Archon (Warhammer 40,000)
Archons are leaders of the various Kabals of the Dark Eldar. Masters of intrigue, plotting and bloody murder, they lead the attacks on realspace to raid for slaves and raw materials. Being an Archon comes with many perks (having thousands of minions to order around), but your immediate inferiors, the Dracons, are more than happy to arrange for you to ingest a very lethal poison or come up with a case of Sudden Decapitation Syndrome. Your rivals, the leaders of other Kabals are more often than not at your throat as well; either literally to get rid of you or metaphorically to make you their vassal. Or they are made to fight you by powerful people like Asdrubael Vect.
Being the big bobby G. Archons have access to the most powerful weapons, equipment, and artifacts available to their Kabal, and as such are frequently seen using amazingly advanced technologies when they deem it necessary to appear on the field of battle. More often than not, an Archon usually fights dirty with cheap tactics and cheats. Most Archons typically arm themselves with a splinter pistol, though some may carry more powerful Darklight Weaponry such as a Blast pistol or even a blaster. Some Archons, preferring close combat, may boost themselves with combat drugs more commonly used by Wyches. They also may carry many kind of blades usually tipped with poison or just common powerblades. Whips such as the Agonisers and Electrocorrosive Whip are also popular. In terms of defense, Archons wear only a light pressurized neuro-responsive body armor, allowing them to traverse vacuum when necessary and shrug off most civilian arms fire. However like all 'evil' factions in 40k who have the need to shout out on how evil they are, Archons often decorate with the corpse and skulls of their victims (as if the 'good' Imperials never do this). Sometimes they possess the lightweight Ghostplate Armour which also incorporates minor forcefield technology. All in all, Archons from 40k range from Awesome in the case of Vect to utter Fail in the case of Tahril.
Archons are solid overall, with tons of Wargear options, including the Huskblade (an AP3 instant death weapon), which is more or less the nightmare of any unnamed character in the game (except a space marine commander that has taken a shield eternal, because space marines want to make you cry). Shadow Field is borderline-mandatory and goes in practically every Dark Eldar army list with an archon - almost everything else is up to you to pick, though power swords, as always, are good ideas (provided you want AP 3 and can't afford an Agonizer, Djinn Blade, or Huskblade; if you wanted AP 2 or Concussive, you need a different HQ). An Agonizer is also a good choice (and if you end up in a situation where it's not worth it, IE against Grots, you've used the unit entirely wrong).
|Forces of the Dark Eldar|
|Command:|| Archons - Haemonculi - Kabalite Trueborn |
Lhamaeans - Medusae - Sslyth - Succubi
|Troops:|| Beastmasters - Commorragh Slaves - Grotesques |
Hellions - Incubi - Kabalite Warriors - Mandrakes
Scourges - Wracks - Wyches
|Beasts:||Clawed Fiends - Khymerae - Razorwing Flocks - Ur-Ghuls|
|Pain Engines:||Cronos Parasite Engines - Talos Pain Engines|
|Vehicles:|| Raiders - Raven Fighters - Razorwing Jetfighters |
Reapers - Reaver Jetbikes - Venoms
|Super Heavies:||Ravagers - Tantali - Voidraven Bombers|