Editing
Knights Inductor
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Null Knights==== The mutations in Knights' Inductor gene-seed make them all but immune to Chaotic corruption, but have left them open to other fates. The [[Necron]]s originally planted the Pariah gene in humanity, and when the [[Desert Fangs]] encountered the tomb on [[Voralia]], the Necrons were pleased to see how much their plan had matured. Knights Inductor are already much stronger and faster than a normal human being; their potential power after upgrading was nearly limitless. Over the years, some three dozen Knights Inductor have been captured, augmented with Necron technology, and conditioned to see all life as essentially chaotic; they now serve the Necrons, reborn as Null Knights. These Null Knights have caused a good deal of grief to the Knights Inductor, as they superficially appear to be Knights in a remarkable likeness and wreak havoc where ever they tread. Nominally it is elements of 6th Company that is tasked with tracking down and eliminating their cursed Necron counter-parts. However the galaxy is vast and clues to the Null Knights' whereabouts scarce, and over the millennia only approximately a third of the Null Knights have been successfully eliminated. Attempts at containment and rehabilitation of the Null Knights themselves have proved to be unfeasible, to the cost of two whole Tactical squads of the 6th Company. Each encounter with the Null Knights is seemingly always marked with gruesome violence upon the discovery of one. They are invariably found in high positions of power, having achieved their status through intimidation and manipulation. The cost of apprehending a discovered Null Knight is depressingly high, but the costs of an undiscovered one wreaking havoc are much, much higher. Upon discovery, a Null Knight will not attempt to flee until it has done maximum damage to the subsector or planet they are in, even if doing so increases its chance of capture. It is unknown as to why they do this, though amongst the 6th Company hunters it is attributed to the Null Knight's programming that causes them to inflict massive chaos. Should the Hunters fail or falter in their duty, the greater Imperium's doom would be assured as the Null Knights leave countless planets ripe for Necron awakening or incursions, and possibly threatening Holy Terra itself.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information