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====Named==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_Belakor_eng.pdf Be'lakor, the Dark Master]:''' (DAEMON, UNDIVIDED, 355pts.) Having somehow escaped Alarielle's ruby from The End Times, the Dark Master is back and trolling with the best of them. Has Ghostly immunity to save modifiers and heals from failed enemy Battleshocks. His best ability is The Dark Master: During deployment, pick 1 enemy unit, then reveal which unit you picked to your opponent at the start of one of their hero phases. Every time that unit wants to move, shoot, cast a spell or attack in combat, they have to roll a dice and can only do so on a 5+. This ability is straight-busted but only works for 1 turn - unless the enemy gets a double turn. **With the new model and role as the title character for the next Broken Realms book, expect this boss to gain a power boost proportional to the scale-up to his size. His Dark Master ability now triggers on a 3+. He gains some supporting attacks with his claw and tail, the claw standing out with an absurd -3 Rend and insane 1+ to wound that degrades. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Archaon_eng.pdf Archaon The Everchosen]''': (DAEMON, UNDIVIDED, MORTAL, MONSTER, WIZARD, HERO 860pts.) Still the same stone wall and beatstick that he's always been, just with more streamlined rules and Dorghar getting dynamite strapped to his claws, trading the D6 damage for an eye-watering FLAT 5 DAMAGE per smack! Gets to pick one additional Chaos Mark alongside being Undivided, because he just looooves making Be'lakor's veins pop at the blatant theft of his Legion rule. The heads no longer work all at once, but one of the three abilities can be used once as a monstrous rampage; the Khorne head can instantly slay a model if you beat the wounds characteristic, and heals Archaon in kind wound-for-wound, the Tzeentch head can stop one endless spell within 12" on a 2+ which also rebounds D3MW onto the caster, whilst the Nurgle head has a breath weapon that lets you roll a number of dice equal to enemy models within 6" (to a maximum of 7). Each 3+ is a MW. Archaon is as tanky as ever with a whopping 25 wounds and a juicy 5+ ward but can also rebound Mortal Wounds on a 6+ (note this doesn't specify combat, so it affects wizards and shooting units too). The Eye of Sheerian actually does its fucking job of seeing the future, as once per game, it can be used in your hero phase to act as the Host of the Everchosen CA of old, and let you predetermine who goes first next turn, which can decide the outcome of a match when used at the right time. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Theddra_Skull-Scryer_eng.pdf Theddra Skull-Scryer]''': (Mortal Wizard, 70pts) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Godsworn_Hunt_eng.pdf Godsworn Hunt]''': (Mortal, 60pts) *'''Slambo:''' Now worse and cheaper than an Exalted Champion. His only real value is to be a cheap mark aura, or to swap as the general in a Ravagers legion so you can "summon the tribes".
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