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====HQ==== <tabs> <tab name="Archon"> Your warlord more often than not since he is <u>the only HQ that can lead more than just his subfaction</u>, as his re-roll 1s to hit aura for {{WH40Kkeyword|kabal core & incubi}} becomes re-roll 1s for all {{WH40Kkeyword|core}} when leading a '''Realspace Raid''' detachment. His unique 2++ cannot be re-rolled for any reason and shuts down after the first fail, leaving him with the usual 4+ kabal armour save. Starts with a splinter pistol that can be swapped for a nasty blast pistol, and his power sword can be exchanged by either a venom blade, agoniser or huskblade. With okay weapon options the Archon is a decent fighter, but any serious plans for melee should be left to a Master Archon. *One of the things an Archon can do that a Master Archon would be wasted at, however, is using that aura to buff your ranged units, especially your Kabalites, which requires him to leave the safety of a transport. You can use Index options to give him a Blaster and/or Phantasm Grenade Launcher and contribute to firefights/drive-bys. His invuln can protect him from snipers, and he's got a Court bodyguard unit that is cool and also has nice guns. *The blaster is better than the blast pistol, if you can afford it and you're okay with taking an index option, as pistols are usable in melee only during ongoing combats that happen during your turn. </tab> <tab name="Master Archon (Upgrade)"> Akin to a Chapter Master upgrade, you can upgrade an Archon to Master Archon, unlocking one unit of Kabalite Trueborn warriors and an exclusive relic and warlord trait. His place is in melee, with '''Splintered Genius''' allowing him to fight twice once per game. *'''Relic - Soulhelm:''' All attacks against the Master Archon take -1 to hit, and he receives a 5+++ FNP. Unlike other relic armours that basically don't exist up until your 2++ fails, the Soulhelm works in tandem with the Archon's abilities: the -1 to hit helps preserve the invuln against most things, as fewer hits equal fewer chances to fail (except vs already unwieldy weapons like fists). Additionally, the FnP helps protect against MWs that would normally pass unfiltered. *'''Warlord Trait - Consummate Weaponmaster:''' +1D for the Master Archon's non-relic melee weapons, fixing his main problem: a lack of multi D blades with good to-wound rolls. This frees the Archon to take a non-blade relic, like the Animus Vitae or Soulhelm. Otherwise you'd NEED the Djinn Blade for his melee to be relevant at all. Upgrading to a Master Archon is ubiquitous if you're seriously considering sending him into melee at the head of his henchmen. The basic power sword is fine vs GEQ, the agoniser is fine vs armored infantry, and the venom blade is good against things that don't rely on armour saves, like harlequins. All of those can be upgraded to D2 to kill marines with the WT. Meanwhile, the huskblade's natural D2 is wasted on S3; swap it for the Djinn Blade if you can afford it, turning your Archon into something comparable to a named character. </tab> </tabs> '''Ynnari note:''' A thing to keep in mind with an Ynnari Archon is you get a quality of life bonus. Simply put, your re-roll 1s bubble will not only affect your Kabal units, but your other Ynnari Drukhari too! Kabalites, Wyches, Incubi, etc. This opens up a wide variety of opportunities, so be mindful of the tricks you can pull that the others can't.
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