Left Panel
menu
HomeHome / Total War: WARHAMMER III / Legion of the Gorequeen / Units / Archaon the Everchosen (Dorghar)
Archaon the Everchosen (Dorghar) Legion of the GorequeenLegion of the Gorequeen Lords

Archaon the Everchosen (Dorghar)

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 (Dorghar)

Unit Name

Archaon the Everchosen (Dorghar)

Main Unit Key

wh_main_chs_cha_archaon_the_everchosen_1

Land Unit Key

wh_main_chs_cha_archaon_the_everchosen_1

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

1850

Recruitment Cost

2500

Upkeep Cost

450

Number of Units

1

Hit Points

6936

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_archaon_hr1_warhorse_sword_and_shield

├ Man Entity

wh3_dlc20_archaon_rider_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

6928

Mass

1300

└ Man Mass

1300.0000

Armour

120

├ Armour

wh2_main_heavy_metal_120

├ Shield

wh_missile_block_35_metal

Missile Block Chance

35

Leadership

85

Speed

33

└ Man Speed

33

Melee Attack

70

Melee Defence

60

Weapon Strength

470

├ Melee Weapon

wh_main_chs_archaon_1

Base Weapon Damage

140

Armour-Piercing Weapon Damage

330

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

90

Abilities

  • Paragon of Ruin
    The Warriors of Chaos gather behind a force of almighty carnage, empowered by the very presence of their barbarous Lord.
    Charge Bonus x 105%
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Fight or Die!
    There is no other choice. There never was.
    Melee Attack +24
    Leadership +16
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
    Charge Bonus x 110%
    Melee Attack +10
    Armour-Piercing Weapon Damage x 110%
    Base Weapon Damage x 110%

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the 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).
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured & Shielded
    Armoured units can block damage from any source apart from Armour-Piercing damage. 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 melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]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.