Class:Mutant:Archon
From Auto Assault Wiki
According to Auto Assault:
It may not be as obvious as the other two races, but the mighty fervor and zealotry inherent in the Mutant culture requires its own special brand of leadership - a type of Mutant that can shape and mold a proper path for The Changed. These leader or officer positions within the Mutant hierarchy are known simply as Archons.
Mutant Archons can be extremely useful in battle. Usually not found alone, an Archon can act as a religious centerpiece of any Mutant attack, able to single out opponents for rigorous attack, or to increase the passion of a defending ally to extraordinary heights. They do not hang back in battle, however - an Archon is a very capable opponent in battle and should not be underestimated.
The greatest powers of the Archon however lie in the Mutants' abilities to manipulate the Contaminated surroundings on a fundamental level. Archons can call upon phase-formed Contaminated creatures at will. These creatures follow the will of the Archon, and can be very dangerous to vehicles and structures. Archons may even use the environment itself against an opponent, manipulating the atmosphere to create a massive shockwave.
Pretty vague, eh?
The Archon is the Mutant's summoner/caster class. An Archon summons phaseform versions of the irradiated wildlife and fires off skills utilizing contamination damage. Most of an Archon's damage comes from his skills and his summons. The summoner/caster class does not receive a "class damage bonus" on their weapons, so keep that in mind. Some Archons will chose to give up on weapons entirely and use the Pet Focus Combat Mode that causes a No Fire status on their weapons (and is currently bugged so you cannot cause ram damage either, so you can't even run over a stop sign). The Archon also gains a couple of always-on passive auras, fulfilling their "leadership" role.
Supposedly the Archon's primary attribute is Theory, followed by Perception, then Combat, then Tech. I disagree. Especially in the first half of the game, don't waste points in Theory. If you find yourself running short on Energy, buy a new power plant or put some skill points in the passive +Theory skill. Traditionally magic always hits, no questions asked. Auto Assault is far from traditional. Many of the Archon's skills have a bonus +To Hit %, but not all of them. This means if you want your skills to land, you are going to need points in Combat. This doesn't mean you need your Combat as high as a Champion (warrior-type class), but you can't ignore Combat either.
The Archon is the second fastest Mutant, the Avenger is the first. This means the Archon vehicles are fast, but generally lower on +hit point bonuses. Since you can't tell how a vehicle handles until it's too late, I encourage other Archons to post their opinions on the various Archon chassis. Please avoid vague descriptions like "It sucks!" or "It rocks!" Keep in mind, ideal handling is in the eye of the driver.
Blood Ruhk: The starting car. I would give it a C+ across the board for acceleration, handling, top speed, and weight.
Hyrcinian: First available at lv12. A+ on acceleration. B on Top Speed. It's handling is pretty slippery, but not undriveable. I happen to enjoy being able to whip in reverse, e brake, and pull off a 180 slide turn. It also has high torque and very high weight for an Archon chassis.

