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HomeHome / Total War: WARHAMMER II / Chaos Gathering (Mortal Empires) / Units / Archaon the Everchosen
Archaon the Everchosen Chaos Gathering (Mortal Empires)Chaos Gathering (Mortal Empires) Command

Archaon the Everchosen

By Khorne, by Tzeentch, Nurgle and Slaanesh, let the world come crashing down!

Archaon is the Lord of the End Times, the vessel through which the Dark Gods will unite their followers and turn the whole world into a Realm of Chaos. He is an individual whom all the Chaos Gods have bestowed their gifts upon. Of all the Everchosen of Chaos who have assailed the world over the ages, Archaon is the most ruthless and powerful. At the heart of Archaon's army is his old warband, the Swords of Chaos, the most dread group of Chaos Knights ever to have blighted the world. The Everchosen often rides to war leading this cadre of veterans from atop the daemonic beast known as Dorghar, the Steed of the Apocalypse.

Archaon the Everchosen

Unit Name

Archaon the Everchosen

Main Unit Key

wh_main_chs_cha_archaon_the_everchosen_0

Land Unit Key

wh_main_chs_cha_archaon_the_everchosen_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

1450

Recruitment Cost

2000

Upkeep Cost

350

Melee Attack

70

Weapon Strength (Weapon Damage)

470

├ Melee Weapon

wh_main_chs_archaon_0

├ Melee Damage Base

140

├ Melee Damage Ap

330

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

55

Melee Defence

60

├ Base Defence

60

├ Shield

wh_missile_block_60_metal

└ Shield Defence

0

Armour

180

├ Armour

wh2_main_heavy_metal_120

├ Armour Defence

120

└ Shield Armour

60

Health

5808

├ Man Entity

wh_main_infantry_standard_large_hero_blood

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

5800

Leadership (Base Morale)

85

Abilities

  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
  • Stand or Die!
    Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!

Attributes

  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured & Shielded
    Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Melee Expert
    Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.