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		<id>http://2d4chan.org/mediawiki/index.php?title=The_Horus_Heresy:_Legions&amp;diff=485522</id>
		<title>The Horus Heresy: Legions</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Horus_Heresy:_Legions&amp;diff=485522"/>
		<updated>2019-07-24T00:29:48Z</updated>

		<summary type="html">&lt;p&gt;2601:C3:8000:87BF:8DEF:18F4:5F26:A6AC: /* XX Legion: Alpha Legion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
&#039;&#039;&#039;Horus Heresy: Legions&#039;&#039;&#039; is a card game for mobile released by Everguild. The card game focus in each of the 30K Space Marine Legions and their conflict through the Age of Darkness (though you have a few Imperial Army Commanders, Mechanicum and Deamons in here). The card game can be surprisingly strategic, and not as RNG focused as say, Hearthstone. The game uses a basic resource called energy, with a max of 10 per turn and has a standard competitive ladder (named after different planets and battlefields of the Heresy), practice modes, and &amp;quot;Events&amp;quot; - narrative themed challenges with a selection of 3 sealed format decks per 4 warlords, which are occasionally ones that cannot be acquired in the main game (although some are introduced after being balanced) and let players try out Warlords they wouldn&#039;t normally have access to. Some Events will have unusual rules or conditions, like playing as Titan&#039;s or Super Heavy Tanks with exaggerated health and abilities.&lt;br /&gt;
&lt;br /&gt;
==Warlords==&lt;br /&gt;
Warlords are your center characters of the game, with each possessing special abilities that differentiate them from each other. Each faction have their own unique commanders, along with each legion’s Primarch. Primarchs differ from other warlords by having an alternative form (such as Daemon Primarchs) as a card that can only be played (or reduced in cost to be playable) under certain conditions, like having a certain number of troops die, being reduced to one health, or triggering a certain number of effects per game. They then heal a set amount of health and are buffed in some way, along with their special ability changing.&lt;br /&gt;
&lt;br /&gt;
Warlords also vary in terms of starting hp (30, 35, and 40) and their initiative (Low, Medium, and High) which defines who goes first. If both Warlords have the same initiative, then it becomes a 50/50 chance. Despite the apparent advantage of higher hp, lower hp Warlords will often have more useful abilities, higher initiative, or additional advantages like starting with extra cards, extra energy, having unique cards, or other abilities like Relentless or Battle Honour (discussed later) to compensate, so having a Primarch with 10 extra HP isn&#039;t an automatic I WIN button. It should also be noted that unlike several other card games (Hearthstone springs to mind) your Warlord can always deal damage and - in the case of some Legions (like World Eaters, Night Lords, or Custodes) - will depend on them as part of their overall strategy - Angron and Sevetar are built around this, for example.&lt;br /&gt;
&lt;br /&gt;
==Legions==&lt;br /&gt;
Each legion have their own &amp;quot;shitck&amp;quot; as it should be, and some special abilities. So far Everguild released the following Legions:&lt;br /&gt;
&lt;br /&gt;
===I Legion: [[Dark Angels]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
&lt;br /&gt;
===III Legion: [[Emperor&#039;s Children]]===&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Children&#039;&#039;&#039;: Fulgrim Perfect Boys. Their main skill is &amp;quot;Perfection&amp;quot; which activates if you spend the rest of your Energy on that card it triggers some special effect (drawing a card, for instance). Have lots of ways to reduce cost of cards. They also have a lot (but not all) of &amp;quot;Battle Honour&amp;quot; cards, which trigger an effect when a unit with it kills another. Their playstyle relies on timing effective combos and ensuring you can trigger as many Perfection effects as possible to gain the advantage.&lt;br /&gt;
&lt;br /&gt;
===IV Legion: [[Iron Warriors]]===&lt;br /&gt;
*&#039;&#039;&#039;Iron Warriors&#039;&#039;&#039;: Using Siege, an ability to &amp;quot;prepare&amp;quot; for one turn, and allowing you to use it whenever you want. Said abilities are usually preportionately strong - one card has the ability to deal 15 damage to the enemy warlord. The disadvantage is that the enemy will usually have at least two turns to eliminate a seige unit before they can do something. They have lots of front lines as well as lots of ways to do damage to and destroy front lines and vehicles. Also have a theme of damaging/destroying their troops for buffs and generating new troops and recycling cards back into their deck.&lt;br /&gt;
&lt;br /&gt;
===V Legion: [[White Scars]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
&lt;br /&gt;
===VI Legion: [[Space Wolves]]===&lt;br /&gt;
&lt;br /&gt;
Very aggressive cards that rely on having lots of board control to maximise utility. Have two unique mechanics ; &amp;quot;Ward&amp;quot; makes a troop or warlord unable to be targeted by enemy tactics or abilities (random or blanket targeting still works). &amp;quot;Pack&amp;quot; triggers beneficial effects when allied units attack. Have a fair number of Beserk and Bloodthirst cards too. Appropriately, they are rather effective against the Thousand Sons, with Ward providing cover for many of the Thousand Son&#039;s tactics and unit abilities.&lt;br /&gt;
&lt;br /&gt;
===VII Legion: [[Imperial Fists]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
&lt;br /&gt;
===VIII Legion: [[Night Lords]]===&lt;br /&gt;
*&#039;&#039;&#039;Night Lords&#039;&#039;&#039;: Terror for the bully boys. Troops won&#039;t take damage when the enemy has less attack than you do, which synergises well with their plentiful debuffs for enemy attack power. They also get the ability to stop enemy troops from attacking, which you will need because your troops can&#039;t take as much of a hit as other legions. Lots of flank, unstoppable, conditional fast, and stealth.&lt;br /&gt;
&lt;br /&gt;
===IX Legion: [[Blood Angels]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
&lt;br /&gt;
===X Legion: [[Iron Hands]]===&lt;br /&gt;
*&#039;&#039;&#039;Iron Hands&#039;&#039;&#039;: Focused on Relentless cards, which activate at the start of each turn. Also have tons of healing and board clears as well as some powerful vehicles which can be created by Captured Forge. Their game plan is typically to either use their healing and board clears to outlast the enemy before dropping heavy units in the late game or to build a board of relentless buffing troops whose stats snowball out of control.&lt;br /&gt;
&lt;br /&gt;
===XII Legion: [[World Eaters]]===&lt;br /&gt;
*&#039;&#039;&#039;World Eaters&#039;&#039;&#039;:THE aggro legion. Their gameplan is to hit the opposing warlord in the face every turn and kill him quickly. Have a lot of units with abilities that proc when damaged. Also have lots of board clears that damage themselves and the enemy. Their unique mechanics are Berserk (which forces the troop or Warlord to attack each turn - the only ability that can be a disadvantage) Rage, which triggers an effect when the unit takes damage, and they have a lot of cards with Bloodthirst, which lets a unit act twice. As a result, the World Eaters also have a lot of cheap tactics that inflict damage, as well as tactics that buff damaged troops.&lt;br /&gt;
&lt;br /&gt;
===XIII Legion: [[Ultramarines]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
&lt;br /&gt;
===XIV Legion: [[Death Guard]]===&lt;br /&gt;
*&#039;&#039;&#039;Death Guard&#039;&#039;&#039;: Mortarion&#039;s own boys. They focus on poison (kills enemies in the following turn), high health front line troops, and healing themselves. Also have a lot of troops with backlash- abilities that trigger on destruction of the troop.Deathshroud is an 8/8 troop whose backlash ability spawns another Deathshroud!&lt;br /&gt;
&lt;br /&gt;
