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The Horus Heresy: Legions
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===Knight Houses=== * Warlords : Questoris Knight, Cerastus Knight, Acastus Knight / Alsahr Orhlacc (House Orhlacc), Elsbet Vorr (House Vyronii), Markan Hrotham (House Makabius) The Mechanicum's Marauding Mechs / Aristocracy's Ambulatory Arbalests. Okay, buckle up, this one is a doozy. The Knight Households have a very unique playstyle and mechanics. First things first, you pick a Knight Chassis ; this forms the base health of your warlord, along with their passive ability and initiative. You then select a pilot, which determines cosmetics options and your warlord's active ability, giving you a competitive degree of flexibility. There also isn't an awakened form for their 40hp warlord, go figure. Each Knight Chassis generates Plasma, an additional resource used in much the same way that Psychic Energy is used for the Thousand Sons. Much like them, you'll need to keep generating it or you'll lose. Plasma is used to pay for Weapon abilities, which are a unique card type for Knights. You "equip" them onto your Knight with regular energy but then pay for their use with Plasma. Uniquely, you can use Weapon abilities the turn they come into play. Weapons cannot be interacted with in any way by the enemy. They have health values, but this is tied to damaging the Warlord equipped with them. Deal that much damage to the warlord and the weapon is destroyed. Healing your warlord also heals your weapons. The Weapon slots also take up two spaces on your board, regardless of if they're filled, so you're limited to having 4 other units in play. The rest of their deck is made up of support units that heal, Front Line, or generate plasma, along with cards that buff the warlord in various ways. Your biggest advantage is how much damage your warlord can quickly put out, thanks to their weapons, but you'd do well to not neglect troops in your deck. As of the 2.0 update, Stun will stop you from using any of your weapons, so plan accordingly
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