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		<title>Knights Inductor</title>
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&lt;div&gt;{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Knights Inductor&lt;br /&gt;
|Heraldry = [[Image:Knights_Inductor_pauldron_left.png|center|140px]]&lt;br /&gt;
|Number = 314&lt;br /&gt;
|Battle Cry = Light up the night!&lt;br /&gt;
|Founding = [[21st Founding| 21st (ca. M36)]]&lt;br /&gt;
|Successors of = [[Desert Fangs]]&lt;br /&gt;
|Successor Chapters = None &lt;br /&gt;
|Chapter Master = Zakis Randi&lt;br /&gt;
|Primarch = [[Rachnus Rageous]]&lt;br /&gt;
|Homeworld = [[Aprior]]&lt;br /&gt;
|Specialty = Conflict resolution, Covert warfare&lt;br /&gt;
|Strength = ~600 (previously 1600)&lt;br /&gt;
|Allegiance = [[Imperium]]&lt;br /&gt;
|Colours = Azure on Ceramite, Adaptive camouflage&lt;br /&gt;
}}&lt;br /&gt;
{{Fail}}&lt;br /&gt;
The &#039;&#039;&#039;Knights Inductor&#039;&#039;&#039; chapter was a fairly detailed attempt to create a viable chapter of [[Reasonable Marines]]. The first tale of the Knights Inductor was penned by an Anon known only as LongPoster, telling the story of one Inquisitor Rightina Immam and her visit to the Aprior Sector, hoping to investigate them for [[heresy]]. She found it in large quantities. Unfortunately, the tale was left unfinished, and the Knights Inductor were all but forgotten, until another Anon, creatively calling himself &amp;quot;Not LongPoster,&amp;quot; continued their story.  They&#039;ve since taken on a bit of a life of their own (though not to the extent of, say, the [[Angry Marines]]), with other writers chiming in and a completed [[Codex - Knights Inductor|fandex]]. &lt;br /&gt;
&lt;br /&gt;
Sadly, an awful reputation due to appallingly written fluff in which they could do no wrong and made best friends with everyone including the fucking &#039;&#039;&#039;TYRANIDS&#039;&#039;&#039; has caused the vast majority of /tg/ to disown them. To this day the very mention of their name is guaranteed to set off howls of derisive laughter.&lt;br /&gt;
&lt;br /&gt;
==Index Astartes: Knights Inductor==&lt;br /&gt;
&lt;br /&gt;
===Origins===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Our progenitors despised us, and our leadership didn&#039;t understand us. We were lost, until Captain Norys helped us find ourselves.&amp;quot;&#039;&#039; - Chapter Master Zakis Randi&lt;br /&gt;
&lt;br /&gt;
Of all of the Space Marine Chapters, none are so legendary in their hatred of the enemies of Man as the [[Desert Fangs]], now known only as the &amp;quot;[[Angry Marines]]&amp;quot; since the [[Horus Heresy]]. The Angry Marines were also renowned for their resilience against the corruptions of [[Chaos]]. This was believed to be their rage shielding them from Chaos&#039; whispers, but in M36, a heretical Magos Biologis by the name of Jakobus Hamundr discovered ancient records on the Angry Marines&#039; [[gene-seed]]. The information was incomplete, but it whispered that the [[Rachnus Rageous|Primarch of the Second Legion]] was potentially a Null of phenomenal power, and that his anti-psychic nature had imprinted itself on his Legion&#039;s gene-seed. The effect had been suppressed for unclear reasons, and supplemented with the burning hatred which earned the Angry Marines their name. Hamundr was convinced that he could restore it in order to create a Chapter with the same if not greater Warp-resistance as the Angry Marines, but without the instability of the Angry Marines&#039; berserk rage.  The Adeptus Indignatus would not cooperate with a successor less angry than they, so Hamundr had to ask the [[Doom Eagles]] to lend a leadership team to instill a proper [[Codex Astartes|Codex-compliant]] nature into the inductees of the new chapter.  Hamundr shortly disappeared after the gene-seed&#039;s creation, supposedly silenced by the Inquisition, though for unknown reasons the gene-seed made it to the Founding.&lt;br /&gt;
&lt;br /&gt;
The next Founding turned out to be the [[21st Founding|Cursed 21st]], and Hamundr&#039;s plan soon went awry.  The Warp-resistance was almost non-existent, with an abnormally high gene-seed rejection rate, especially within those of even the smallest psychic potential, causing them to suffer excruciating soul-pain before eventually expiring. While the Knights were not afflicted by the iconic berserk rage of their progenitors, neither did they exhibit the proper disdain for or hatred of Mankind&#039;s enemies; it seemed that the altered gene-seed had failed to carry over the vehement hatred that the Space Marines are so feared and admired for, instead encouraging an implacable if not dour state of mind.  Most crucially however, post-implant recruits proved extremely resistant to the mental conditioning used to train inductees in other Chapters in the art of war, greatly increasing the amount of training a recruit had to undergo and leaving the Chapter vulnerable to human fears. The chapter&#039;s leadership decided that a crusade would harden the Knights&#039; hearts with the fires of war, and so the Knights Inductor set off for the nearby war-torn world of Kronos VI.&lt;br /&gt;
&lt;br /&gt;
====Crusade on Kronos VI====&lt;br /&gt;
&lt;br /&gt;
Kronos VI was a Hive World home to several munitions manufactora, where the working class had suffered for generations under the yoke of their planetary leadership, until they realized that they outnumbered their rulers by about six orders of magnitude. The Munitorum demanded that order be restored by any means possible, and the standard practice for such situations was that the rebellion be annihilated.&lt;br /&gt;
&lt;br /&gt;
The [[Salamanders]] had also sent a detachment to Kronos VI, under the command of one Captain Carolus Norys. Where the Angry Marines shunned the Knights for their dispassion, and their leadership pushed them in a direction they did not truly desire, Norys gladly took the fledgling Chapter under his wing, and the Knights soon saw him as their spiritual liege. He instilled in them a sense of guardianship: that their purpose was to protect the [[Imperium]] first, and only to exercise force in the service of that purpose, and even then, to minimize collateral damage while doing so. Rather than destroying the rebellion, the Salamanders and Knights Inductor worked to address the populace&#039;s demands for better living conditions and a government more responsive to their grievances, overseeing the revitalization of the primary hive city. Their solution took longer than a simple extermination campaign would have, but it resulted in a stable government, better living conditions for the Kronans, and a more productive, stable world in the long run. The Knights Inductor knew that they had found their purpose at last: to seek troubled systems, repair them, and leave them better off than before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on what the Knights Inductor did after pacifying Kronos, and other events pertaining to the Knights Inductor and the Aprior Sector, see the [[Aprior Sector Timeline]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Homeworld===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The only creature I&#039;ve ever met with a more callous disregard for life than yours was a [[Dark Eldar]] Archon, and at least he had the courtesy not to proclaim his devotion to virtue while he murdered billions.&amp;quot;&#039;&#039; - Chapter Master Jakob Morridus, shortly before executing Canoness Sarah Azaniel&lt;br /&gt;