===XV Legion: [[Thousand Sons]]===&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons&#039;&#039;&#039;: Wizards doing Wizard things. All their Warlords and a few of their units generate Psychic Power per turn ; an additional resource a bit like energy that you can use to play tactics or unit abilities.  The upside of this is that if you manage your energy and psychic energy well, you can unleash all of the mind bullet dakka - do it badly or lose your crucial generating troops and you&#039;ll be forced to play like a more conventional legion (and lose). Their other mechanics include precognition, which stops friendly units being attacked (tactics and abilities are still bueno) and Reflection, which allows tactics to be cast as many times in the same turn as you have energy / psychic power to cast it. Because they got released in Yin-Yang with the Space Wolves, Precognition is a useful counter for the Space Wolves aggresive troops.&lt;br /&gt;
&lt;br /&gt;
===XVI Legion: [[Luna Wolves]]/[[Sons of Horus]]===&lt;br /&gt;
*&#039;&#039;&#039;Sons of Horus&#039;&#039;&#039;: The Warmasters own, and the first deck you get with Loken as its center Warlord. A jack of all trades faction with a focus on drop pods, direct damage, and card draw, with a smattering of Chaos synergy on the side. All of their warlords&#039; abilities do direct damage, draw a card, or both.&lt;br /&gt;
&lt;br /&gt;
===XVII Legion: [[Word Bearers]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
&lt;br /&gt;
===XVIII Legion: [[Salamanders]]===&lt;br /&gt;
*&#039;&#039;&#039;Salamanders&#039;&#039;&#039;: Vulkan&#039;s own boys, focused on fire (mostly attacking multiple enemies), &amp;quot;Survivor&amp;quot; (which allows it to survive and heal a set amount of health when it has its health reduced to 0 by damage), and Sacrifice (very Salamanders, as when they are reduced to 0 health while attacking an enemy, an effect is triggered, hopefully activating &amp;quot;Survivor&amp;quot; and bringing the unit back (where they can potentially activate their Sacrifice ability again). They are a slow faction and lack fast or flank units and only have 2 direct damage tactics, both of which only do 2 damage per target. Rely heavily on troops and board presence to win. Can struggle to take the board back if they lose it.&lt;br /&gt;
&lt;br /&gt;
===XIX Legion: [[Raven Guard]]===&lt;br /&gt;
*&#039;&#039;&#039;Raven Guard&#039;&#039;&#039;: Corax flighties. Focused on Stealth (making the unit untargetable), Sneak Attack (causing damage on attack without taking it back), Flank (allowing a troop to attack another troop immediately when summoned) and their own special skill &amp;quot;Sentence&amp;quot; (additonal damage caused to a unit that is marked as sentenced).&lt;br /&gt;
&lt;br /&gt;
===XX Legion: [[Alpha Legion]]===&lt;br /&gt;
*&#039;&#039;&#039;Alpha Legion&#039;&#039;&#039;: Alpharius&#039; Alpharius. They have special tactics like Orders, that target enemy units and forcing them to use certain abilities and traps, which insert cards into the opponents deck and cause negative effects when drawn. Play very different from other factions and currently the only faction that can mill the opponent&#039;s deck and use fatigue damage as a win condition. All their Warlords also start each game as an &#039;anonymous&#039; Legionary which can then be revealed at any point by the Alpha Legion player, along with healing the difference in health at the same time, thus simulating the &amp;quot;I am Alpharius&amp;quot; thing. They also have a tactic that allows them to become a different Alpha legion warlord. This tactic can be copied by opponents using certain cards like Jubak Starsight. This means that a warhound titan can transform into Alpharius.&lt;br /&gt;
&lt;br /&gt;
===Adeptus Custodes===&lt;br /&gt;
&lt;br /&gt;
*The Fabulous Boys in Gold. Soft focus on front line units, with lots of flank, and disproportionately high stats for their relative cost. They also get &amp;quot;First Strike&amp;quot;, where they don&#039;t take any damage if they kill an opposing troop. The downside is that many of their units have the Sentinel ability, meaning that you cannot draw new cards per turn whilst the card is in play. A lot of their tactics and unit abilities revolve around card draw and troop generation, so you need to keep your hand full or you&#039;ll lose. It&#039;s also worth noting that they have a unique Custodes troop type, which can affect other cards in the neutral decks work (or don&#039;t) with them.&lt;br /&gt;
&lt;br /&gt;
==Neutral Decks==&lt;br /&gt;
Imperial Army, Mechanicum, and Chaos are included here. Whilst Legion Warlords can take cards from any of the Neutral decks, the Neutral Warlords can only take cards from other Neutral decks, which is a pretty big handicap. And yes, you can have Chaos cards in Loyalist Warlord decks, move along..&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imperial Army&#039;&#039;&#039;: 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. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanicum&#039;&#039;&#039;: Varied troops and vehicles with a variety of buffs, debuffs, and other effects, as well as healing for vehicles and structures. A few of their units and commanders generate mechadendrites - cheap buffs with a variety of effects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos&#039;&#039;&#039;: A variety of aggressive unit types, debuffs and damaging effects, usually with an indiscriminate or random targetting / damage. Their main shtick is Chaos Marks and Deamons. Chaos Marks are random but cheap buffs (one per Chaos god). If you manage to get all 4 on a non-deamon troop (you won&#039;t get the same twice, so you&#039;ll only need 4), they turn into one of the greater Deamon cards, which can be pretty powerful if you can get them off early. Deamons 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.&lt;br /&gt;
&lt;br /&gt;
==Card Attributes==&lt;br /&gt;
&lt;br /&gt;
Whilst various legions specialise in a few unique abilties, this doesn&#039;t necessarily mean only they will have them. Blue abilities cost energy to activate. Grey Abilities are persistant. Red abilties are Seige - an Iron Warriors exclusive - and works a bit like a regular Blue ability, except that it takes a turn to charge and then can be activated at the controllers discretion. They&#039;re usually a lot stronger than most unit abilities and your opponent will try to murder them first. Purple Abilties are Psychic abilites and can only be activated with Psychic Energy. They&#039;re Thousand Sons exclusive. Some abilities will also cancel out the effects of others ; you can apply Stealth to a Front Line unit, but then Front Line won&#039;t work until the unit is unstealthed. &lt;br /&gt;
&lt;br /&gt;
* Backlash : Triggers an effect when a unit dies.&lt;br /&gt;
* Battle Honour : Does something when one unit defeats another, although it has to actually survive too.&lt;br /&gt;
* Beserk : Unit has to act every turn. World Eaters have a lot of these.&lt;br /&gt;
* Blood Thirst: Unit can act twice per turn. World Eaters and Space Wolves love these.&lt;br /&gt;
* Can&#039;t Attack : Self explanatory, usually on Structure type troops but occasionally an appliable debuff. Night Lords like this a lot.&lt;br /&gt;
* Cleave : Deals a set amount of damage to the units on either side of the unit attacked. Good at circumventing Front Line.&lt;br /&gt;
* Drop Pod : Gives the troop a 2 hp shield until their next turn after being played, giving cheap or fragile cards a chance to do something.&lt;br /&gt;
* Fast : Troops can attack the moment they come into play. Usually on glass cannon cards.&lt;br /&gt;
* First Strike : Custodes only. You won&#039;t take damage attacking if you kill the opposing troop (and technically the Warlord but that&#039;s a very rare scenario to avoid drawing).&lt;br /&gt;
* Flank : Like fast, but can only attack other troops out the gate.&lt;br /&gt;
* Front Line: Troops with this have to be attacked first before attacking the warlord or non-frontline troops. You will need them in your deck.&lt;br /&gt;
* Jam : Gets rid of any buffs, malus&#039;, or special abilities on a card. Using it on your own units can result in some fun things, like buildings attacking or getting rid of Maintenance on Daemons..&lt;br /&gt;
