Knights Inductor (Rewrite): Difference between revisions

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== Timeline ==
== Timeline ==
???:M36:; - The Knights Inductor are created during the 21st founding. Officially, they were created by a mixture of Imperial Fists, and Ultramarines Gene-seed, with an intentional addition of the Null Gene under the direction of a now unknown radical inquisitor. Unofficially, rumors persisted that their attempts included genes from the Raven Guard as well.
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[[Category:Warhammer 40,000]]
[[Category:Warhammer 40,000]]
[[Category:Space Marines]]
[[Category:Space Marines]]

Revision as of 01:16, 1 September 2015

In older times, the 21st founding created a great number of flawed chapters. In one such attempt at creating a superior chapter that would fight against chaos, The Adeptus Mechanicus took a mixture of the gene seed of Imperial Fists, and Ultramarines to create the Knights Inductor. These marines were corrupted and twisted in spirit by a horrible addition to their gene-seed, leaving many of them with flayed souls.

These newly created marines were sent on a single ship to the Halo Stars in the hopes that they would either have their faith returned or perish, and abandoned to history alongside most of the other Cursed Founding Chapters. Many years later they returned broken, but not defeated by warp storms into what is now known as the Aprior System. These are the tales of those with souls of steel, otherwise called the Reasonable Marines.

  • Author's Note: This is the COMPLETE rewriting page for the Knights Inductor. There will be absolutely no copying of any of the old fluff what-so-ever for anything below this note. For the time being, let's pretend now that the "Return of the Reasonable Marines" story never existed, and all of it's fanfictions were never written. We now have only a Codex: Knights Inductor, that explains how the chapter works, and what they do on the tabletop. Below this note, shall be only the fluff of why they are here now, and why they are fighting whoever is the unlucky sod sitting 24" away from them across no-mans-land.Evilexecutive (talk) 20:12, 17 June 2015 (UTC)
Anything resembling the old fluff will be Mercilessly removed. Anything that paints them as Mary Sues will be mercilessly removed. As writers, it is our job to fit the Codex: Knights Inductor into a grimdark world, filled with misery and war. And Remember; write in SUPPORT OF THE CODEX, not the other way around! I want to know exactly why Knights Inductor are sitting in my deployment zone, exactly 24" away from whoever it is facing them, be it Eldar, Imperial Forces, or even the forces of chaos. Evilexecutive (talk) 20:12, 17 June 2015 (UTC)
Bear in mind that an Allies Chart for the KI does exist. It shows fairly accurately their relationship with the Imperium at Large, which is highly mixed and situational. When we get around to writing a Timeline for the chapter, it should heavily involve this relationship, and should show a history of battles with all groups. Most notably the Black Templars(A crusading chapter that is in the same general area as the KI), Craftworld Llyanden(Also in the same area), the Tau, and Mechanicus Explorator Fleets. http://1d4chan.org/wiki/Codex_-_Knights_Inductor#Allies_Chart

