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===Heroes=== *'''Archaon:''' The Big Cheese himself. Let us not mince words here, Archaon is just brutal and will dominate any game you play him. You want specifics? Alright. He has several melee profiles, all of them powerful. From his damage 3 Kingslayer to his 2D6 tail swipes to his damage D6 claws, everything is brutal. The only profile that seems lacking by comparison, the heads, has some special rules to make up for it, as depending on what those heads ate, you get some bonuses, ranging from extra damage over healing to learning the spells of wizards he just ate. Nothing quite as funny as eating Nagash and then killing Arkhan with his boss' unique spell. Other than that, Archaon is fast, flies, has lots of wounds and a good save and has some more special rules. For one he can adjust Battleshock tests around him by +/-2, which is amazing, he has an extra save against mortal wounds, can damage guys who punch him and has a chance of evading attacks without ever having to save them. And to top it off, Archaon is a wizard and can cast two spells a turn, though with no unique spells initially, not that a Chaos Wizard needs any. All of this would still amount to "worse than Nagash" if it weren't for the last two tricks: His keyword list and his Command. His keyword list allows him to trigger ALL the Locus abilities of the Chaos Daemons and to be buffed by anything and everything that buffs Daemons and Mortals of each God. Finally, what makes Archaon into the ultimate force multiplier is his Command, as it allows all other Chaos Heroes to use their own Commands in an order of your choosing. No hassle with whom to make your general, you just pick Archaon and get to use all the other abilities. This also serves to make Archaon more at home in big games. *'''Gaunt Summoner of Tzeentch:''' A very fragile little mageling. The Gaunt summoner boasts a bad save and melee that makes your average wizard look brawny by comparison; even the Disc he rides on is awful in melee, with D3 very weak attacks and one of his trademark special rules works only if you have a Baleful Realmgate on the table. This, however, is where the suck ends. The Summoner gets a better save so long as he isn't attacked by flyers and monsters, his staff makes a decent 18" shooting attack and he can cast twice per turn, though his unique spell is quite risky, with its damage and its casting roll scaling with the Bravery of the unit he targeted, making it easier to cast at Skaven and Grots but also less powerful against those. Then, if you do have that Realmgate standing around, the Summoner can summon a new Chaos Daemon unit every turn without even wasting a casting attempt and finally, the Disc of Tzeentch grants this guy a 16" Flying Move, the highest possible movement value in the game. In other words, if the squishy Summoner ever finds himself in a position to be hurt, YOU fucked up. He's also both Mortal and Daemon, so Tzeentch Daemons doubly love hanging around him.
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