* Mark of Chaos: Gives the (non daemon) troop one of four random Mark of Chaos buffs. Get all 4 on one troop and they&#039;ll turn into a greater deamon card.&lt;br /&gt;
* Maintenance: Deamon exclusive - subtracts a given amount of energy from your total pool whilst the deamon card is in play.&lt;br /&gt;
* Pack : Space Woof unique ability. Activates an effect whenever another friendly unit attacks. With a packed board, this is incredibly powerful. &lt;br /&gt;
* Perfection : Emperor&#039;s Children signiture ability. Causes additional effects if the card being played uses all the remaining energy from your pool.&lt;br /&gt;
* Poisonous : when applied to a troop, makes it&#039;s attacks kills the affected troop at the end of the controllers next turn. Usually used to prompt the affected player to throw that troop away, as it&#039;s going to die anyway. Death Guard have most of these but a few other decks have cards that can remove the effect.&lt;br /&gt;
* Psyker : Thousand Son&#039;s exclusive. Generates x amount of psyhcic energy per turn, which is used by the TS&#039;s to pay for tactics and unit abilites. You will want a lot of it.&lt;br /&gt;
* Precognition : Thousand Son&#039;s unique ability. Units with this (usually a buff, but a tiny number of units have this PERMANENTLY) cannot be attacked by other units. Kill them with abilities or tactics instead. Good against Space Wolves. Worth of note, one of the Custodes warlords, Arascid Nassau, has an ability that can give him this if he kills an enemy with it.&lt;br /&gt;
* Rage : Triggers an effect when directly damaged. World Eaters have most of these.&lt;br /&gt;
* Rally : Does something when the card is played out of the hand. Nice and easy.&lt;br /&gt;
* Relentless : Iron Hand&#039;s favorite. Triggers an effect at the beggining of every turn AFTER the card is played. Kill them quickly before they snowball out of control.&lt;br /&gt;
* Reflection : Thousand Son&#039;s unique ability. Usually a base part of their tactics but some of their troops can confer this on other cards. It lets you cast a Psychic Power tactic as many times in that turn as you have Psyhcic Energy to cast it. &lt;br /&gt;
* Sacrifice : Salamanders exclusive - activates an effect when the troop dies whilst ATTACKING another unit. Synergies nicely with Survivor.&lt;br /&gt;
* Secret Order : Alpha Legion exclusive. Applied to an opponents troops, and triggers negative effects under certain conditions, like playing another troop, or attacking a warlord. The kicker is that you don&#039;t know which trap Secret Order was played until you activate it&#039;s condition.&lt;br /&gt;
* Sentenced: Raven Guard exclusive - applies a malus to enemy units to a given value. Attacking that unit then causes additional damage to the value of how many Sentenced markers are on the target.&lt;br /&gt;
* Sentinel : Custodes exclusive. The only flatout negative effect in the game so far. If a troop with this is in play, you won&#039;t draw any cards at the beggining of each turn. You&#039;ll want to find ways to get around it.&lt;br /&gt;
* Sneak Attack: Attacking doesn&#039;t damage you back.&lt;br /&gt;
* Shield: Creates a 1 hp shield on a troop that persists till it&#039;s destroyed. Useful on those glass cannon troops.&lt;br /&gt;
* Stealth: The unit is untargetable until it attacks or the duration specified expires. Doesn&#039;t prevent random or blanket targetting though.&lt;br /&gt;
* Stun: Self explanatory, lasts till your next turn and also stops units from using abilities. They&#039;ll still deal damage if attacked though.&lt;br /&gt;
* Survivor: Keeps the troop (and irritating warlord - looking at you, Vulkan) alive after being destroyed, to a set value of health. This doesn&#039;t trigger effects that are conditional on killing an enemy unit, like Battle Honour.&lt;br /&gt;
* Terror : Night Lord&#039;s unique attribute. Attacking units don&#039;t take damage if their attack power is higher than their opponents. Thematically appropriate for the Night Lords.&lt;br /&gt;
* Trap : Alpha Legion exclusive - these are shuffled into the opponents deck and cause a negative effect when drawn - one forces you to draw more cards, so you can mill your own deck or get caught drawing more Trap Cards. As with Secret Orders, they aren&#039;t identified when initially played ; you&#039;ll know a trap was played but not which one.&lt;br /&gt;
* Unstoppable: Allows troops to circumvent Front Line troops.&lt;br /&gt;
* Ward : Space Wolf exclusive. Makes the unit untargetable by enemy abilities and tactics - as with Stealth, random or blanket targetting will still work. Good against Thousand Sons.&lt;br /&gt;
&lt;br /&gt;
==Getting Started and Getting Cards==&lt;br /&gt;
The game provide a few ways for getting cards. First, the currencies are gold and gems. Gems only come from crates (card packs), while gold can be purchased in the store. You can also get tickets for Events, which are focused on pre constructed decks used against each other.&lt;br /&gt;
&lt;br /&gt;
Most of the games rewards are the &amp;quot;crates&amp;quot; that can give you gold, gems and obivously, cards. The few ways you can earn them:&lt;br /&gt;
&lt;br /&gt;
* Doing the Daily Mission which can be done in both Practice and Ranked modes by winning games.&lt;br /&gt;
* Challenge, also daily, usually dictating some specific kind of unit, deck or type of action that you have do it many times (like hitting an enemy Warlord with your own). If you do it enough times, you can get a better crate.&lt;br /&gt;
* Free Crate that shows up each 6 hours (though its obviously not as good as the other crates, it can give some good rewards).&lt;br /&gt;
* Events Wins. For every two wins, you can get a better crate with better rewards while doing Events.&lt;br /&gt;
&lt;br /&gt;
==Places to check==&lt;br /&gt;
*&#039;&#039;&#039;Communities:&#039;&#039;&#039;&lt;br /&gt;
**https://www.reddit.com/r/HorusHeresyLegions/&lt;br /&gt;
**https://discordapp.com/invite/vZzJGRp&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2601:C3:8000:87BF:8DEF:18F4:5F26:A6AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Horus_Heresy:_Legions&amp;diff=485521</id>
		<title>The Horus Heresy: Legions</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Horus_Heresy:_Legions&amp;diff=485521"/>
		<updated>2019-07-24T00:27:05Z</updated>

		<summary type="html">&lt;p&gt;2601:C3:8000:87BF:8DEF:18F4:5F26:A6AC: /* XVIII Legion: Salamanders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
&#039;&#039;&#039;Horus Heresy: Legions&#039;&#039;&#039; is a card game for mobile released by Everguild. The card game focus in each of the 30K Space Marine Legions and their conflict through the Age of Darkness (though you have a few Imperial Army Commanders, Mechanicum and Deamons in here). The card game can be surprisingly strategic, and not as RNG focused as say, Hearthstone. The game uses a basic resource called energy, with a max of 10 per turn and has a standard competitive ladder (named after different planets and battlefields of the Heresy), practice modes, and &amp;quot;Events&amp;quot; - narrative themed challenges with a selection of 3 sealed format decks per 4 warlords, which are occasionally ones that cannot be acquired in the main game (although some are introduced after being balanced) and let players try out Warlords they wouldn&#039;t normally have access to. Some Events will have unusual rules or conditions, like playing as Titan&#039;s or Super Heavy Tanks with exaggerated health and abilities.&lt;br /&gt;
&lt;br /&gt;
==Warlords==&lt;br /&gt;
Warlords are your center characters of the game, with each possessing special abilities that differentiate them from each other. Each faction have their own unique commanders, along with each legion’s Primarch. Primarchs differ from other warlords by having an alternative form (such as Daemon Primarchs) as a card that can only be played (or reduced in cost to be playable) under certain conditions, like having a certain number of troops die, being reduced to one health, or triggering a certain number of effects per game. They then heal a set amount of health and are buffed in some way, along with their special ability changing.&lt;br /&gt;