&lt;br /&gt;
At first, the Knights Inductor were a fleet-based Chapter, having dedicated themselves to repairing the Imperium world by world. Eventually, their crusade took them out to the Eastern Fringe, where the Astronomican&#039;s light pushes against the intergalactic calm in the Warp, setting up a great turbulence. In M40, the turbulence erupted into a full Warp Storm, enclosing the sector which the Knights Inductor were pacifying. With no means of leaving, the Knights decided to put down roots and push their skills to their limit in improving the sector.&lt;br /&gt;
&lt;br /&gt;
[[Aprior]] was the most populated system in the sector, and was riven by internal division and external threats, so the Knights decided to improve that system first. They appeared to the fractious Apriori, and offered a deal: cooperate with us, and we will build a [[Noblebright|noble, bright]] future together. The Apriori were skeptical at first, having been disunited for so long, and several factions objected to the idea of unity or cooperation with their former enemies. The Aprior Commandery of the [[Sisters of Battle|Order of the Sacred Rose]] was the most outspoken of these factions, especially when they learned that the Knights Inductor were willing to tolerate trade with [[xenos]] or attempt to rehabilitate heretics in the pursuit of peace. When their objections failed to attract popular support or produce results, they deemed the sector heretical, and sought to put it to the torch, starting with their home system of Marion. The Knights Inductor were able to stop the Sisters on the world of Dvi-Marion by incapacitating the Sisters&#039; orbital assets, trapping them on the ground. The Knights tried and convicted the Sisters of crimes against humanity for the brutal tactics they employed, and offered a choice: use their expertise to help the Apriori, or be executed. The Sororitas who accepted were reformed into the more scholarly and defense-focused Order of Reason&#039;s Light, in line with what the Knights Inductor felt was a more reasonable interpretation of the Decree Passive.&lt;br /&gt;
&lt;br /&gt;
Once the Knights extinguished the immediate threat of rebellion and started to implement their social policies, quality of life started to improve for those Apriori who cooperated with them, and support for the Knights grew rapidly. The Apriori banded together and set to work fortifying their world, and then spread, first to nearby stars, and then to the whole sector, driving back the threats of the cosmos and advancing the Knights&#039; social programs as they went. The worlds of the Aprior Sector are varied, but their societies have several common policies dating to this era: citizens are regularly screened for genetic mutation, starting before birth, and extensive public education programs include civil defense training to ensure that all Apriori citizens can contribute to their worlds&#039; defensive efforts.&lt;br /&gt;
&lt;br /&gt;
The Knights Inductor use these programs to identify children who are compatible with their [[gene-seed]] and have the potential for combat aptitude. Because Aprior is largely composed of Civilized Worlds as opposed to Feral or Death Worlds, there is not an easy way to identify which of these children are truly Space Marine material without actually putting them through training, so the Knights simply train them all: when flagged children reach age twelve, their parents are contacted and offered the opportunity to allow their child to go through training. There is no penalty for refusal, but having a child in the Knights Inductor is a high honor, and even those who do not become Knights are skilled enough to excel in the Chapter Staff, the Apriori Armed Forces, or almost any other technical or military career field, so most parents accept.&lt;br /&gt;
&lt;br /&gt;
As the Knights Inductor were the leaders of the fleets which settled the [[Aprior Sector]], they have the option to directly rule every planet therein. They have temporarily exercised this power on worlds in a dire state of emergency, but otherwise, they leave the systems outside of the Aprior Subsector to govern themselves, so long as they meet certain standards of economic viability, self-sufficiency, and protection of the rights of citizens.&lt;br /&gt;
&lt;br /&gt;
===Beliefs===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;As we proceed in our duties, consider the [[God-Emperor of Mankind|Emperor of Man]]. Despite his genius and continuing honorable courage, he made a number of avoidable mistakes, even from the foundation of the Imperium. Even with the greatest ability, and noblest goals, mistakes happen. Therefore, let us admit to our own errors, that we may refine our ways.&amp;quot;&#039;&#039; - Knights Inductor Invocation&lt;br /&gt;
&lt;br /&gt;
Like most [[Space Marine Chapter]]s, the Emperor is not worshiped as a god among the Knights Inductor, but as a man: and even then, although the Knights Inductor believe that he is powerful, worthy of admiration, and in many ways the best that mankind has to offer, they also believe (though they would say that it is not so much &amp;quot;belief&amp;quot; as &#039;&#039;awareness&#039;&#039;) that he is not perfect. They are scrupulously careful to avoid blind devotion, because doing so would blind them to their own imperfections. A significant part of the Chaplains&#039; sessions with the Space Marines is spent in reflection, to recognize and learn from their failures and shortcomings and improve going forward; reminding themselves that even the Emperor of Mankind can make mistakes helps keep them humble.&lt;br /&gt;
&lt;br /&gt;
The Knights Inductor&#039;s practice of recruiting from the worlds they pacify has given them a personal understanding of and respect for the diversity present in the Imperium, not to mention several millennia of experience in forging a viable alliance out of many disparate members, within and beyond the subsector. They believe, from personal experience, that every Imperial world and citizen is able to contribute to the Imperium and is worth protecting; and that protecting the Imperium, rather than seeking and destroying the Imperium&#039;s enemies, is their primary purpose.&lt;br /&gt;
&lt;br /&gt;
===Combat Doctrine===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Any Space Marine can apply force and destroy a target. The true measure of a Chapter is how it can achieve victory without force.&amp;quot;&#039;&#039; - Captain Roland Darren, Third Company&lt;br /&gt;
&lt;br /&gt;
