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====Arcane Wargear (Special-Issue Wargear)==== * '''Haywire Grenades:''' If you've got 5 points to burn, there are worse places to drop it, although generally speaking Archons shouldn't be going up against vehicles. I think these are must takes in everything that can take them. Everything, including some Trueborn units. Your initiative is higher than most Superheavies, or some don't have an Initiative at all (hello tanks) and Haywires no longer have reduced effectiveness on them. Pile on the Haywire hits and these just vaporize even Imperial Knights. Lances < Haywires in terms of absolute effectiveness...Just...you need to get into 8" range to throw them... It's cheap too, so it's probably worth it. * '''Phantasm Grenade Launcher:''' This can often be taken by unit Champions too. It's only S1 AP-, but if someone gets hit they have to test Ld or take an unsavable wound per point failed. Of course, it's useless against ATSKNF and Fearless, meaning most armies. It also no longer grant assault and defensive grenades, meaning the Incubi now have no way of getting them as GW still didn't see fit to give their tormentors rules to that effect. * '''Clone Field:''' Straight up 4+ invulnerable save. Unlike the Shadow Field, it doesn't go away when you fail it. Considering the Archon is still T3, the first time you fail either of these he'll likely be instagibbed. Shadowfield is just better. **'''An alternate opinion:''' It is half the cost of a shadow field so if you are just going for a 'cheap as chips' HQ it can be helpful. Take and Archon with a clone field and a power sword (only 100pts) for a standard 5 attacks at AP3 and a great weapon skill. * '''Webway Portal:''' The new darling of the codex, this once-dubious item can now grant the user and his or her squad/transport a perfect Deep Strike. This means that, if properly placed, you can finally give Wyches (and your Succubus) a damned fine way to finally get into the fleshy parts of the army. More importantly you can bring in things like Medusae with their S4 AP3 templates and a wall of tough and fairly killy Sslyth to protect them. <s>However, Wraithguard being bulky means they take up every slot in the raider.</s> You can't begin the game inside an ally's transport, but thing is: why do you even need it in the first place? Deep Strike is given both to Character and his unit. ** Note on Notation: "'''WWP'''" is used frequently on this page to refer to the ''Webway Portal''. * '''Shadow Field:''' 2++, goes away at the end of the phase in which you failed the save (Consider using Fortune to both keep the Archon alive and really piss your opponent off). If you're serious about having your Archon be something other than a cheap required HQ choice (which a Lhamaean does better anyway) then this should be one of your first choices. Lasting the whole phase is a substantial upgrade letting you keep the invul against any powerfists striking later in the combat or indeed heavy weapons hoping to snipe you off, neither of which you can feel no pain. Superb choice * '''Soul-Trap:''' Cheap upgrade for your Archon that says every time he inflicts an unsaved wound in a challenge on an enemy character, he gains +1 STRENGTH (up to 10). Might be worth taking but squad leaders will refuse your challenge to deny you the bonus (Meaning the Powerfist sarge cant fight you while you kill his friends)and enemy leaders will let your attacks bounce off of their 2+ armour (assuming they do have it, if not let your archite glave succubus handle em). useful against Chaos Marines and SW/Orks supplements as they have to accept challenges. But those 10pts can be spent better elsewhere if you don't intend on constant challenging, it is kinda situational. if you have given the Archon and agoniser (like a good boy/girl) it'll start letting you re roll to wound as soon as you require better than a 4+ to wound (6 ws bejesus attacks at AP3 with effectively shred? whats not to love!)
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