&lt;br /&gt;
Warlords also vary in terms of starting hp (30, 35, and 40) and their initiative (Low, Medium, and High) which defines who goes first. If both Warlords have the same initiative, then it becomes a 50/50 chance. Despite the apparent advantage of higher hp, lower hp Warlords will often have more useful abilities, higher initiative, or additional advantages like starting with extra cards, extra energy, having unique cards, or other abilities like Relentless or Battle Honour (discussed later) to compensate, so having a Primarch with 10 extra HP isn&#039;t an automatic I WIN button. It should also be noted that unlike several other card games (Hearthstone springs to mind) your Warlord can always deal damage and - in the case of some Legions (like World Eaters, Night Lords, or Custodes) - will depend on them as part of their overall strategy - Angron and Sevetar are built around this, for example.&lt;br /&gt;
&lt;br /&gt;
==Legions==&lt;br /&gt;
Each legion have their own &amp;quot;shitck&amp;quot; as it should be, and some special abilities. So far Everguild released the following Legions:&lt;br /&gt;
&lt;br /&gt;
===I Legion: [[Dark Angels]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
&lt;br /&gt;
===III Legion: [[Emperor&#039;s Children]]===&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Children&#039;&#039;&#039;: Fulgrim Perfect Boys. Their main skill is &amp;quot;Perfection&amp;quot; which activates if you spend the rest of your Energy on that card it triggers some special effect (drawing a card, for instance). Have lots of ways to reduce cost of cards. They also have a lot (but not all) of &amp;quot;Battle Honour&amp;quot; cards, which trigger an effect when a unit with it kills another. Their playstyle relies on timing effective combos and ensuring you can trigger as many Perfection effects as possible to gain the advantage.&lt;br /&gt;
&lt;br /&gt;
===IV Legion: [[Iron Warriors]]===&lt;br /&gt;
*&#039;&#039;&#039;Iron Warriors&#039;&#039;&#039;: Using Siege, an ability to &amp;quot;prepare&amp;quot; for one turn, and allowing you to use it whenever you want. Said abilities are usually preportionately strong - one card has the ability to deal 15 damage to the enemy warlord. The disadvantage is that the enemy will usually have at least two turns to eliminate a seige unit before they can do something. They have lots of front lines as well as lots of ways to do damage to and destroy front lines and vehicles. Also have a theme of damaging/destroying their troops for buffs and generating new troops and recycling cards back into their deck.&lt;br /&gt;
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===V Legion: [[White Scars]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
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===VI Legion: [[Space Wolves]]===&lt;br /&gt;
&lt;br /&gt;
Very aggressive cards that rely on having lots of board control to maximise utility. Have two unique mechanics ; &amp;quot;Ward&amp;quot; makes a troop or warlord unable to be targeted by enemy tactics or abilities (random or blanket targeting still works). &amp;quot;Pack&amp;quot; triggers beneficial effects when allied units attack. Have a fair number of Beserk and Bloodthirst cards too. Appropriately, they are rather effective against the Thousand Sons, with Ward providing cover for many of the Thousand Son&#039;s tactics and unit abilities.&lt;br /&gt;
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===VII Legion: [[Imperial Fists]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
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===VIII Legion: [[Night Lords]]===&lt;br /&gt;
*&#039;&#039;&#039;Night Lords&#039;&#039;&#039;: Terror for the bully boys. Troops won&#039;t take damage when the enemy has less attack than you do, which synergises well with their plentiful debuffs for enemy attack power. They also get the ability to stop enemy troops from attacking, which you will need because your troops can&#039;t take as much of a hit as other legions. Lots of flank, unstoppable, conditional fast, and stealth.&lt;br /&gt;
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===IX Legion: [[Blood Angels]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
&lt;br /&gt;
===X Legion: [[Iron Hands]]===&lt;br /&gt;
*&#039;&#039;&#039;Iron Hands&#039;&#039;&#039;: Focused on Relentless cards, which activate at the start of each turn. Also have tons of healing and board clears as well as some powerful vehicles which can be created by Captured Forge. Their game plan is typically to either use their healing and board clears to outlast the enemy before dropping heavy units in the late game or to build a board of relentless buffing troops whose stats snowball out of control.&lt;br /&gt;
&lt;br /&gt;
===XII Legion: [[World Eaters]]===&lt;br /&gt;
*&#039;&#039;&#039;World Eaters&#039;&#039;&#039;:THE aggro legion. Their gameplan is to hit the opposing warlord in the face every turn and kill him quickly. Have a lot of units with abilities that proc when damaged. Also have lots of board clears that damage themselves and the enemy. Their unique mechanics are Berserk (which forces the troop or Warlord to attack each turn - the only ability that can be a disadvantage) Rage, which triggers an effect when the unit takes damage, and they have a lot of cards with Bloodthirst, which lets a unit act twice. As a result, the World Eaters also have a lot of cheap tactics that inflict damage, as well as tactics that buff damaged troops.&lt;br /&gt;
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===XIII Legion: [[Ultramarines]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
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===XIV Legion: [[Death Guard]]===&lt;br /&gt;
*&#039;&#039;&#039;Death Guard&#039;&#039;&#039;: Mortarion&#039;s own boys. They focus on poison (kills enemies in the following turn), high health front line troops, and healing themselves. Also have a lot of troops with backlash- abilities that trigger on destruction of the troop.Deathshroud is an 8/8 troop whose backlash ability spawns another Deathshroud!&lt;br /&gt;
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===XV Legion: [[Thousand Sons]]===&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons&#039;&#039;&#039;: Wizards doing Wizard things. All their Warlords and a few of their units generate Psychic Power per turn ; an additional resource a bit like energy that you can use to play tactics or unit abilities.  The upside of this is that if you manage your energy and psychic energy well, you can unleash all of the mind bullet dakka - do it badly or lose your crucial generating troops and you&#039;ll be forced to play like a more conventional legion (and lose). Their other mechanics include precognition, which stops friendly units being attacked (tactics and abilities are still bueno) and Reflection, which allows tactics to be cast as many times in the same turn as you have energy / psychic power to cast it. Because they got released in Yin-Yang with the Space Wolves, Precognition is a useful counter for the Space Wolves aggresive troops.&lt;br /&gt;
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===XVI Legion: [[Luna Wolves]]/[[Sons of Horus]]===&lt;br /&gt;
*&#039;&#039;&#039;Sons of Horus&#039;&#039;&#039;: The Warmasters own, and the first deck you get with Loken as its center Warlord. A jack of all trades faction with a focus on drop pods, direct damage, and card draw, with a smattering of Chaos synergy on the side. All of their warlords&#039; abilities do direct damage, draw a card, or both.&lt;br /&gt;
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===XVII Legion: [[Word Bearers]]===&lt;br /&gt;
NOT YET RELEASED&lt;br /&gt;
&lt;br /&gt;
===XVIII Legion: [[Salamanders]]===&lt;br /&gt;