Knights Inductor [[gene-seed]] makes them steadier but not as quick, relative to other Space Marine Chapters, and they use tactics to play to their strengths. Rather than making [[Rip and tear|high-visibility close-quarters assaults]], they use camouflage and more exotic stealth techniques to mask their deployments and strike from long range, usually with heavy mechanized support thanks to the Aprior Sector&#039;s thriving industrial base and growing manufacturing capacity. The Knights Inductor amplify this advantage through advanced electronic and psychological warfare, tricking enemies into reacting to forces which aren&#039;t really there, or even forcing them into surrendering in the face of apparently overwhelming opposition. Then, while the enemy is jumping at shadows, they employ surgically-precise strikes to eliminate enemy leadership or destroy enemy linchpins.&lt;br /&gt;
&lt;br /&gt;
The most peculiar &amp;quot;combat doctrines&amp;quot; of the Knights Inductor have to do with their preference to limit or even avoid combat if it is reasonable to do so; they have found that a nonviolent resolution is preferable to a bloody war, and that, by not exterminating the enemy, prisoners taken can supply information and be used as bargaining chips, or even defect entirely. They may also leave a detachment behind after major combat operations are complete to help establish stability, rather than perpetuating needless and wasteful conflict and leaving the locals to clean up the mess by themselves. These practices have earned the Knights Inductor the moniker of &amp;quot;[[Reasonable Marines]]&amp;quot; among Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this involves [[Heresy|tolerating or cooperating with people]] (human or otherwise) whom more puritanical chapters or Imperial authorities would have [[Exterminatus|exterminated]]; the Knights Inductor (and Apriori in general) are not picky about their allies, so long as they behave. When the encroaching [[Tyranids]] and [[Necrons]] calmed the Warp storms surrounding the Aprior Sector, Inquisitor Rightina Immam was sent to identify any deviations which had developed over the thirteen hundred years of isolation, and she was alarmed to find such tolerance; she immediately called an Inquisitorial Council to examine the Knights and judge them (see Report &amp;quot;[[An Investigation into the Heresy of the Reasonable Marines]]&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Radical [[Inquisitor]]s, exemplified by Johannes Krieger of the [[Ordo Hereticus]], advocated cautious acceptance of the Knights Inductor. Krieger acknowledged their deviations, but argued that their experience made them useful to have in the Imperium, and that their Warp-resistance and, in extreme cases, Warp-nullifying effect is especially valuable to the Inquisition. As a Recongregator, he also suggested to his like-minded colleagues that some &amp;quot;deviations&amp;quot; might be put to good use in the Imperium, such the Apriori genetic screening and public education policies. On the other hand, the more Puritanical Inquisitors, led by staunch Monodominant Inquisitor Lord Avius Damnos, claimed that no utility can justify the degree of Apriori deviation. He and his colleagues in the [[Ordo Malleus]] tried to rouse the Imperium in a Crusade against the Aprior Sector.&lt;br /&gt;
&lt;br /&gt;
The Radicals gained the upper hand, if only through bureaucratic inertia: the Aprior Sector did not appear to be threatening enough to expend the effort to initiate a Crusade and the costs of eliminating an experienced and firmly-entrenched foe, especially when more immediate threats are always all around, though Inquisitor Rightina was dispatched to monitor the Aprior Sector as a concession to the Puritans.&lt;br /&gt;
&lt;br /&gt;
====Teron I====&lt;br /&gt;
&lt;br /&gt;
Captain Darren has earned the honorific &amp;quot;Master of the Deal&amp;quot; for his successes in defusing conflicts without bloodshed; the &amp;quot;Non-War of Teron I&amp;quot; is one of his more famous accomplishments. When a [[Tau]] strike force claimed to own the Imperial world of Teron I, the local [[Imperial Guard Regiment]]s were provoked to mobilize, which would invite a weightier response from the Tau Empire, and could only escalate from there. A long meat-grinder war was in the making, but cooler heads within the [[Administratum]] realized that the regiments were needed to fight the [[Tyranids]], and that driving out the Tau would leave them dangerously under-strength for such a deployment. Fortunately, Darren&#039;s [[Battle Barge]] was in the vicinity, and the Administratum asked him to handle the situation.&lt;br /&gt;
&lt;br /&gt;
Rather than preemptively striking the Tau, as the IG force commander suggested, Darren established a defensive perimeter against a sudden Tau attack, and used some technological trickery to give the appearance of having many more Marines deployed than he actually had on hand. When he engaged the Tau diplomatically, he was able to convince them that the resources required to take the world by force would be better spent colonizing non-Imperial worlds, playing on the fact that the Tau desired expansion more than bloodshed.&lt;br /&gt;
&lt;br /&gt;
In the debriefing session thereafter, Darren was asked what he would have done had he not convinced the Tau to leave without a fight. For his answer, Darren whistled, and twelve [[Terminator]]s deactivated cloaking devices, appearing as if from thin air. After the flustered leadership calmed down, Darren assured them that he was &amp;quot;well prepared for a hostile reception.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====The Glove Comes Off====&lt;br /&gt;
&lt;br /&gt;
A full-out battle fought by the Knights Inductor is always representative of a last resort effort to contain and subdue the enemy before the threat grows too large.  For every battle fought in this manner is a dozen more resolved peacefully and with a lot less collateral damage.  However there is always a line that can be crossed to cause the Knights to show their true martial strength.  Perhaps negotiation wasn&#039;t an option, such as it often is with [[Tyranids]], [[Orks]], [[Chaos]], and [[Necrons]].  But sometimes the Knights are forced into a form of preventative self defense by unreasonably hostile aggression by even fellow Imperial forces.  &lt;br /&gt;
&lt;br /&gt;
When the efforts of even the best diplomats of the Knights Inductor fail, then the glove comes off, and the advanced technological might of the Knights is unleashed to minimize damage sustained.  This kind of conflict is highly distasteful to the Knights and they fight all the harder to resolve things quickly.&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;There is no specific regulation to the number of Marines in a chapter.&amp;quot;&#039;&#039; - Sergeant (later Captain) Aeron Sacres, Fourth Squad, Fifth Company&lt;br /&gt;
&lt;br /&gt;
For the most part, the Knights Inductor operate under the [[Codex Astartes]] as taught by the [[Doom Eagles]] who first led the Chapter, but in the millennia since their founding, they have diverged to adapt to changing circumstances.&lt;br /&gt;
&lt;br /&gt;