Chapter Generation

Basic Info

  • - 21st Founding
  • - Mixed founding from Ultramarines and Imperial Fists: This forms the basis of their Gene-stock, from which modifications were made as part of the 21st founding. While it is notable that as Successors of the Imperial Fists; they could claim their right to recruit from Terra, in practice this is completely impossible. A combination of their tech-heresy, and the position of Aprior being a full 50 Years Journey by the warp to Terra, means that they're pretty much on their own in the ass-end of the universe.
  • - Loyal to the Emperor Himself, Best interests of Mankind: As usual for nearly all space marine legions. The Knights Inductor; like the Inquisition, answers only to the Emperor Himself. In practice however, the Inquisition is permitted to requisition squads, or in extreme cases entire companies of Knights Inductor for their purposes. In addition to this, like most Loyalist Space Marines, the Knights Inductor tend to serve the Best Interests of Mankind, usually by actively seeking out and destroying threats to humanity.
  • - The Knights Inductor; As Space Marines, have grrat leeway in how the revere the Emperor. Rather than worship him as a god, Knights typically revere him in part as a father figure, and by extension the greatest role model.
It is noteworthy that in all cases where the inquisition requests the use of Knights, Zakis Randi has given them every single request; no matter how absurd, without complaint. He knows of his chapter's status as hereteks, and does everything in his power to maintain decent ties with the Inquisition and Deathwatch. However, he does not realize exactly how close they are to being declared Excommunicate Traitoris.
  • - System Based Chapter, all planets in Aprior are categorized as Tithe Astartes
  • - Believes the Emperor to be a great role model: Space marines; unlike lowly guardsmen, are given great leeway in their beliefs in the Emperor. In the case of the Knights Inductor, they do not outright worship him, choosing instead to believe in the God Emperor as a role model, to which all Knights must strive for.
  • - Questionable Loyalty(Outright Tech Heresy): While the Knights Inductor do serve the Emperor Himself, like nearly all loyalist chapters. They are openly known as Tech Heretics, and as such are often found warring with groups that disagree with them. It is questionable as to whether or not the Knights would be willing to put aside their tech heresy or their persistent unbelief for the good of the Imperium, and as such their loyalty is in question.
  • - Knight Themed
  • - Absolute hatred of Chaos
  • - Semi-Codex Compliant: The Knights Inductor favor fire-teams of between 6 and 12 marines, whereby On very rare occasions, the Knights may deploy with fire-teams of 24 marines, but these occasions are few and far between. Such situations are usually battles where the knights are expecting extreme casualties otherwise. In such squads 5 marines carry standard bolters, and the 6th brings either a special weapon, or a heavy weapon. Outside of battles, the chapter remains organized into 10 companies of 100 marines each, as stated in the Codex Astartes.
6th Company, Silent Hands: The 6th Company of the Knights Inductor is entirely unique in it's purpose. Rather than maintain an organization of standard marines, this company is formed exclusively of specialized Sternguard Veterans called "The Silent Hands". These marines are led by Captain Xavion, and they specialize exclusively in strategic action; taking the lives of enemy commanders after long stealth deployments. This is also the only company besides the 10th that maintains Scout Marines within it's ranks.
  • - Numbers(As of M40:989), 500 Marines. The Chapter lost a great many marines due to warp storms and travel, but have recovered somewhat over the years. When the Knights first emerged out of the Warp Storms in Aprior, they had a total of 1500 marines. Considerable losses to combat with the Black Templars, Eldar, and Necrons have further reduced their numbers to the current amount as of the latest date.

Flaws

  • - Will often make great sacrifices of the chapter to protect civilians: This can often be seen as the Knights might abandon a significant strategic position, in order to move their forces in to protect a civilian center. Or refusing to use Orbital Bombardments whenever innocents are nearby, even if doing so would stop an attack on them immediately. They simply will not sacrifice their civilians for any reason.
  • - Tech Heresy: As a direct result of their lack of contact with, and lack of ties with the Mechanicus, the Knights Inductor were forced to turn to innovation for solving some of their more critical problems. This unfortunately has been seen as outright Tech Heresy by the Mechanicus, and has permanently soiled any and all chance for the Knights to obtain the technology that was regained in their absence from realspace. Now the Mechanicus sees them as a direct threat to mankind. The Inquisition and its more radical elements tends to ignore the Knights for this; given their inherent usefulness to Deathwatch, but most of them cannot stand to fight alongside the knights for it as well.
  • - No Grav-Weaponry: As a chapter that has been inactive for a great length of time, the Knights Inductor do not possess some of the more recently acquired STCs in widespread use. As of M40:989, the Knights have been unable to acquire the technology from the Mechanicus(Who are in turn quite weary of the Knights). For similar reasons, the Knights Inductor also do not posess Stormtalons, or Stormravens.
  • - No Vanguard Veteran squads: An overt emphasis on ranged combat within the Chapter due to their inherent gene flaws have led to the natural growth of Sternguard Veteran squads, but also a predictable decline in Vanguard Veterans. The Chapter can no longer field full squads of these hardened and bloodied close combat warriors, and they have been relegated to instructors of the uprising Incursion squads.
  • - Geneseed Lethality: The Knights Inductor Geneseed is Extremely Lethal to individuals with even the slightest psychic potential. As such, the Knights Inductor cannot implant their gene-seed into prospective librarians, in addition to considerably reducing their rates of recruitment. It is notable that their gene-seed does have a near perfect acceptance rate within blanks, but the cause of this is unknown.

Unique Aspects

Chapter Tactics: The Unseen

Cult of Innovation

Silent Hands

Librarians

Aprior System

The Aprior System is the current home for the Knights Inductor, and consists of a warm star orbited by 11 planets, two of which exist in it's habitable zone, while a third dwarf-planet orbits just outside of the habitable zone. The system contains exactly four Gravity Pauses: areas where warp travel to and from can be considered 'Marginally safe'(by the Imperiums terms). One travels in the direction of Craftworld Llyanden, one to the Halo Stars, and two more point directly towards the Galaxy Center.