*&#039;&#039;&#039;Salamanders&#039;&#039;&#039;: Vulkan&#039;s own boys, focused on fire (mostly attacking multiple enemies), &amp;quot;Survivor&amp;quot; (which allows it to survive and heal a set amount of health when it has its health reduced to 0 by damage), and Sacrifice (very Salamanders, as when they are reduced to 0 health while attacking an enemy, an effect is triggered, hopefully activating &amp;quot;Survivor&amp;quot; and bringing the unit back (where they can potentially activate their Sacrifice ability again). They are a slow faction and lack fast or flank units and only have 2 direct damage tactics, both of which only do 2 damage per target. Rely heavily on troops and board presence to win. Can struggle to take the board back if they lose it.&lt;br /&gt;
&lt;br /&gt;
===XIX Legion: [[Raven Guard]]===&lt;br /&gt;
*&#039;&#039;&#039;Raven Guard&#039;&#039;&#039;: Corax flighties. Focused on Stealth (making the unit untargetable), Sneak Attack (causing damage on attack without taking it back), Flank (allowing a troop to attack another troop immediately when summoned) and their own special skill &amp;quot;Sentence&amp;quot; (additonal damage caused to a unit that is marked as sentenced).&lt;br /&gt;
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===XX Legion: [[Alpha Legion]]===&lt;br /&gt;
*&#039;&#039;&#039;Alpha Legion&#039;&#039;&#039;: Alpharius&#039; Alpharius. They have special tactics like Orders, that target enemy units and forcing them to use certain abilities and traps, which insert cards into the opponents deck and cause negative effects when drawn. Play very different from other factions and currently the only faction that can mill the opponent&#039;s deck and use fatigue damage as a win condition. All their Warlords also start each game as an &#039;anonymous&#039; Legionary which can then be revealed at any point by the Alpha Legion player, along with healing the difference in health at the same time, thus simulating the &amp;quot;I am Alpharius&amp;quot; thing.&lt;br /&gt;
&lt;br /&gt;
===Adeptus Custodes===&lt;br /&gt;
&lt;br /&gt;
*The Fabulous Boys in Gold. Soft focus on front line units, with lots of flank, and disproportionately high stats for their relative cost. They also get &amp;quot;First Strike&amp;quot;, where they don&#039;t take any damage if they kill an opposing troop. The downside is that many of their units have the Sentinel ability, meaning that you cannot draw new cards per turn whilst the card is in play. A lot of their tactics and unit abilities revolve around card draw and troop generation, so you need to keep your hand full or you&#039;ll lose. It&#039;s also worth noting that they have a unique Custodes troop type, which can affect other cards in the neutral decks work (or don&#039;t) with them.&lt;br /&gt;
&lt;br /&gt;
==Neutral Decks==&lt;br /&gt;
Imperial Army, Mechanicum, and Chaos are included here. Whilst Legion Warlords can take cards from any of the Neutral decks, the Neutral Warlords can only take cards from other Neutral decks, which is a pretty big handicap. And yes, you can have Chaos cards in Loyalist Warlord decks, move along..&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imperial Army&#039;&#039;&#039;: 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. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanicum&#039;&#039;&#039;: Varied troops and vehicles with a variety of buffs, debuffs, and other effects, as well as healing for vehicles and structures. A few of their units and commanders generate mechadendrites - cheap buffs with a variety of effects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos&#039;&#039;&#039;: A variety of aggressive unit types, debuffs and damaging effects, usually with an indiscriminate or random targetting / damage. Their main shtick is Chaos Marks and Deamons. Chaos Marks are random but cheap buffs (one per Chaos god). If you manage to get all 4 on a non-deamon troop (you won&#039;t get the same twice, so you&#039;ll only need 4), they turn into one of the greater Deamon cards, which can be pretty powerful if you can get them off early. Deamons 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.&lt;br /&gt;
&lt;br /&gt;
==Card Attributes==&lt;br /&gt;
&lt;br /&gt;
Whilst various legions specialise in a few unique abilties, this doesn&#039;t necessarily mean only they will have them. Blue abilities cost energy to activate. Grey Abilities are persistant. Red abilties are Seige - an Iron Warriors exclusive - and works a bit like a regular Blue ability, except that it takes a turn to charge and then can be activated at the controllers discretion. They&#039;re usually a lot stronger than most unit abilities and your opponent will try to murder them first. Purple Abilties are Psychic abilites and can only be activated with Psychic Energy. They&#039;re Thousand Sons exclusive. Some abilities will also cancel out the effects of others ; you can apply Stealth to a Front Line unit, but then Front Line won&#039;t work until the unit is unstealthed. &lt;br /&gt;
&lt;br /&gt;
* Backlash : Triggers an effect when a unit dies.&lt;br /&gt;
* Battle Honour : Does something when one unit defeats another, although it has to actually survive too.&lt;br /&gt;
* Beserk : Unit has to act every turn. World Eaters have a lot of these.&lt;br /&gt;
* Blood Thirst: Unit can act twice per turn. World Eaters and Space Wolves love these.&lt;br /&gt;
* Can&#039;t Attack : Self explanatory, usually on Structure type troops but occasionally an appliable debuff. Night Lords like this a lot.&lt;br /&gt;
* Cleave : Deals a set amount of damage to the units on either side of the unit attacked. Good at circumventing Front Line.&lt;br /&gt;
* Drop Pod : Gives the troop a 2 hp shield until their next turn after being played, giving cheap or fragile cards a chance to do something.&lt;br /&gt;
* Fast : Troops can attack the moment they come into play. Usually on glass cannon cards.&lt;br /&gt;
* First Strike : Custodes only. You won&#039;t take damage attacking if you kill the opposing troop (and technically the Warlord but that&#039;s a very rare scenario to avoid drawing).&lt;br /&gt;
* Flank : Like fast, but can only attack other troops out the gate.&lt;br /&gt;
* Front Line: Troops with this have to be attacked first before attacking the warlord or non-frontline troops. You will need them in your deck.&lt;br /&gt;
* Jam : Gets rid of any buffs, malus&#039;, or special abilities on a card. Using it on your own units can result in some fun things, like buildings attacking or getting rid of Maintenance on Daemons..&lt;br /&gt;
* Mark of Chaos: Gives the (non daemon) troop one of four random Mark of Chaos buffs. Get all 4 on one troop and they&#039;ll turn into a greater deamon card.&lt;br /&gt;
* Maintenance: Deamon exclusive - subtracts a given amount of energy from your total pool whilst the deamon card is in play.&lt;br /&gt;
* Pack : Space Woof unique ability. Activates an effect whenever another friendly unit attacks. With a packed board, this is incredibly powerful. &lt;br /&gt;
* Perfection : Emperor&#039;s Children signiture ability. Causes additional effects if the card being played uses all the remaining energy from your pool.&lt;br /&gt;
* Poisonous : when applied to a troop, makes it&#039;s attacks kills the affected troop at the end of the controllers next turn. Usually used to prompt the affected player to throw that troop away, as it&#039;s going to die anyway. Death Guard have most of these but a few other decks have cards that can remove the effect.&lt;br /&gt;
* Psyker : Thousand Son&#039;s exclusive. Generates x amount of psyhcic energy per turn, which is used by the TS&#039;s to pay for tactics and unit abilites. You will want a lot of it.&lt;br /&gt;
* Precognition : Thousand Son&#039;s unique ability. Units with this (usually a buff, but a tiny number of units have this PERMANENTLY) cannot be attacked by other units. Kill them with abilities or tactics instead. Good against Space Wolves. Worth of note, one of the Custodes warlords, Arascid Nassau, has an ability that can give him this if he kills an enemy with it.&lt;br /&gt;
* Rage : Triggers an effect when directly damaged. World Eaters have most of these.&lt;br /&gt;
* Rally : Does something when the card is played out of the hand. Nice and easy.&lt;br /&gt;
* Relentless : Iron Hand&#039;s favorite. Triggers an effect at the beggining of every turn AFTER the card is played. Kill them quickly before they snowball out of control.&lt;br /&gt;