In order to be flexible, the Knights tend to separate their forces. It is very rare for a whole Company to fight together; they frequently fight as individual Squads, in fairly separated battles -- on many occasions, a Company has found itself split across multiple fronts of warfare. To ensure that each detachment has enough Marines to fight effectively, the Knights gradually increased their standard squad size from ten to its present (and likely final) value of twenty-four. A squad of this size can divide itself two, three, or even four ways depending on the tactical needs of a particular mission; thus, even a squad that finds itself alone can instantly become a four-fold threat. This organizational change has the additional effect of allowing the Knights to increase their numbers without technically violating the Codex Astartes, though this was not their original intent.&lt;br /&gt;
&lt;br /&gt;
The Third Company takes this division to the extreme, loaning individual squads (sometimes with support from the Chapter Armory and Reserve Companies) to Imperial forces in need of Astartes assistance. While lending their support, the squads gather intelligence on the tactics and technology of their allies and enemies; often, they will be supported in these efforts by a [[Techmarine]] or [[Librarian]]. After the conclusion of the campaign, the squad returns home with an impressive record of victory, battle experience, and information to be shared among and dissected by their battle-brothers. This practice is highly regarded as the biggest source of combat information for the greater Chapter and may even be adopted by other Companies to increase the intake of knowledge.  &lt;br /&gt;
&lt;br /&gt;
Following the Zeist Campaign, the greatest tacticians of the Knights Inductor pieced together an adaptive-reactive battle plan called the Macharius Strategem, named after the great Lord Solar Macharius whose victories were practically assured, from a local to stellar scale. It is heavily based upon intense study and scrutiny of Macharius&#039; campaigns, as well as integrated information from Third Company and other sources. While those few who can see it in practice in battle hail it as a battle plan without flaw, the more shrewd commanders and tacticians of the Knights Inductor are careful not to over rely on a single strategy, and regularly revise it as new, brilliant tactics are invented and assimilated.&lt;br /&gt;
&lt;br /&gt;
==== Joint Force Operations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;By the word of the Emperor, the Astartes are His bulwark against the Terror, the defenders of humanity. Whatever alliances they need to make to fulfill this great task they should make, and the Knights Inductor, at least, will do so.&amp;quot; - Captain David Connor, Aprior 24th Mechanized Regiment, Imperial Guard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For all their ability, Space Marines cannot win wars alone; only the vast legions of the [[Imperial Guard]] have enough boots and guns to take, hold or defend large territories. The Knights Inductor quickly learned that they were more effective as part of a combined, diverse force than they were alone, and the first step taken by any detachment of Knights entering a new conflict is to identify and join such a coalition, or attempt to found one if none exist. This is usually straightforward, as almost every Imperial world has some armed forces that the Knights can augment, but integration takes time, while [[Space Marines]] are at their best in rapid deployments, and many threats to the Imperium are extremely time-sensitive.&lt;br /&gt;
&lt;br /&gt;
When the Knights Inductor came to rule the [[Aprior Sector]], they decided to ensure that their Sector&#039;s armed forces were built from the ground up with joint operation in mind. Every [[Imperial Guard|Guardsman]], [[Imperial Navy|Voidsman]], [[Scout]], and (eventually) [[Sisters of Battle|Novice]] in the Sector is taken through several standard, cross-service courses during training, with extensive time devoted to joint training exercises. The result is a set of highly competent armed services, capable of seamlessly integrating into one unified force as circumstances require.&lt;br /&gt;
&lt;br /&gt;
This grants the Aprior Sector a substantial advantage over invaders, compared to the rest of the Imperium, as all facets of their defenses are trained to fight together for maximum effect, but it also serves them well on offensive campaigns, because it requires next to no time at all for an Apriori Joint Force to establish an optimal plan of action. The cross-training also helps each respective service integrate cohesively with their counterparts from other worlds. For this reason, detachments of Knights Inductor bound for high-conflict zones, such as the [[Damocles Gulf Campaign]], are often accompanied by a Battlegroup from Battlefleet Aprior and several Guard Regiments. The reverse also applies; large Navy or Guard forces will often have a detachment of Knights Inductor for support.&lt;br /&gt;
&lt;br /&gt;
The most common example of joint operations between the Knights Inductor and the Apriori Guardsmen is the inclusion of young, skilled, and highly motivated troopers in the Scout Company of the Chapter.  While they are outmatched physically they have the potential to yet become Knights should they pass secondary screening tests and proving themselves in combat alongside neophyte Scouts.&lt;br /&gt;
&lt;br /&gt;
=== Gene-seed ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Our Primarch is lost. All that remains of him is our [[gene-seed]], and through that, he is always with us.&amp;quot;&#039;&#039; - Apothecary Stephan Aigle&lt;br /&gt;
&lt;br /&gt;
Like their parent Chapter and Legion, Knights Inductor gene-seed has mutations in the organs that affect the brain. These mutations enhance the abilities of Nulls to the point that they can manipulate the shape and strength of their &amp;quot;null aura&amp;quot; to some degree, while [[psyker]]s&#039; abilities are severely blunted, if not outright deadened. All Knights Inductor receive significant mental resistance to Warp powers and emotional stabilization, allowing them to keep a cool head under all circumstances and resist corruption. It also seems that the psychic resistance makes the gene-seed itself less vulnerable to further mutation. These traits endear the Knights Inductor to the [[Inquisition]], especially the [[Deathwatch]], encouraging them (and thus the other Imperial factions) to turn a blind eye to the Knights&#039; more deviant practices and beliefs. This resilience comes at a cost: the Omophagea has been rendered ineffective, training takes up to a decade longer as the Neophytes are less susceptible to hypnotherapy, and a Knight&#039;s reaction time is about 15 percent longer than that of the average Space Marine.&lt;br /&gt;
&lt;br /&gt;