Aprior exists within 80 Light Years of the Tau Empire, and roughly 700 Light Years from Craftworld Llyanden. By Warp Travel, this equates to a 2 month journey to the Tau Empire, and a 20 Month Journey to Llyanden. The Halo Stars on the Galaxy's edge are approximately 55 Light Years away, making Aprior a prime spot for Mechanicus Explorator Fleets, as well as Rogue Traders to stop and refuel on their journeys to uncharted space.

  • Aprior Primus
The First of Aprior's habitable planets is a lush agricultural world, with most of it's citizens living in Rural Cities in a ring surrounding the planet's primary Space-port. This world produces only a tiny number of Knights Inductor candidates due to its status as a Agri-world. Those that are tithed usually come from the townships existing on the polar regions where life is harsh, and Orks are a common threat.
  • Aprior Secundus
Aprior Secundus is a Hive World, by imperial standards. Most of the system's government exists here, where it is ruled by a Bipartisan Parliament, one side of which consists of humans, while the other contains seats for the Knights Inductor Council. The Knights maintain the absolute ability to administer laws and veto decisions for the human half of the parliament, but in practice this is done only on exceedingly rare occasions. In exchange for this arrangement and an expectation of non-interference on daily business, the Knights maintain the right to take any individuals they wish from the planet's population.
Most of the Lords of Aprior Secundus generally accept this arrangement, as it means they do not have to bother themselves with Tithing bodies, equipment, or food to the Imperium. So long as the Knights Inductor remain active, they need only submit to the infrequent demands of the Astartes.

Timeline

???:M36:; - The Knights Inductor are created during the 21st founding. Officially, they were created by a mixture of Imperial Fists, and Ultramarines Gene-seed, with an intentional addition of the Null Gene under the direction of a now unknown radical inquisitor. Unofficially, rumors persisted that their attempts included genes from the Raven Guard as well.

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Developed Technology

The Knights Inductor make use of a wide variety of unique technologies to assist them on the field of battle. However, each individual advancement is the result of much struggle and hardship. Massive amounts of time and resources have been spent in the development of each innovation, with many failures. Frequently, each piece was only developed after a suitably massive struggle that mandated the creation of a unique technology to fill some gap in the Knight's forces that was exploited by the foe.

