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The Horus Heresy: Legions
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==Neutral Decks== Imperial Army, Mechanicum, and Chaos are included here. Whilst Legion Warlords can take cards from any of the Neutral decks (except for Daemons of the Ruinstorm ; see above), the Neutral Warlords can only take cards from other Neutral decks, which is a pretty big handicap. To compensate, Neutral Warlords typically have more immediately powerful abilities and attributes than Legion Warlords. Their 40 hp warlords also don't have an awakened form, for some reason. And yes, you can have Chaos cards in Loyalist Warlord decks, move along.. ===Imperial Army=== Warlords: Colonel Ornatov, Lucretia Elunnirai, Lotara Sarrin, Thaddeus Fayle, Callidus Assassain, Sergeant Cork, Saul Niborran. Lots of Frontline, cheap infantry, expensive vehicles, and structures - usually with buffing effects for troops or ways of generating more troops. No unique mechanics or focus but almost every deck will benefit from them, especially their Front Line stuff. Several cards have the Solar Auxilla type, giving additional Synergies. ===Mechanicum=== Warlords: Kelbor Hal, Caleb Decima, Tacitus Proctor, Myrmidion Destructor, [[Anacharis Scoria]] Varied troops and vehicles with a variety of buffs, debuffs, and other effects, as well as healing for vehicles and structures. Big focus on vehicle support. A few of their units and commanders generate mechadendrites - cheap buffs with a variety of effects. Have unique card Death of Innocence that makes every Mechanicum troop receive Mark of Chaos upon being put on the board, which gives strange synergies with other Chaos mechanics. ===Chaos=== Warlords: Ingethel, Canis Vertex, Captured Mandragorax, Chaos Spawn OHGODNOIDIDN'TMEANARRRGHGHGLGPGP, Argakho Goreborn. A variety of aggressive unit types, debuffs and damaging effects, usually with an indiscriminate or random targeting / damage. Their main shtick is Chaos Marks and Daemons. Chaos Marks are random but cheap buffs (one per Chaos god). If you manage to get all 4 on a non-daemon troop (you won't get the same twice, so you'll only need 4), they turn into one of the greater Daemon cards, which can be pretty powerful if you can get them off early. Daemons are (generally) pretty powerful units for their cost but they all have maintenance, which subtracts a given value from your total energy pool, which can be a handicap mid/late game. A few commanders and units can reduce maintenance or circumvent it completely. Also have access to (possessed) Titan warlords rather than the Mechanicum, for some reason.. Some cards have the Cultist keyword, granting additional synergies.
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