The Knights Inductor still need psykers for [[astropath]]ic communication, so Neophytes who happen to be psykers are trained and armored without implants, though this leaves them less capable in combat than their counterparts in other Chapters. The Knights Inductor also need Blanks to become full Marines to ensure they have proper psychic warfare units, so their recruitment program places special emphasis on identifying Blanks for the Librarius; thanks to this program, they have about as many &amp;quot;Silencers&amp;quot; as most Chapters have [[Librarian]]s.&lt;br /&gt;
&lt;br /&gt;
Their gene-seed banks are regularly screened for signs of any deviation; they are of the opinion that the resistance to corruption doesn&#039;t replace caution in any measure. There are three major gene-banks throughout the Aprior Sector, though the locations are highly classified, and the number stored in each is an even more tightly-held secret. The Knights Inductor know well the value of their Pariah gene factor within their gene-seed and take great lengths to insure that even if the whole Sector was destroyed, the gene-seed would live on.&lt;br /&gt;
&lt;br /&gt;
====Null Knights====&lt;br /&gt;
&lt;br /&gt;
The mutations in Knights&#039; 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.&lt;br /&gt;
&lt;br /&gt;
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&#039; whereabouts scarce, and over the millenia 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s programming that causes them to inflict massive chaos.  &lt;br /&gt;
&lt;br /&gt;
Should the Hunters fail or falter in their duty, the greater Imperium&#039;s doom would be assured as the Null Knights leave countless planets ripe for Necron awakening or incursions, and possibly threatening Holy Terra itself.&lt;br /&gt;
&lt;br /&gt;
===Battle-Cry===&lt;br /&gt;
&lt;br /&gt;
The Knights Inductors&#039; motto is &amp;quot;Ex Tenebras, Lux&amp;quot; (&amp;quot;From Darkness, Light&amp;quot;); usually, commanders render it in Low Gothic as &amp;quot;Light up the night!&amp;quot; or &amp;quot;Ignite them!&amp;quot; when they are confronting a foe with force.&lt;br /&gt;
&lt;br /&gt;
==Deathwatch Rules==&lt;br /&gt;
;Chapter Purpose: Counter to [[Chaos]]&lt;br /&gt;
;Chapter History: [[21st Founding]] (M36)&lt;br /&gt;
;Chapter Progenitor: [[Desert Fangs]]&lt;br /&gt;
;Gene-Stock Purity: A New Generation&lt;br /&gt;
;Chapter Demeanor: &amp;quot;See, But Don&#039;t be Seen.&amp;quot;&lt;br /&gt;
;[[Gene-Seed]] Deficiency: Missing Omophagea&lt;br /&gt;
;Chapter Flaw: We Stand Alone&lt;br /&gt;
;Chapter Characteristic Modifiers: +5 Willpower, +5 Ballistic Skill&lt;br /&gt;
;Figure of Legend: Captain Carolus Norys, [[Salamanders]] Second Company&lt;br /&gt;
;Deed of Legend: Early mentor and [[spiritual liege]] to the Chapter&lt;br /&gt;
;Chapter Home World: [[Aprior | Aprior Regius (Civilized)]]&lt;br /&gt;
;Chapter Home World Terrain: Varies&lt;br /&gt;
;Home World Relationship: Stewardship (most worlds in the Aprior Sector have representative governments, like most worlds the Knights pacified while fleet-based)&lt;br /&gt;
;Organization: Codex, with squads of 24 rather than 10.&lt;br /&gt;
;Combat Doctrine: Codex&lt;br /&gt;
;Solo Mode Ability: Mental Fortress (JTF Ars Tactica)&lt;br /&gt;
;Squad Mode Attack Pattern: Fire for Effect&lt;br /&gt;
;Squad Mode Defensive Stance: Regroup&lt;br /&gt;
;Specialty Restriction: Cannot be [[Librarian]]s (Knights Inductor do not posses Librarians as portrayed in the [[Deathwatch]] Core Rulebook, though a Silencer could be used as [[fluff]] to justify use of Librarian [[crunch]].)&lt;br /&gt;
;Special Equipment: Customized Technology (their long isolation has resulted in technological adaptation, without the Mechanicus to keep their techmarines under control)&lt;br /&gt;
;Chapter Belief: The [[God-Emperor of Mankind| Emperor]] Above All (more accurately, The [[Imperium]] Above All)&lt;br /&gt;
;Chapter Status: Over Strength (~3000, looking to found a Successor at the next Founding)&lt;br /&gt;
;Chapter Friends: Apriori PDF and Guard, [[Salamanders]] (and successors), Tyranids of Hive Fleet Draco (after its link to the Hive Mind was severed due to assimilating the Pariah gene, causing the Norn Queen of the Hive Fleet to become self-aware in the process), [[Exodite]] Eldar of Lida, [[Tau]] of the [[Farsight]] Enclaves, some Radical Inquisitors&lt;br /&gt;
;Chapter Relics: None&lt;br /&gt;
;Chapter Enemies: [[Dark Eldar]] (esp. the Kabal of the Hand of Fate), [[Inquisition]] (Monodominant)&lt;br /&gt;
;Battle Cry: &amp;quot;Light up the night!&amp;quot;&lt;br /&gt;
;Heraldry: Scale&lt;br /&gt;
;Livery: Camouflage (in combat), or Azure on Ceramite (ceremonial)&lt;br /&gt;
;Custom Chapter Advances: Death From Afar&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
True Reasonable Marines would be pretty broken on the tabletop, but Knights Inductor can be used in [[Epic]] and [[Apocalypse]] games as a fluff reason to have many different armies cooperating -- the Knights Inductor aren&#039;t picky about their allies, so long as they behave.&lt;br /&gt;
&lt;br /&gt;
A playable, awesome, and balanced [[codex]] is in the works, with unique units such as &#039;&#039;&#039;Silencers&#039;&#039;&#039; and &#039;&#039;&#039;Silent-Hand Veteran Squads&#039;&#039;&#039; units. It WILL be made of [[awesome]]. Check.  It.  Out.  At &amp;gt;[[Codex - Knights Inductor]], give critique, comments, and suggestions (try to refrain from directly editing the main codex without posting the idea on the talk page first).   &lt;br /&gt;
&lt;br /&gt;
The Codex features unique rules setting it apart from Vanilla Marines, and emphasizes their unique Chapter traits and style of warfare. The average Knight however is more costly than a comparable Marine simply for the wargear that they have, and making the most of special equipment and abilities is of utmost importance&lt;br /&gt;
&lt;br /&gt;
NOTE: If you want to represent Knights Inductor legally using the Vanilla codex, you could use the Iron hand Chapter tactics to represent their nanomite booster power armor (granting FNP) and nanomite vehicle repair systems, or Salamanders to represent their spiritual lineage coming from Salamanders and their propensity for high quality advanced wargear.  You could also easily do Raven Chapter Tactics to represent their potent stealth tactics, ultramarines for tactical flexibility, Fists for there better then average range skills, and really, the only chapter tactic that does not work for the Knights are the Black Templars.&lt;br /&gt;
&lt;br /&gt;
[[Aprior Sector]] Internal Security also has an [[User:Voidsman|in-progress army list]], and the various navies of the Sector also have some [[User:Blackjack217|lists in progress]] for [[Battlefleet Gothic]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Knights_Inductor_pauldron_left.png|A depiction of a Knight&#039;s left [[pauldron]], painted azure for a ceremonial occasion.&lt;br /&gt;
File:Reasonable_marine.JPG|Knights Inductor are known for their preference for stealth over high-visibility close-quarters assaults.&lt;br /&gt;
File:Reasonablemarine.png|Typical Knights Inductor camouflage for desert or scrubland operations.&lt;br /&gt;