* Reflection : Thousand Son&#039;s unique ability. Usually a base part of their tactics but some of their troops can confer this on other cards. It lets you cast a Psychic Power tactic as many times in that turn as you have Psyhcic Energy to cast it. &lt;br /&gt;
* Sacrifice : Salamanders exclusive - activates an effect when the troop dies whilst ATTACKING another unit. Synergies nicely with Survivor.&lt;br /&gt;
* Secret Order : Alpha Legion exclusive. Applied to an opponents troops, and triggers negative effects under certain conditions, like playing another troop, or attacking a warlord. The kicker is that you don&#039;t know which trap Secret Order was played until you activate it&#039;s condition.&lt;br /&gt;
* Sentenced: Raven Guard exclusive - applies a malus to enemy units to a given value. Attacking that unit then causes additional damage to the value of how many Sentenced markers are on the target.&lt;br /&gt;
* Sentinel : Custodes exclusive. The only flatout negative effect in the game so far. If a troop with this is in play, you won&#039;t draw any cards at the beggining of each turn. You&#039;ll want to find ways to get around it.&lt;br /&gt;
* Sneak Attack: Attacking doesn&#039;t damage you back.&lt;br /&gt;
* Shield: Creates a 1 hp shield on a troop that persists till it&#039;s destroyed. Useful on those glass cannon troops.&lt;br /&gt;
* Stealth: The unit is untargetable until it attacks or the duration specified expires. Doesn&#039;t prevent random or blanket targetting though.&lt;br /&gt;
* Stun: Self explanatory, lasts till your next turn and also stops units from using abilities. They&#039;ll still deal damage if attacked though.&lt;br /&gt;
* Survivor: Keeps the troop (and irritating warlord - looking at you, Vulkan) alive after being destroyed, to a set value of health. This doesn&#039;t trigger effects that are conditional on killing an enemy unit, like Battle Honour.&lt;br /&gt;
* Terror : Night Lord&#039;s unique attribute. Attacking units don&#039;t take damage if their attack power is higher than their opponents. Thematically appropriate for the Night Lords.&lt;br /&gt;
* Trap : Alpha Legion exclusive - these are shuffled into the opponents deck and cause a negative effect when drawn - one forces you to draw more cards, so you can mill your own deck or get caught drawing more Trap Cards. As with Secret Orders, they aren&#039;t identified when initially played ; you&#039;ll know a trap was played but not which one.&lt;br /&gt;
* Unstoppable: Allows troops to circumvent Front Line troops.&lt;br /&gt;
* Ward : Space Wolf exclusive. Makes the unit untargetable by enemy abilities and tactics - as with Stealth, random or blanket targetting will still work. Good against Thousand Sons.&lt;br /&gt;
&lt;br /&gt;
==Getting Started and Getting Cards==&lt;br /&gt;
The game provide a few ways for getting cards. First, the currencies are gold and gems. Gems only come from crates (card packs), while gold can be purchased in the store. You can also get tickets for Events, which are focused on pre constructed decks used against each other.&lt;br /&gt;
&lt;br /&gt;
Most of the games rewards are the &amp;quot;crates&amp;quot; that can give you gold, gems and obivously, cards. The few ways you can earn them:&lt;br /&gt;
&lt;br /&gt;
* Doing the Daily Mission which can be done in both Practice and Ranked modes by winning games.&lt;br /&gt;
* Challenge, also daily, usually dictating some specific kind of unit, deck or type of action that you have do it many times (like hitting an enemy Warlord with your own). If you do it enough times, you can get a better crate.&lt;br /&gt;
* Free Crate that shows up each 6 hours (though its obviously not as good as the other crates, it can give some good rewards).&lt;br /&gt;
* Events Wins. For every two wins, you can get a better crate with better rewards while doing Events.&lt;br /&gt;
&lt;br /&gt;
==Places to check==&lt;br /&gt;
*&#039;&#039;&#039;Communities:&#039;&#039;&#039;&lt;br /&gt;
**https://www.reddit.com/r/HorusHeresyLegions/&lt;br /&gt;
**https://discordapp.com/invite/vZzJGRp&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2601:C3:8000:87BF:8DEF:18F4:5F26:A6AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Volkite_Weaponry&amp;diff=527901</id>
		<title>Volkite Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Volkite_Weaponry&amp;diff=527901"/>
		<updated>2019-07-24T00:21:49Z</updated>

		<summary type="html">&lt;p&gt;2601:C3:8000:87BF:8DEF:18F4:5F26:A6AC: /* Volkite Caliver */&lt;/p&gt;
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&lt;div&gt;{{Topquote|{{BLAM|CHOOM}}|Volkite Guns&lt;br /&gt;
}}[[File:Mars_991-thumb-550x382.jpg|300px|thumb|right|Volkite Weaponry in a nutshell. Knowledgeable readers will notice that this weapon class has a lot in common with the &amp;quot;Heat-Rays&amp;quot; used by the Martian invaders from H.G. Wells&#039; story &#039;&#039;The War of the Worlds&#039;&#039;.]]&lt;br /&gt;
&#039;&#039;&#039;Volkite weapons&#039;&#039;&#039; are Martian death-rays. In [[Warhammer 40,000]], Volkite weapons are ancient and advanced weapons based on the principle of imparting so much heat to the enemy that he literally bursts into flames &#039;&#039;inside&#039;&#039; his armour. These flaming victims then cause &#039;&#039;more&#039;&#039; damage to their own squad, as they run around screaming while emitting the temperature of a rather large and unwieldy furnace. Their main drawbacks are that they are fairly short-ranged (although not to the same extent as [[Melta]] weapons), and are somewhat less effective at piercing armor than [[Bolter]]s.&lt;br /&gt;
&lt;br /&gt;
They are quite literally Martian ray-guns, as only the [[techpriest]]s of [[Mars]] could make them. When the [[Great Crusade]] was just starting out, there were enough to equip &#039;&#039;every single&#039;&#039; [[Space Marines|Space Marine]] [[First Founding|Legionnaire]] with them. Sadly, as the Crusade got underway and the [[Primarch]]s were found (thus, greatly increasing the numbers of Legionnaires), demand far outstripped supply and Volkite guns were relegated to &amp;quot;special weapon&amp;quot; status. Then, with the [[Horus Heresy]], the defection of large parts of the [[Adeptus Mechanicus|Mechanicum]], and 10,000 years of a technological roller coaster ride, the know-how to repair them was lost and Volkite weapons gradually disappeared from the galaxy. But, hell, [[Games Workshop]] brought [[Grav-Weaponry|grav-guns]] back into style with the new &#039;&#039;Codex: Space Marines&#039;&#039;. Anything could happen (although that&#039;s fairly unlikely, as grav-guns were established in 40k [[fluff]] beforehand, whereas Volkite weapons were made up for 30k).  Of fun note is that the new Cult Mechanicus codex still has access to a brand new one called a Blaster which is about the same as a Culverin. &lt;br /&gt;
The most similar weapon in popular fiction to Volkite Weapons is surprisingly [[Star Trek|Phasers]] [[What|from Star Trek]]. If they were turned up to the highest setting (vaporizes fleshies) and had a rate of fire comparable to a Micro Uzi or ShKAS machine guns ([[dakka|over 1000 rounds per minute]]). Though we don&#039;t have technobabble describing how Volkite weapons work, yet. &lt;br /&gt;
&lt;br /&gt;
A note on the above, Volkite weapons were excellent assault weaponry, especially when facing massed infantry, and had more potential against light vehicles than a Bolter did, but that was pretty much their niche. Bolt weapons, which were much easier to manufacture, had a slightly longer range and marginally better armor-piercing ability, and could use numerous specialty rounds, were a better tactical weapon that could adapt to numerous situations, as well as easier to field in the numbers demanded by Legions. The main drawback in the field was that Bolters were most often fitted with standard rounds, while specialty munitions were still rare enough to only be issued to specialist squads alongside their regular bolts.&lt;br /&gt;
&lt;br /&gt;
