Archon boss Fight

Common Abilities and Options

*Bleed:
In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bleed Tokens. Whenever an operative that has one of your Bleed Token is activated, inflict 1 damage on it and subtract 1 from its Move stat.

Mob (Archon):
In the Select Operatives phase, you can select one or more from the following COURT OF THE ARCHON operatives to be included in your team: LHAMAEAN, MEDUSAE, SSLYTH or UR-GHUL. Note that you are not obliged to include those operatives.

Operatives

1. ARCHON
ARCHON
A 3
M 7"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Blast Pistol (Rng 8", Prc2)
5
3+
3/4
Kabalite Watchers
Splinter Rifle (Lethal 5+, *Bleed)
4
3+
2/4
Shardcarbine (Dev2, Lethal 5+)
4
2+
2/2
Razorwing (Saturate, Seek, Silent)
4
3+
1/3
Shredder (Rending, Tor 2")
4
3+
4/5
Master-Crafted Power Weapon (Lethal 4+)
4
2+
4/6
Abilities
*BleedDevious Mastermind2AP: Soul TrapPloysPhases

Devious Mastermind: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • In the Select Operatives phase, you can select one or more from the following COURT OF THE ARCHON operatives to be included in your team: LHAMAEAN, MEDUSAE, SSLYTH or UR-GHUL. Note that you are not obliged to include those operatives.

  • In the Ready step of each strategy phase. You can set up up to 6 of your Watcher Markers (32mm) wholly within your killzone and visible to this operative or on vantage terrain of a terrain feature that’s visible to this operative. Whenever this operative's performs a Shoot action, you can determine visibility and the targeting lines from one of your markers as if this operative is placed on it and must select one weapon profile from the Kabalite Watchers weapon for that action. After that action ends, remove that marker from the killzone. Note that you must select a different weapon profile for each Shoot action performed by this rule until the end of the turning point. Whenever one of your Watcher Markers is within control range of an enemy operative, inflict 1D3+2 damage on that operative and remove that marker from the killzone.

  • This operative can be activated multiple times during the turning point if there are no other friendy operatives in the killzone. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). In addition, you can skip this operative's activation a number of times up to that determined number. This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).

  • This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged weapon for each.

  • In the Roll Defence Dice step, you can re-roll any or all of your defence dice and retain any result of 5+ as a critical success. The first time an attack dice inflicts 3 or more damage on this operative during each turning point, ignore that inflicted damage. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • Whenever an enemy operative would perform the Fall Back action while within control range of this operative, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher wounds than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (any APs spent are not refunded).

  • Whenever this operative incapacitates an enemy operative, this operative can have one of the following Pain Powers until the end of the turning point: Add 1 to its Move stat and immediately perform a free Fall Back, Reposition or Charge action - Its targets cannot be obscured - Retain one save from a cover as a critical save (instad of a normal) - Add 1 to both of the Dmg stats of its melee weapon - Regain 1D6+1 lost wounds and add any excess to its Wound stat

Soul Trap (2AP): Select one enemy operative visible to and within 6 inches of this operative, roll 1D6. If the result is higher than that operative's APL stat, that operative is Soul Trapped and cannot perform any action. For each enemy operative that is Soul Trapped, add 1 to this operative's APL stat.

Ploys: STRATEGY PLOYS

You can use select from the following strategy ploys for this operative during the battle:

  • MORE BACKSTABBERS THAN ENEMIES (1 CP): You can ignore any negative changes to the stats of this operative (e.g. from the Stun weapon rule, from being injured etc.) and worsen the Hit stats of enemy operatives within 6 inches of this operative by 1.

  • OVERLORD (1 CP): Whenever your opponent would activate an enemy operative within 6" of this operative, you can roll one die. If the result is higher than the enemy operative's APL stat, your opponent cannot activate it during this activation. If there are no other enemy operatives eligible to be activated, this ploy has no effect..

FIREFIGHT PLOYS

You can select from the following firefight ploys for this operative during the battle:

  • REFINED POISON (1 CP): Use this firefight ploy when this operative is activated, its weaponshave the *Toxin weapon rule (including the Kabalite Watchers weapon) .

*Toxin: In the Resolve Attack Dice step, If you retain any critical hits, subtract 1 from the APL stat of the target and worsen the Hit stat of its weapons until the end of its next activation.

  • HATRED ETERNAL (1 CP): Use this firefight ploy when this operative is shooting, fighting or retaliating a wounded enemy operative, its weapons have the Punishing weapon rule, or the Severe weapon rule if that operative is injured.

