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====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. ** '''Ghostplate Armor:''' 4+ 6++. Most people prefer the Shadow Field, but it makes an okay backup for when/if that fails (assuming your Archon survives it.) ** '''Combat Drugs:''' 10 points to get in on the above. Rarely a bad investment. ** '''Soul Trap:''' Whenever you kill an enemy character or MC, you get to take an LD test. If you pass, you double your strength. With the advent of Challenges, this has become a pretty nasty way for Huskblade Archons to come out of a Challenge swinging for the fences. It's cheap too, so it's probably worth it. Probably not worth it for Haemonculus though, as it cuts into their Arcane Wargear allowance. ** '''Djin Blade:''' 20 points for basically 2 attacks that could rebel against you. Probably not worth it. ** '''Clone Field:''' Negate D3 hits. Funny, especially in a challenge, but most players prefer the more reliable Shadow Field. ** '''Phantasm Grenade Launcher:''' Unit counts as having both Assault and Defensive Grenades...Fuck. Yes. This can often be taken by Unit Champions too (especially the Helliarch) and should always be on the table for said units. Religiously useful, anything that can take this should. ** '''Shadow Field:''' 2++, goes away first time you fail it. If you're serious about having your Archon be something other than a cheap required HQ choice (which Haemonculus do better anyway) then this should be one of your first choices. ** '''Webway Portal:''' Once a staple, now it has to be more carefully considered. Probably most useful for having Incubi or Hellions pop out in the middle of the enemy lines, but since you can't assault out of them now it's a little more risky. They can still work of course, you just have to know what you're doing.
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