Of course, given the manner in which Volkite weapons deal damage and the effectively unimportantly small different between its armor piercing to that of boltguns, Volkite weapons would leave a heavily armored opponent vulnerable to more follow up shots due to severely weakening the target&#039;s armor.  Bolters have to blow their way through with repeated shots if they fail to outright penetrate.  Ultimately, Volkite weaponry is superior to bolters.  Cover is useless or even a disadvantage against it, groups of enemies are excellent targets for its wielder, light armored vehicles are sufficiently vulnerable to its death ray, and heavy vehicles and powered armor would take significantly fewer shots to get through than a bolt weapon would.  It is, therefore, a highly effective all purpose weapon for anti-infantry, anti-light and heavy armor, and anti-powered infantry.  Its only blind spot is that it is ineffective against aircraft that do not come low enough to be in range of it.&lt;br /&gt;
&lt;br /&gt;
Each weapon is named after really old real-life [[Firearm|firearms]] and cannons, except the chierovile which is made-up gibberish, and the blaster which is... just a normal word? Obviously they are just picking out random words that sound &amp;quot;cool&amp;quot; when it comes to naming these things. Not only are all the weapons named after other weapons (may actually be a riff on the Mechanicum&#039;s ignorance) but the name &amp;quot;Volkite&amp;quot; is also [[Derp|gibberish, meaning &amp;quot;People-Stone&amp;quot; or &amp;quot;People-Mineral, People-People,&amp;quot; etc.]] Volkite Weaponry was also favored by the [[Night Lords]] due to its &#039;&#039;results&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==Volkite Weapons==&lt;br /&gt;
[[Image:Tallarn-art.jpg|300px|thumb|left|&amp;lt;span style=&amp;quot;font-family:serif; font-size:110%; color:#993333;&amp;quot;&amp;gt;{{#if:{{{1|}}}|{{{1}}}| IMMA FIRIN MAH LAZER&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*CHOOM*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;}}&amp;lt;/span&amp;gt; {{Template:BLAM|Heresy!}} &amp;lt;br&amp;gt; A Iron Warriors Legionairre fires a Volkite Charger at a distant tank (even though that&#039;s dumb) during the Battle of Tallarn during the Horus Heresy.]]&lt;br /&gt;
&lt;br /&gt;
On the table, A Volkite weapon has good strength and decent AP, but its real power is the &#039;&#039;Deflagrate&#039;&#039; ability; any unsaved wounds suffered from a Volkite weapon each inflict another hit on the same unit at the weapon&#039;s profile (minus the Deflagrate effect; the wounds do not chain infinitely). Pretty nice.&lt;br /&gt;
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===Volkite Serpenta===&lt;br /&gt;
[[File:Volkite_Right_medium.JPG|200px|right|thumb|Volkite Serpenta]]&lt;br /&gt;
The pistol of the family, highly effective and powerful sidearm but with obviously low range and rate of fire. &lt;br /&gt;
&lt;br /&gt;
The [[Adeptus Mechanicus]] still have a few of these on hand, but like most of the good stuff, instead of taking it apart and reverse engineering it, they instead keep most of them locked in stasis vaults and ogle them. &lt;br /&gt;
&lt;br /&gt;
According to the announcement of the Moritat model the plural term is ”Volkites Serpenta.” Also, the Moritat model holds them like guns akimbo whilst doing a cool pose, and they [[Awesome|deliciously awesome like that.]]&lt;br /&gt;
&lt;br /&gt;
With the descriptions present, you would wish it would have resembled those [[Awesome|awesome]] 50&#039;s-era Ray Guns like those of [[Fallout]], but GeeDubs being the anathema of [[Awesome|awesome]] decide to make them look as meh as possible. &lt;br /&gt;
&lt;br /&gt;
This as you can imagine, is a bit of shame. But nevertheless, at the very least the Volkite Serpenta is a powerful little hand cannon that will fry your power armored [[Mary Sue|Mary Sues]] alive.&lt;br /&gt;
&lt;br /&gt;
===Volkite Charger===&lt;br /&gt;
[[File:Volkite-charger2.jpg|200px|thumb|right|Volkite Charger]]&lt;br /&gt;
The rifle of the family, as stated previously, at the outbreak of the Great Crusade were the goddamn &#039;&#039;standard&#039;&#039; weapon for the [[Adeptus Astartes]]. Which I&#039;m sure was a terrifying prospect for the enemies of the [[Imperium of Man|Imperium]]. Whilst not benefiting from the range or power of its larger cousins, the charger retained the volkite beams deflagrating effects and allows its wielder a greater degree of movement. Volkite chargers are often employed by Legion Tactical Support squads. A Mastercrafted version is also the favoured ranged weapon of a certain [[Fulgrim|Sick Fuck]]. &lt;br /&gt;
&lt;br /&gt;
Unfortunately the laborious nature of their manufacture resulted in them being relegated in favour of the [[Bolter]], which was much easier to manufacture and supply, which was important as the crusade grew from a few thousand marines, a planet, and a moon to many hundred thousands of marines, quadrillions of [[Imperial Guard|Imperial Army]] troops, and an entire galaxy of shit to conquer. By the 42nd Millennium they are exclusively used by Tartaros Terminator Sergeants. Both armor and weapon centuries older than the Space Marine using them. If [[Cawl]] or [[Roboute_Guilliman|Guilliman]] has authorized Admech [[Techpriest|Techpriests]] and Astartes [[Techmarines]] to resume low level production is up in the air for now.&lt;br /&gt;
&lt;br /&gt;
===Volkite Caliver===&lt;br /&gt;
[[File:Volkite-caliver2.jpg|200px|thumb|right|Volkite Caliver]]&lt;br /&gt;
A long range tactical Volkite weapon.&lt;br /&gt;
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If the Volkite Charger is the assault rifle of the Volkite family, then the Volkite Caliver would be considered as the light machine gun of said family. A rifle Volkite variant with a devastating effect on flesh and bone, the volkite caliver was often employed by mobile Legion Tactical Support Squads, utilizing firepower and accuracy far and above superior to that of the more common bolter. The larger frame of the Caliver means that it is able to house a larger energy storage and battery to power the entire weapon at a more efficient and cost-effective way.&lt;br /&gt;
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It is also somewhat comparable to a light squad support weapon, longer and bulkier than the Charger, though still loaded from a box magazine and fairly easy to carry. With a better range than the Charger at a cost of being unable to fire on the move.&lt;br /&gt;
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===Volkite Blaster===&lt;br /&gt;
[[File:VolkiteBlaster.jpg|200px|right|thumb|Volkite Blaster]]&lt;br /&gt;
The only Volkite weapon in regular plastic 40k besides Charger armed Tartaros Sergeants and Relic Dreadnoughts (and not itself found in any 30k books, even the Mechanicum Red Book), and only seen on Tech-Priest Domini to boot. It might have been custom-constructed, or it might have started life as a Caliver before being integrated into someone&#039;s arm, but trades the tip of the Caliver&#039;s range for 50% more dakka. &lt;br /&gt;
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Seeing as how it is now permanently attached to a Tech-Priest, the Volkite Blaster gets most of its source of power from the inner workings of whatever cybernetic hijinks that the Domini has incorporated into his body. Which allows it to technically have an indefinite amount of shots so long as the Tech-Priest is still alive and kicking.&lt;br /&gt;
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As they are one of the few Volkite weapons still in use in the 41st millennium, the Techpriests in charge are understandably quite touchy and paranoid about this elusive piece of tech. Guarding it pretty viciously to any tech-thieves or bandits. However with [[Roboute Guilliman|Big Bobby G]] running around right now, the status of the Volkite Blaster being the only Volkite weapon in production &#039;&#039;might&#039;&#039; change in the near future.&lt;br /&gt;
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===Volkite Incinerator===&lt;br /&gt;
[[File:Volkite_Incinerator.JPG|200px|right|thumb|Volkite Incinerator]]&lt;br /&gt;