  • Astartes Anti Material Rifle/Array (AAMR/A) -The Astartes Anti Material Rifle is a weapon favoured by the Scouts and Sternguard Veterans within the Knights Inductor Ranks, as well as some leaders. It is a massive weapon, easily the size of a missile launcher and launching rounds not entirely dissimilar in calibre. It is capable of killing a marine from a considerable distance, designed to penetrate power armour and kill important, tough, targets in a single round.
Why It Was Developed -The project to construct a weapon heavy enough to kill traitor marines efficiently at long range while being light enough that multiple marines would take one in a squad was mandated post the battle of Axiom 2. The Knights, shortly after the disaster of the Warp Technology Workshop, were mopping up renegade Chaos cultists corrupted by the warp field when the cultists succeeded in summoning a Chaos Sorcerer Lord through an extended ritual. The marine then proceeded to open a portal to the Empyrean and flood the planet with more and more Chaos Marines. At the time, the Knights Inductor primarily relied upon the use of Plasma guns to deal with Marines. However, these weapons lacked the range to hit the sorcerer and heavier weapons could not acquire the precision needed to take him out over the horde of marines. The Chaos incursion rampaged over the planet, razing two cities to the ground right over the guard before a Desperate action by Xavion and the 6th Company led a stealth team into the Chaotic Ranks to eliminate the sorcerer. They succeeded at a 70% casualty rate. And for a marine, that means dead. Of the 12 veterans and Xavion that went in, 4 marines and Xavion came back out, the other 8 gene seeds lost forever to chaos.
History of Development -Post the battle, research commenced into the development of a weapon that could have eliminated the sorcerer from a distance before the incursion got out of hand and stopped the problem at its core. Two primary paths appeared to the researchers - to modify a sniper rifle to launch special rounds, or to develop a smaller kind of missile launcher with lower calibre rounds, much like the Eldar Dark Reaper missiles. Initially, the sniper path was frustrated while the missile path looked promising. By simply scaling down the missile launcher and shrinking a krak missile's warhead, the missile team quickly developed the type of missile that would be required for the job. The Sniper team had encountered a difficulty in scaling up the existing sniper rifle in that the barrel was being torn up by friction due to the size of the slug fired. Shortly after this, the Missile team also encountered problems as their base platform, the missile tube, lacked the capacity to direct the missiles to the degree of precision that the project demanded. They could get the missile on track within a roughly 2m radius of the target, but no better. Field Testing of the prototype missile launcher was a mistake, as the inaccuracy of the missile quickly proved to be a fatal flaw and the prototype launcher was captured by the very Orks who had been targeted for the test. The two teams had been at each others throats since the beginning of the project, each insisting that their method was the correct way. This stalemate continued for over 5 years, with each team too stubborn to admit their design was flawed. It took the direct intervention of Tech Maestro Gajet to knock their metal skulls together and get them to blend the design. By incorporating the small scale missile and loading features into an even larger sniper rifle of the same kind as the first team had originally envisioned, the AAMR was born, firing the small rocket, larger than a bolt shell but smaller than a krak missile, with sniper rifle accuracy. The AAMR took the field for the first time shortly after that, quickly finding favour with the Scouts and Sternguard veterans as an excellent way of dealing with targets normally too heavily armoured to be easily dispatched. The AAMA was a simple step in logic from there, by fitting a rotary gun array of the same system as the AAMR together, the rate of fire could be increased significantly, although at the cost of sniper accuracy.
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  • Refractive Shield Plating
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  • Autosenses modifications
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  • Plasma Weaponry -Knights Inductor Plasma weaponry is markedly different from that of the vast majority of the Imperium of mankind. It sacrifices a modicum of its killing power, reducing its role as a light vehicle destroyer but not weakening its role as a terminator killer, in order to incorporate advanced cooling systems and limiters to prevent the weapon from overheating and eliminating risk to the wielder. All Knights Inductor plasma weaponry is of this type; the Mark 40 Aprior Pattern, or just the Mk 40.
Why It Was Developed -The Knights Inductor, in their home on the Eastern Fringe were frequently visited by the Tau during their time trapped behind barriers of Warp Storm, as Tau Faster Than Light technology is not impeded by the Storms to nearly the degree of human technology. The Tau and the Knights maintained an unusual relationship, at times uneasy peace and standoff positions, very rarely a relationship of commercially advantageous trade and at times open battle. The Tau follow much of a similar principle as the Knights Inductor in preferring to fight with a minimum of casualties. During times of war, the Knights Inductor noticed that Tau Plasma Rifles never injured the wielders through overheating, while the legions of guardsmen were incapacitated or even killed killed off by their own weapons roughly once every nine volleys when swinging Mars pattern plasma guns. The Apriori Mechanicus, following their unique Cult of Innovation, sought to learn the secrets of non overheating plasma weapons and requested that the Knights Inductor bring them functioning pieces.
