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The Horus Heresy: Legions
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===XV Legion: [[Thousand Sons]]=== * Warlords - Phosis TβKar, Ahriman, Amon, Magnus. Magnus' Magical Musketmen. 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'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' aggressive troops. Were horrifically broken on release, to the point that most TS deck strategy was to survive until they got 10 energy, and then just unload all the psychic power they'd stockpiled (or more sadistically spam a 4 energy/damage card that returned to hand if there are no troops on their side). Have now had a slight retool giving a general buff to a few of their troops and altering some of their tactics / psychic powers to be more useful, along with making Warlords generate 1 Psychic Power by default. Their LTGB update gave their troops more buffs (usually for generating Psychic Power and making their innate abilities more useful) along with more means of keeping you in useful psychic tactics.
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