File:DAoT.jpg|What a typical major city in the Aprior Sector looks like.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Writefaggotry==&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ex Tenebras Lux - From the Darkness, comes a Light&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even when all the world around you seems grim and dark&lt;br /&gt;
&lt;br /&gt;
Reason blazes a light through the void&lt;br /&gt;
&lt;br /&gt;
Understanding saves relationships, lives, time and resources&lt;br /&gt;
&lt;br /&gt;
Hate narrows the future ahead&lt;br /&gt;
&lt;br /&gt;
Understanding opens a thousand paths&lt;br /&gt;
&lt;br /&gt;
When men are losing their reason and understanding around you&lt;br /&gt;
&lt;br /&gt;
Hold fast to reason&lt;br /&gt;
&lt;br /&gt;
To sanity&lt;br /&gt;
&lt;br /&gt;
To the thing that makes us more than beasts&lt;br /&gt;
&lt;br /&gt;
A few say sanity is for the weak&lt;br /&gt;
&lt;br /&gt;
Some say reason leads to despair&lt;br /&gt;
&lt;br /&gt;
And more say understanding ourselves and others is impossible&lt;br /&gt;
&lt;br /&gt;
They all are wrong&lt;br /&gt;
&lt;br /&gt;
For even in a place of grim darkness&lt;br /&gt;
&lt;br /&gt;
Can come a light&lt;br /&gt;
&lt;br /&gt;
That will lead the way&lt;br /&gt;
&lt;br /&gt;
Going through the darkness&lt;br /&gt;
&lt;br /&gt;
So stand strong&lt;br /&gt;
&lt;br /&gt;
Never surrender&lt;br /&gt;
&lt;br /&gt;
Because&lt;br /&gt;
&lt;br /&gt;
Ex Tenebras Lux&lt;br /&gt;
&lt;br /&gt;
-Codicier Park&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Null Knight 01 - Xerxes===&lt;br /&gt;
&lt;br /&gt;
Xavion pried the boltgun from the rigid fingers of a fallen brother, the trigger finger having held on through the death spasms.  Small impact craters pockmarked the walls along with the scorch marks from the lasguns of the dismembered security teams.  He could still hear the screams far, far down the corridor thanks to his enhanced hearing.  The whine of lasguns was dying down far too quickly, punctuated by the sound of bolters fired on full auto.  The monster that did this couldn&#039;t be far.  &lt;br /&gt;
&lt;br /&gt;
He took off sprinting down the long corridor.&lt;br /&gt;
&lt;br /&gt;
The sight of a boot disappearing around a corner a hundred meters away goaded him on, and despite the cries of wounded men and the groans of his broken brothers around him he knew that he had to take that -thing- down.  It was very likely he would simply be slain like the rest of Phoenix Tactical Squad, but he needed to do this.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Xerxes!&amp;quot;  The Null Knight didn&#039;t even spare a glance to the lone Knight that appeared at the hangar doors, instead unpinning two stolen fragmentation grenades from his belt and flung them with tremendous force at Xavion across the length of the entire hangar, forcing him to roll to the side or risk being blasted by the shrapnel in the open.  The Null Knight leaped for the Valkyrie as it took off, grabbing on to a handhold near the side hatch on the assault craft.  Former Sergeant Xerxes shaped his hand into a rough blade and punched straight through straight through the hull in an attempt to rip off the entire hatch.and gain access inside.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;XERXES!!&amp;quot;  Xavion trusted his hand to guide the barrel of the bolter up despite his sorrow and anger.  He trusted his eye to make the miniscule adjustments needed to take in the atmospheric current differences from inside the hangar to the blustering winds just outside.  He trusted the machine spirit of the bolter to be able to react to the trigger pull exactly when needed.  But there were so many factors, too many, the target&#039;s movements alone combined with that of the Valkyrie made for a challenging shot. His helmet had been torn off earlier in the one-sided battle outside the containment cell; he couldn&#039;t even rely on the help of auto-sense for this shot.&lt;br /&gt;
&lt;br /&gt;
Now this time the Null Knight looked back, perhaps to gloat, perhaps to confirm the position of another target.  The eyes of the Knight were glowing a sickly green and they looked on dispassionately as the bolter in Xavion&#039;s hands flashed a brief orange.  The enhanced mind within calculated that the bolt would miss, even if it was an upgraded Kraken bolt with a stronger propellant charge.  It had already projected the flight path within Xerxe&#039;s twisted mind, and he began to turn to go into the hole he&#039;d just made in the Valkyrie, confident that he could murder the crewmen within and pilot the ship to an escape point before reinforcements arrived.  &lt;br /&gt;
	&lt;br /&gt;
The bolt was already losing kinetic velocity by the time it reached the end of the hangar, though it had been kept on its path thanks to the gyroscopic stabilization etchings on the bolt.  As Xerxes had predicted, it was off target.  It would most likely hit the lower hull of the Valkyire, or at worst be deflected off the Knight&#039;s power armored right leg.  &lt;br /&gt;
&lt;br /&gt;
The wind outside buffeted the flying bolt, changing it&#039;s trajectory to fly up and to the right.  Shortly after a power armored figure was seen plummeting from the entrance of Hanger 0-12 at the rehabilitation and containment facility.  &lt;br /&gt;
&lt;br /&gt;
47 Knights had fallen that day.  Over 230 security and scientific personnel had also been slain during the lone Knight&#039;s rampage.  Many more would have perished if the Null Knight had managed to escape.  But there were still more like him out there...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Captain Xavion?&amp;quot; The pilot of the Thunderhawk sounded tinny through the floating servo-skull&#039;s external speakers, &amp;quot;we are arriving at the Necron tomb that Null Knight Vasilis most likely escaped to.  Prepare for a hot drop, elements of the 22nd Aprior Shock Trooper regiments report contacts on several fronts.&amp;quot;  The corresponding points filed across Xavion&#039;s line of sight as the information came through the JNET Tactical grid. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Understood.&amp;quot;  He checked the adjustments on his personal Stalker pattern bolter for the umpteenth time during the flight as he strode to the front of the Thunderhawk to address the veterans under him.  It was time to free his estranged brother from the Necron taint.  &lt;br /&gt;
&lt;br /&gt;
The servo-skull of Xerxes followed him close behind.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
Several stories and other pieces of fiction have been written about the Knights Inductor, including:&lt;br /&gt;
&lt;br /&gt;
*[[An Investigation into the Heresy of the Reasonable Marines]], the first story written about them, by the original LongPoster.&lt;br /&gt;
*[[Return of the Reasonable Marines]], the sequel to the above, written by a [[writefag]] calling himself [[User:Not LongPoster Again | Not LongPoster]].&lt;br /&gt;
*[[Apriori Public Service Announcements]], a sort of Apriori equivalent of &amp;quot;The [[Imperial Infantryman&#039;s Uplifting Primer]]&amp;quot; and &amp;quot;[[Imperial Munitorum Manual]]&amp;quot;: an in-universe piece of writing meant to convey the feel of the setting.&lt;br /&gt;