History of Development -The mission to obtain working Tau Plasma Rifles was harder than it initially appeared. In war, the Tau only mount true Plasma Rifles on their battlesuits, commonly the XV 8 Crisis Suit. They then use those weapons to hunt heavily armoured infantry and use the superior manoeuvrability of the suit to avoid retaliation and strike at weak points in battle lines. Initial attempts to use Land Speeders to match the Suit's manoeuvrability and damage but not entirely destroy the suits were met with failure, as the weapons mounted on the Speeder were too heavy to avoid damaging crucial components to the weapon's functions, although a few damaged components and wrecked copies were salvaged. Further attempts to capture entire suits from the battlefield undamaged were met with failure as well, as the incredibly mobile battlesuits could not be pinned down by infantry and bikers lacked the manpower to physically drag whole suits down and away. Eventually, the plan changed. Using Snipers wielding both regular sniper rifles and the new AAMR's, suits were destroyed from a distance, then a biker rush was performed to attempt to salvage the best components of the suits. Eventually, an entire Crisis Wing was brought back to be analysed as its own component pieces, with each suit in different states of disrepair and salvaged from a different battlefield. One was recovered with massive trauma to its central control array caused by an AAMR round, the resulting blast causing significant damage to delicate internal components on the desired weapons with half a Mounted Knight squadron sacrificed to drag the suit back in the middle of the battle. The second had most of its back blasted away by an off target Demolisher canon round, although the position of the guns behind the body of the suit meant they were in comparitively good condition. It was salvaged post battle. The last suit was recovered when the EMP blast from an orbital strike scrambled the suit's internals, cooking the pilot alive and soldering most of the wiring and cables together. It was hauled into a Land Raider by a Terminator team, at the cost of 3 of the precious Terminators at the hands of the other vengeful members of the wing. With three uniquely damaged specimens, the Tech priests studied long, trying to see where each gun was the same and where each one had been damaged. It took several decades of analysis, many misdrawn blueprints, several violent arguments and a series of misfire explosions to get a (mostly) functional Tau Plasma Rifle together. From that point, the Apriori took the cooling elements and combined them with the standard Mars Pattern Plasma weapons used by the Imperium, creating the Mk40 series.
  • Bolt Ammunition
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  • Guardian shield
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  • Marauder Armour -Marauder Pattern Tactical Dreadnought Armour, or simply Marauder Armour, is a type of powered armour employed by the Knights Inductor as a heavy weapons platform, engaging in hard hitting support in all corners of the battlefield. It is extremely tough, capable of almost ignoring bolter shells and sometimes even resisting the effects of plasma weaponry. Designed around both traditional Terminator Armour, Tau Battlesuits and the mighty Dreadnought, Marauder Armour is modular, able to be outfitted with weapons systems to match the battlefield situation, typically mounting a heavy ranged weapon, melee weapon and light to medium anti infantry ranged weapon. However, it can be outfitted in almost any way, to match any conditions it is called upon to perform in. It is being phased in as a potential replacement to the increasingly impossible to manufacture Terminator armour and, due to its size, is being considered as a potential vehicle for occupants that would otherwise be placed in a Dreadnought's sarcophagus.
Why It Was Developed -For a very long period of time, the Knights Inductor have been running low on Terminator and Artificer armour, due to the difficulty to manufacture the necessary components for the armour. This has led to the Knights scaling back and scaling back Terminator operations in theatres that could have been resolved much earlier with a swift and decisive killing blow, at the cost of some Terminators. This has led to several theatres, most notoriously the same conflict that mandated the construction of the Astartes Anti Material Rifle, the Incursion on Axiom 2, being extended massively and resulting in significant loss of life and a far higher casualty count among Knights Inductor forces than would otherwise have been the case. A solution was needed, the Knights desperately required a heavier shock force to deliver killing punches to enemy positions without massive casualties or the loss of irreplaceable technology.
History of Development -The inspiration for the solution came at the same time as the solution for non-overheating plasma weapons emerged; the salvaged XV8 Crisis Wing. The Apriori Mechanicus noticed that the Tau had used Crisis Battlesuits in much the same way as the Knights now required and were inspired. They took into account the modular nature of the Crisis' weapons and equipment slots and the use of an internalised piloting suite to prolong the life of the pilot. At this point problems emerged. The only existing technology in the Knight's armoury that matched that kind of setup was the Dreadnought itself, which was much too large and difficult to manufacture to solve the issue that had emerged. Terminator armour itself was far too hard to modify to the size that was mandated by the use of an internalised, closed, piloting array. And the Crisis Suits themselves could not be copied either - not only would it be impossible to conceal, but the method used by the Tau to pilot the suits was a neural interface lethal to any non Tau, one that could not be replicated for humans, no matter how hard the Mechanicus tried, resulting in a number of dead Space marines as they tried to use prototype interfaces. In a move that mirrored the Centurion Warsuit's secrets by chance, technology that was beginning to circulate the wide Imperium, the solution to the problem was to use the Black Carapace. By linking the Black Carapace to a series of protruding sensor cables, the Black Carapace could synch its movements to that of the larger surrounding Warsuit. The resulting movements were slower than an average Space Marine by a not