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The Horus Heresy: Legions
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==Warlords== Warlords are your center characters of the game, with each possessing special abilities that differentiate them from each other. Each factions have their own unique commanders, along with each Legion faction having their Primarch or similar. Most 40 HP warlords differ from other warlords by having an alternative form (such as Daemon Primarchs, getting angry, going mad, or some other fluffy thing) 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. Warlords also vary in terms of starting hp (25, 30, 35, and 40, with some Warlords having Survivor to buff up the number)and their initiative (Very Low, Low, Medium, High, and Very High) which defines who goes first. If both Warlords have the same initiative, then it becomes a 50/50 chance. The Warlord going second gets a faction specific Counterattack card as a consolation prize. 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'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, white scars, or Custodes) - will depend on them as part of their overall strategy - Angron and Sevetar are built around this, for example.
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