*[[Tales from the Aprior Sector]], short stories in the [[Aprior Sector]] that aren&#039;t long enough to stand alone.&lt;br /&gt;
*[[Aprior Sector Timeline]], a timeline of all events pertaining to the Knights Inductor and the Aprior Sector.&lt;br /&gt;
*[[Aprior Sector]], a guide to the Knights&#039; home, including brief descriptions of all planets, organizations, characters, and technologies featured in the other stories.&lt;br /&gt;
*[[The Twin Crusades: The Black Crusade on Marion]], written by one &#039;&#039;Not&#039;&#039; Not LongPoster, which focuses on a [[Chaos]] warfleet attacking the homeworld of the Order of Reason&#039;s Light.&lt;br /&gt;
*[[Codex - Knights Inductor]], designed mostly by Remoon101, this is their codex.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/2803229/#2803229 First Thread], in which the Knights Inductor are introduced.&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/14710019/#14710019 Second Thread], in which Index Astartes: Knights Inductor and the first chapters of [[Return of the Reasonable Marines]] are written.&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/15148501/#15148501 Third Thread], in which Return of the Reasonable Marines is continued.&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/16191331/#16191331 Fourth Thread], in which Return of the Reasonable Marines is concluded, and the [[Aprior Sector Timeline]] is written.&lt;br /&gt;
**[http://archive.easymodo.net/tg/thread/16573997 Four-and-a-halfth Thread], in which discussion is had, and a new [[writefag]] promises to have new writing coming soon.&lt;br /&gt;
*[http://archive.easymodo.net/tg/thread/16583590 Fifth Thread], in which said writefag (calling himself Not Not LongPoster) delivers the prologue and first chapter of [[The Twin Crusades: The Black Crusade on Marion]].&lt;br /&gt;
**[http://suptg.thisisnotatrueending.com/archive/16909600#16909600 Five-and-a-halfth Thread], in which Not Not LongPoster revises the above.&lt;br /&gt;
&lt;br /&gt;
[[Category:Knights Inductor]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;/div&gt;</summary>
		<author><name>2600:1003:B01C:BBC0:2BD1:AD3B:F25B:2C42</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tactics_-_Knights_Inductor&amp;diff=465015</id>
		<title>Tactics - Knights Inductor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tactics_-_Knights_Inductor&amp;diff=465015"/>
		<updated>2016-04-11T01:53:55Z</updated>

		<summary type="html">&lt;p&gt;2600:1003:B01C:BBC0:2BD1:AD3B:F25B:2C42: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Knights Inductor|Light Up the Night!]]&lt;br /&gt;
&lt;br /&gt;
This is the Tactics Page for [[Codex - Knights Inductor|Knights Inductor]]. &lt;br /&gt;
&lt;br /&gt;
==Why Play Knights Inductor==&lt;br /&gt;
*You want to play Sniper Marines and the Raptors Chapter Tactics just doesn&#039;t cut it&lt;br /&gt;
*You like having an expanded armory and wargear that makes even your Tacticals useful&lt;br /&gt;
*You have always wanted to be a LITTLE heretekal and indulge in experimental weapons&lt;br /&gt;
*You always wanted to have more tactical choices in your shooting&lt;br /&gt;
*You absolutely HATE Psykers and want to stick it to them by giving them massive headaches&lt;br /&gt;
*And you don&#039;t care about how your fluff makes you look like you have an army of Mary Sues.&lt;br /&gt;
&lt;br /&gt;
==Pros and Cons==&lt;br /&gt;
All armies have their Ups and Downs and the Knights Inductor subscribe to this as well.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
*You get more guns, with usually up to 4 special and/or heavy weapons in a full 12 man squad. &lt;br /&gt;
*Almost all Knights Inductor non-vehicle units have access to a special armory section with goodies that upgrades individual Knights for a small cost. Anything from bolt ammo to riot shields.&lt;br /&gt;
*With almost universal access to camo cloaks/netting, being able to penetrate 3+ armour is frequently not nearly as good as it sounds against the Knights and their vehicles can be a bastard to put down with camo netting.&lt;br /&gt;
*The army packs a lot of Psyker Hate; Almost all non-vehicle units and Dreadnoughts have Adamantium Will standard to make Witchfires and Maledictions harder to cast.  And if you bring a psychic null, or Silencer, the Warp is deadened and even Blessings have a harder time getting off.&lt;br /&gt;
*The ENTIRE ARMY has Blind grenades, which work as Defensive Grenades. This is good against armies that rely upon charge buffs, like Orks.  Though note that Defensive Grenades DO NOT APPLY to Furious Charge, so those Khorne Berserkers and Orks can just laugh at your attempts to blunt their charge.&lt;br /&gt;
*You are still a Space Marine, so learn to love the WS4, BS4, S4, T4, I4, Ld8, 3+ save stats.  About that ATSKNF though...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
*You do not have And They Shall Know No Fear. That&#039;s right, they don&#039;t auto-regroup, are not immune to fear, and can be overrun and destroyed in combat.  While those units with a ATSKNF leader in them will still benefit from ATSKNF, you can&#039;t have HQ&#039;s in all of your units.&lt;br /&gt;
*Without frag grenades standard and lacking in killy weapons and units, your options for melee combat are severely limited.  Shock weapons and Riot Shields help, but they&#039;re expensive.  &lt;br /&gt;
*No Grav-Weaponry, and no other weapon in the entire codex fills the niche that Grav-Weapons have. Keep that in mind in a meta completely plastered with Grav-Gun Bikes and Grav-Cannon &amp;lt;s&amp;gt;Centurions&amp;lt;/s&amp;gt;[[Devastator Squad|6 Ablative Wound Rape Machines in a Rhino]].&lt;br /&gt;
*Limitations on relic equivalent gear: like 30k Marines, you have to take those in the technical know-how (aka Techmarines/Gajet) in order to unlock more experimental wargear slots for some wargear options and even units.  &lt;br /&gt;
*Weaker Psykers, your Librarians and even your Chief Librarian are all S3 T3 I3 like regular humans.  The regular Librarians in particular also have a slightly lower Leadership than Space Marine Librarians.&lt;br /&gt;
&lt;br /&gt;
==Tools of the Knights Inductor==&lt;br /&gt;
Learn well the tools of your army, for they are your path to victory.&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Spirit&#039;&#039;&#039;: [[Space_Marine_Legion_List_(30k)|Pseudo-Stubborn]], with this you roll Fear and Regroup checks at your highest unmodified Leadership, and you get Adamantium Will.  However you don&#039;t get the special regroup move from ATSKNF, are not immune to Fear, and can be wiped in combat.&lt;br /&gt;
:The only way squads with Indomitable Spirit can get ATSKNF is if an Independent Character with ATSKNF joins in.  Try to keep your HQ leaders in your most vulnerable and important squads.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suppression Tactics&#039;&#039;&#039;: Essentially Chapter Tactics on steroids, Knights Inductor Edition. It gives pinning if firing within 1&amp;quot; of a terrain piece.  In addition, you get to make any one of three special shooting attacks in the Shooting Phase:&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Take Their Heads&#039;&#039;&#039;: +1BS against non-vehicle units that can&#039;t go to ground.  This is your equalizer against predominantly Fearless armies and even Bike armies.&lt;br /&gt;