inconsiderable amount but was the breakthrough that enabled movement to be achieved. The Chassi was then developed by expanding regular powered armour to a size much greater than a regular marine, increasing armour thickness and adding weapons mounts similar to that on the Dreadnought and the Crisis Suit. This was only enabled due to the movement breakthrough - without this connection the idea of expanding power armour would never have worked. Field Testing of the prototypes yielded results both positive and negative. While the suits were certainly massively tough for infantry, and packed significant firepower, the lack of manoeuvrability presented problems with moving up the field, reducing the Suit's effectiveness as a close combat platform. The major problem, however, was aiming the weapons installed onto the suit's arms and chest, as the sluggish movement cut accuracy significantly. This was relegated by the addition of an auto target array and powered aiming sensors as well as a weak machine spirit, much like the ones found in a Dreadnought. This limited the movement of the Suit even further, but enabled their weapons to be used. Without solving the speed issue, the Marauder Warsuit was rushed into production and pressed into service and is found in the armouries of the Knights Inductor to this day.
A Side Note In History: The only Marauder Warsuit Pattern Terminator armor to successfully solve all the problems plaguing the original design was the MkI Savior Pattern Marauder Warsuit, which held a wealth of technology within its armor, including an omni-scopic targeting systems, enhanced gyro stabilization servos, additional weapon mounts and most importantly, an over-sized jump pack system allowing for deployment from sub-orbit and for greater movement across the battlefield. However, it was lost in the battle to contain the Daemonic incursion of the Lost Workshop Incident with the Warp Technology Workshop, piloted by Honorary Commandant of the Recruits Sergeant Jonnahas. The suit itself was reportedly destroyed when the fail-safe activated in battle, and the data on the suit as well as its creation details was irreversibly corrupted as a result of the incursion. Though the mark of losses for the incident do not mark as high as others in the Halls of Remembrance, it is one of the greatest losses to the Workshop Mechanicus, for the suit's like may never be seen again...
  • Trooper Armour
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  • Shock Weapons
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  • Grav Manipulation technology
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  • Valkyrie Repressor/Avenger -The unique patterns of Valkyrie used by the Knights Inductor are both Vehicles that the Knights Inductor use for Close Air Support and Combat Drops into fire zones, to both precisely deliver forces and deliver a crippling blow to the enemy using the speed of a Flyer. They are based off of the Valkyrie and Vendetta Chassis respectively and have been modified for use by Astartes. They, like their absent brother-in-spirit the Stormraven, have seen widespread use by the Knights Inductor in both dangerous dogfights, ground attack roles and rapid (re)deployments.
Why It Was Developed -The unique patterns of Valkyrie used by the Knights Inductor are both Vehicles that emerged from one of the core short-comings in the traditional Space Marine armoury - a method of close inserting power armoured soldiers by air and supporting them in the field from there. The drop pod lacked the fire support, the Thunderhawk is too cumbersome for the task and the Stormraven never made it to the Aprior Sector due to the Knights Inductor's isolation. The necessity for such a vehicle became apparent after a series of savage raids by Dark Eldar, striking out from the webway and enslaving or butchering all they came across. The Thunderhawks utilised by the Knights Inductor proved too few in number to counter the swarms of Dark Eldar skimmers, Jetbikes and Jets as they roared past, sowing absolute chaos. The raid was an almost complete success, with huge numbers of prisoners taken and massive infrastructural damage dealt.
History of Development -With such an uncounterable threat at their door, the Knights Inductor turned to the Aprior Mechanicum and requested of them a craft that would enable them to tackle the fast moving and manoeuvrable Dark Eldar craft. They also requested that the craft be able to transport and grav drop marines into battle. The first request was easy to match: the Mechanicus simply utilised the existing Valkyrie Chassis and the Vendetta pattern derived therefrom. They simply utilised a piloting scheme set out to the same scale as the Thunderhawk, merely for a smaller craft with less weapons and increased the craft's height to match Marine physicality. The other request was less manageable. The grav chute already in use in the existing craft was designed for use by humans weighing less than 100kgs if injury is not to occur. Marines weigh more than that unarmored. When armoured, they can weigh many hundreds of kilograms more than that. The STC grav chute was also an extremely fiddly and delicate design, poorly made to accept alternative power sources or modifications, as was discovered to the posthumous chagrin of a pair of marine volunteers who made the jump, only for the field to short out, the vehicle to lose control and the two jumpers to be reduced to paste. Ultimately, it was the discovery of general purpose gravitic manipulation theory that enabled the Mechanicus to learn enough about the design to power it up to allow marines to jump in relative safety - the same discovery that has seen innumerable applications in Knights Inductor forces, including the notorious Grav Accelerator Cannon. This upgrade allowed the Valkyrie patterns to be pushed into service, with the Multiple Rocket Pods of the traditional Valkyrie replaced with gas canisters on the Valkyrie Repressor that render the target incapacitated.
  • Predator Avalon
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  • Maxima Pattern Marauder Warsuit
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  • Anti Air Marker
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