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[[Awesome|A motherfucking laser chest beam!]]&lt;br /&gt;
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The Volkite Incinerator was a powerful purpose-designed Volkite ray weapon that was mounted in the chest-unit of each [[Ursarax|Ursarax Tech-guard,]] allowing it to both attack its victims at range with a lethal Volkite beam and also by grabbing its foe within its claws and drawing them in to suffer the full brunt of this discharge at point-blank range. &lt;br /&gt;
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This confined ray blast was particularly devastating in its power and was able to disintegrate even heavily armored warriors in mere moments at such short range, which makes it almost all but impossible to fight these things head on in CQC. &lt;br /&gt;
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Unfortunately, in terms of crunch, in contrast to the standard-issue lightning claws, the Volkite Incinerator [[Derp|isn&#039;t too great in CC despite the dictation of the fluff,]] as four attacks at S10 almost always beats ONE S6 instant death attack (even if the target is T6) but if you get locked in multiple rounds it can be okay enough against T6 models.&lt;br /&gt;
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===Volkite Sentinel===&lt;br /&gt;
[[File:Volkite_Sentinel.JPG|200px|right|thumb|Volkite Sentinel]]&lt;br /&gt;
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The weapon-sponsons of the Volkite family.&lt;br /&gt;
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The Volkite Sentinel was an automated, slaved weapon systems controlled independently by its own Servitor-brain. Volkite Sentinels were used as defensive weapons found on a number of larger Mechanicum war engines, most commonly the [[Triaros Armoured Conveyer]]. &lt;br /&gt;
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Each Volkite Sentinel was actually a pintle-mounted Volkite Charger which could be fired in addition to any other weapons the vehicle was carrying. Because of its Servitor brain, the Volkite Sentinel was able to target units separately from the vehicle&#039;s main armament or the direction of its gunners. &lt;br /&gt;
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Crunchwise, Volkite Sentinels are a subtle, but potent feature. Essentially they are two Volkite chargers than may target independently of the Triaros itself (and presumably the other Volkite weapon); these can be used to take out &amp;quot;Chaff&amp;quot; units (exceptionally important if you&#039;re using this in 40k). &lt;br /&gt;
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===Volkite Culverin===&lt;br /&gt;
[[File:Volkite_Culverin.jpg|200px|right|thumb|Volkite Culverin]]&lt;br /&gt;
The heavy weapon, bulky, powerful, with a massive rate of fire and equally large ammunition requirement.  The most potent man-portable Volkite weapon in the Imperium&#039;s arsenal, its beam has a devastating effect on organic matter, explosively burning flesh into ash and jetting fire. Contemptor Pattern Dreadnoughts could mount two Volkite Culverin on a single arm for a devastating primary weapon.&lt;br /&gt;
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It&#039;s like a [[Bolter#Heavy Bolter|heavy bolter]] if it fired even &#039;&#039;faster&#039;&#039; and its shots caused the enemy to spontaneously combust. Perfect for taking out that 20 man squad of [[Assault Squad|assault marines]] and for anti-infantry Scimitar jetbike loadouts.&lt;br /&gt;
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Heavy weapon squads full of these guys are your best option for long-range multipurpose murder, as they will incinerate entire squads of light infantry in a single salvo, and 4 shots at S6 is pretty solid against light to medium vehicles as well.&lt;br /&gt;
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===Volkite Demi-Culverin===&lt;br /&gt;
[[File:VolkiteDemi.jpg|200px|right|thumb|Volkite Demi-Culverin]]&lt;br /&gt;
The bigger brother to the Culverin, this is only available to the Solar Auxilla (for now). A powerful weapon from the [[Dark Age of Technology]], the weapon could tear through infantry squads with ease, it is basically one of the best tarpit cleansers if used correctly as the beams can jump from target to target on a much wider and longer range then normal Volkite weapons. &lt;br /&gt;
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It boasts one more point of Strength and one more shot than the man-portable version, and is found on the spiffy Leman Russ Incinerator. Demi-culverin. For when you want to say &amp;quot;&#039;&#039;Screw that guy and everyone around that guy&#039;&#039;.&amp;quot;&lt;br /&gt;
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The Demi-Culverin is one of the best examples of Ad Mech naming incompetence in 40k. IRL a Demi-Culverin fired a shot half the weight of a full Culverin (Demi is French for &amp;quot;half&amp;quot;). [[Fail|So why the Ad Mech decided to make the Demi-Culverin more powerful than the Culverin is a mystery.]]&lt;br /&gt;
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===Volkite Chieorovile===&lt;br /&gt;
[[File:Volkite_Chierovile.PNG|200px|right|thumb|Volkite Chieorovile]]&lt;br /&gt;
Big goddamn Volkite gun mounted onto the [[Imperial Knight#Questoris Knight Styrix|Questoris Knight Styrix]]. Just think of it as a Volkite Culverin on steroids as the Culverin is situated on a Dreadnought, this mother of a gun is situated on a Knight. &lt;br /&gt;
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Seeing as how a normal Volkite Charger can already turn a few unfortunate bastards into radioactive isotopes, the Volkite Chieorovile can eliminate large numbers of enemy infantry at range far greater than a typical Volkite.&lt;br /&gt;
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With a range equal to the Culverin version, this baby puts out five S8 AP3 shots which is great at turning entire armies into flaming soon-to-be-corpses. Who wouldn&#039;t want to use a gun that kicks out the equivalent of 5 Krak missiles that set blobs on fire per turn?&lt;br /&gt;
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===Volkite Carronade===&lt;br /&gt;
[[File:Volkite_Charonade.PNG|200px|right|thumb|Volkite Carronade]]&lt;br /&gt;
The biggest one of all (maybe; see above). Disgusted by the prospect of the largest weapon in a given type being able to be held by a person, those [[Adeptus Mechanicus|crazy Martians]] decided to supersize it and put it on the turret of the [[Fellblade]] super-heavy tank. At first glance it&#039;s almost comically short-ranged for a super-heavy tank weapon, but when you consider it hits absolutely &#039;&#039;everything&#039;&#039; in a straight line (which is as wide as the weapon&#039;s barrel, which is about the same as the height of a space marine) between its smoking barrel and its max range, turning entire tank columns into molten heaps of slag and reducing infantry formations into screaming, flaming soon-to-be-corpses who proceed to set their own allies alight, it ends up looking pretty good. And unlike psychic beams, the beam&#039;s strength is only reduced by other super-heavies and buildings. That said, it hits YOUR units too, so don&#039;t place anyone you don&#039;t want to lose in front of it when it fires. And don&#039;t think being inside a transport when it hits will save you; if the transport takes a penetrating hit, even if all it ends up doing is Crew Shaken, you take a bunch of hits. &#039;&#039;With&#039;&#039; the normal volkite ability to generate more. Dark Eldar, don&#039;t even &#039;&#039;bring&#039;&#039; Raiders; they&#039;ll just make it hurt more.&lt;br /&gt;
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...although maybe they like that.&lt;br /&gt;
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==In action==&lt;br /&gt;
*A volkite charger equivalent in the game Killing Floor 2 *CHOOMING* zombies can be seen in action [https://youtu.be/Thxv8IJV9hE?t=17m2s here].&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2601:C3:8000:87BF:8DEF:18F4:5F26:A6AC</name></author>
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