNIT SIZE: 2+
 
[size=2]EQUIPMENT[/size][size=2]:[/size] [size=2]Ensorcelled[/size] [size=2]weapon[/size] [size=2](see Warhammer:[/size] Warriors of Chaos, page 34), Chaos armour, shield, and barding.
 

Options:
  • May upgrade one Varanguard to a musician for +10 pts.
  • May upgrade one Varanguard to a standard bearer for +10 pts.

– May take a magic standard worth up to 50 pts.

  • Individual Varanguard models may swap their ensorcelled weapon for a lance at no additional cost.
[size=2]SPECIAL RULES[/size]: [size=2]Eye[/size] [size=2]of the Gods,[/size] Fear, Daemonic Attacks [size=2](Daemonic[/size] [size=2]Mount[/size] [size=2]only)[/size][size=2], The Rewards[/size] of Chaos [size=2](see Warhammer:[/size] Warriors of Chaos, [size=2]page 31).[/size]
 
Archaon’s Chosen: Each Varanguard model is counted as a unit champion. In addition, Varanguard models in the same unit may be armed differently with any combination of ensorcelled weapons and/or lances.

 



[size=6]BATTLESCROLL FORMATIONS[/size]
[size=2]The rules for Battlescroll[/size] Formations can be found in Warhammer: Thanquol and/or the Warhammer Battlescroll series of supplements found on the Black Library website.
 
[size=2]RACE: [/size][size=2]Warriors[/size][size=2] of Chaos[/size]
 

FORMATION
The Dread Legion of the Three-Eyed King consists of the following units:
  • [size=2]Archaon[/size][size=2] the Everchosen,[/size] [size=9]Exalted[/size][size=9] Grand[/size] Marshal of the Apocalypse
  • 1 Sorcerer Lord OR 1 Chaos Sorcerer
  • 3+ units of Varanguard
RESTRICTIONS
The Sorcerer model chosen for this Formation (i.e. the Sorcerer Lord or Chaos Sorcerer) must have the Mark of Tzeentch and must be mounted on a Disc of Tzeentch.
 

SPECIAL RULES
 
Core Formation: If you army includes this Formation, then you may not include any additional units (apart from additional units of Varanguard) or Formations in your army and completely ignore the usual unit category allowances for ‘Choosing Your Army’ as described in the Warhammer rulebook. This means your army will only consist of Archaon, one sorcerer model, and three or more units of Varanguard, up to the total agreed points value of the army.

Will of the Everchosen: Archaon’s most potent warriors personally accompany him into battle and are bound to the relentless will of the Everchosen in heinous blood-rituals dedicated to the Great Powers of Chaos. Should such a warrior fail in his service to the Three-Eyed King, he will suffer the wrath of the Chaos Gods on behalf of the Everchosen himself.
 
All units in a Dread Legion of the Three-Eyed King Formation gain the Stubborn special rule. However, any such unit that is forced to flee (for any reason) automatically suffers D6 S6 hits (disturbed as per shooting attacks).
 
Gaunt Summoner: The Gaunt Summoners of Tzeentch are a wicked cabal of sorcerers able to read the web of destiny and claim to know the true fate of the world. Archaon has bested and bound the cabal of sorcerers to his will and, ever since, they have become his most heeded advisors.
 
In scenarios where a dice is rolled to see which player takes the first turn, an army made with the Dread Legion of the Three-Eyed King Formation may re-roll the dice.
 

ARCHAON THE EVERCHOSEN

[/quote]

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