Phases: This operative has the following Phases during the battle:

  • PHASE 1: This phase occurs when this operative has 15 to 8 wounds. During this phase, you can use 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point.

  • PHASE 2: This phase occurs when this operative has 7 to 0 wounds. During this phase, you can use 1 firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured.

AELDARI, DRUKHARI, BOSS, ARCHON; 32
2. SSLYTH
SSLYTH
A 2
M 5"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Splinter Pistol (Rng 8", Lethal 5+, *Bleed)
4
2+
2/4
Battle-Blade (Severe)
4
3+
4/5
Abilities
Mob (Archon)0AP: *BleedLoyal Brute

Loyal Brute: Whenever an attack dice would inflicts 3 or more damage on this operative, it inflicts 1D3 less damage. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

Whenever a friendly ARCHON operative that is within control range of this operative is selected as the valid target of a Shoot action or to fight against during a Fight action, this operative becomes the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is a Fight action, treat this operative as being within the fighting operative's control range for the duration of that action. If it is a Shoot action, this operative is only in cover or obscured if the original target was. This rule has no effect if it is a Shoot action and the ranged weapon has Blast or Torrent special rule.

AELDARI, DRUKHARI, COURT OF THE ARCHON, MOB, SSLYTH; 40
3. LHAMAEAN
LHAMAEAN
A 3
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Blades Of The Sisterhood (Rng 6", Silent, *Poison)
4
3+
2/4
Shaimeshi Blade (Punishing, *Poison)
4
3+
4/5
Abilities
Mob (Archon)1AP: Death Dance1AP: Exotic Poison*Poison

Death Dance (1AP): Inflict D3+1 damage on each other operative that’s both visible to and within 2 inches of this operative. Roll separately for each: if it’s an enemy operative, if the 1D3 result is a 3, that enemy operative also gains one of your Poison tokens (if it doesn’t already have one).

Exotic Poison (1AP): Select one of the following rules for this operative to have until the end of the turning point:

  • AGONY'S BREATH: This operative's weapons have the *Toxin weapon rule.

*Toxin: In the Resolve Attack Dice step, If you retain any critical hits, subtract 1 from the APL stat of the target and worsen the Hit stat of its weapons until the end of its next activation.

  • WRACKBANE: This operative's weapons have the Lethal 4+ weapon rule.

*Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

AELDARI, DRUKHARI, COURT OF THE ARCHON, MOB, LHAMAEAN; 28
4. MEDUSAE
MEDUSAE
A 3
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Eyeburst (Rng 6", Saturate, Seek, Tor 2")
4
2+
4/4
Array Of Blades
3
3+
3/4
Abilities
Emotions' ParasiteMob (Archon)1AP: Ripe Fruits Of Agony

Emotions' Parasite: Change the order of each wounded enemy operative within 6 inches of this operative to an Engage order (this takes precedenc over any rule that prevents it).

Whenever an enemy operative with the "PSYKER" keyword is within 6 inches of this operative, worsen the Hit stat of its weapons and subtract 3 from the range of its weapons and Unique actions that have the Psychic rule (if possible).

Ripe Fruits Of Agony (1AP): Select a friendly ARCHON operative within its control range to add 1 to its melee weapons Atk dice and the Seek Light weapon rule to its ranged weapons.

AELDARI, DRUKHARI, COURT OF THE ARCHON, MOB, MEDUSAE; 28
5. UR-GHUL
UR-GHUL
A 3
M 7"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Talons (Rending, Lethal 5+)
5
3+
3/5
Abilities
Hideous PredatorA Nightmare In The ShadowsMob (Archon)

Hideous Predator: Whenever this operative performs a Reposition action, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance can be measured over or through Wall terrain).

Whenever an enemy operative performs the Fight action in an activation in which it has performed the Charge action, and selects this operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).

This operative can perform two Fight actions during its activation.

A Nightmare In The Shadows: Whenever this operative is invisible to and within 4 inches of an enemy operative, subtract 1 from that operative’s APL stat until the end of its next activation. This operative can perform the Charge action while it has a Conceal order.

AELDARI, DRUKHARI, COURT OF THE ARCHON, MOB, UR-GHUL; 28

Equipment

Ploys

FATALITY! or "YOU DIED"
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.

And The Crowd Goes Wild
Firefight Ploy

Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.

MORTAL KOMBAT!
Strategy Ploy

For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.

Eyes In The Warp
Strategy Ploy

You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.