**&#039;&#039;&#039;Halt Their Advance&#039;&#039;&#039;: -1BS to add Strike-down to your attack.  This cuts down on your killing power by a good bit and should be used on long range units against the scariest melee units stomping your way.&lt;br /&gt;
**&#039;&#039;&#039;Suppressive Fusillade&#039;&#039;&#039;: -2BS to force Morale on any unsaved wound and -2Ld to Pinning checks.  You shoot like an Ork but if you get ANY wound, the target will take a bunch of tests that can cripple them for a turn.  This can only really be used effectively by a large squad and is best used against units with weapons that you really don&#039;t want firing at you. &lt;br /&gt;
&lt;br /&gt;
: In order to build lists centered around these tactics, you should look into finding ways to further decrease the Leadership of enemies. Keep in mind that all cover except from Camo Cloaks will trigger this rule, and Aegis Defense Lines DO count as terrain. Gunline, use Roland Darren, and make sure to split your squads(Because each squad can only pin once per shooting round), and you can lock down an opponent&#039;s advance rather quickly. This ability works well in conjunction with Silencers, but can rapidly fall apart against Fearless armies.&lt;br /&gt;
: Note that due to current RAW the +1 BS can apply to Snap Shots in the odd cases when you&#039;re firing Snap Shots against Pinning immune units that cannot go to ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Fire Teams&#039;&#039;&#039; - Combat Squads, Knights Inductor Edition. It lets you split into 2-3 fire teams of 6 or 4 men. This is where you can get your versatility from the larger 12 man squads. Special and Heavy weapons can be freely distributed throughout the teams, giving you far more flexibility than just combat squads. Critically, however, it lets you bring 2 dedicated transports for the one squad if there are 12 or more men in the unit.&lt;br /&gt;
*: Bigger squads also benefit in cost-effectiveness from to-unit benefits such as Feel No Pain from the Aceso.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
* &#039;&#039;&#039;1) Leader of &amp;quot;Many&amp;quot;&#039;&#039;&#039; - A substantial leadership drop to everyone bar HQ&#039;s across the whole enemy army in the first turn, and then a smaller one in the second. Not that impressive, but can be worth it against non fearless armies like Tau. Gajet starts with this trait.  Combine with Signature Projectors covering the enemy for lulz.&lt;br /&gt;
* &#039;&#039;&#039;2) Master of Stalling&#039;&#039;&#039; - A strong reserves disruption that starts in turn 1 to turn 3, at -2 to -1.  The turn 1 debuff is useless unless the opponent is taking a formation that requires reserves rolls on turn 1 and the -1 on the other turns is standard stuff.  Zakis Randi and Isaac Rico start with this trait.&lt;br /&gt;
* &#039;&#039;&#039;3) Watchful Defender&#039;&#039;&#039; - One of the best traits. Once a game, you can make one unit from the Codex fire full BS overwatch, still no blasts though. Brutal when applied correctly, terrifies poorly prepared Orks. It won&#039;t save your ass against combined charges, however. Ferrus and Rachnus start with this trait.&lt;br /&gt;
* &#039;&#039;&#039;4) Perfect Ambusher&#039;&#039;&#039; - A gimmicky trait buffed into a much more useful one since the choice of unit and terrain is now made after deployment. You pick a piece of neutral terrain and one of your squads, you get to have that squad deepstrike into the terrain with no scatter. Absolutely useless if someone has occupied the terrain, can be hilarious if it&#039;s still free. Since you don&#039;t have to tell your opponent which piece you nominated, this can be a crapshoot, but just choose smartly. Xavion starts with this trait.&lt;br /&gt;
* &#039;&#039;&#039;5) Skilled Negotiator&#039;&#039;&#039; - Enemy units within 6&amp;quot; of the Warlord use their lowest leadership for checks. Depends on the opponent and your army composition. If you are running lots of pinning checks and Silencer powers, this can be impressive. Without it, it&#039;s decent. If you have few checks and the enemy is ATSKNF, it is weak. If the enemy is fearless, it&#039;s pointless. Roland Darren and Chief Librarian Zecherias start with this trait.&lt;br /&gt;
* &#039;&#039;&#039;6) Big Game Hunter&#039;&#039;&#039; - Warlord and unit gets Tank Hunter and Monster Hunter. Again, depends on what your Warlord is doing and who he is going with. A Marauder field master with this trait in a sizeable unit of Marauders can be terrifying. Garven Brias starts with this trait.&lt;br /&gt;
&lt;br /&gt;
===Silencer Powers===&lt;br /&gt;
&lt;br /&gt;
It makes sense that, given that they&#039;re all Nulls, Silencers wouldn&#039;t have access to regular Psychic powers. Instead, they get this one set of powers and they&#039;re... not too terrible, actually. Mostly Leadership and Character dicking focussed.  NOTE: Fearless doesn&#039;t mean immune to Leadership tests, only auto-pass Morale/Pinning/Regrouping checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primaris Power: Negative Warp Blast&#039;&#039;&#039; - This is a basic shoot-em-up power for the most part.  18&amp;quot; S5 AP1 Assault 3 is nothing to sniff at for heavy infantry.  But if you dump more charges into it you also get additional shots per successful charge over 1.  A very useful Witchfire when your other powers may not be effective.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Synapse Disruption&#039;&#039;&#039; - This one is a true Nova. It costs 1 Null Charge for a 6&amp;quot; bubble, 12&amp;quot; costs 2. It has two different effects: regular Tyranids count as not being in Synapse range and all armies that aren&#039;t Tyranids are forced to use their lowest leadership values when taking checks. Another power with low range but good Synergy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Warp Void&#039;&#039;&#039; - Now we get into anti-psychic powers. Pick a squad within 18&amp;quot;. Any Blessing or Malediction effecting them ends immediately. If there aren&#039;t any to remove, they take a leadership check at -1 leadership and if they fail they must go-to-ground, even if they are pinning immune. This is excellent against Invisible bastards and people who think Iron Arm is the best thing ever. Takes 2 charges though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Shatter Mind&#039;&#039;&#039; - An Assassination power, plain and simple. Pick a character in 24&amp;quot;, take a leadership check. Every point you fail by is a wound with no armour or cover allowed. Excess shots follow through to the unit, coming from the character as the source of the shot. An extra charge can be spent to make the test 3D6. Simple. Can be effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Horrifying Presence&#039;&#039;&#039; - This one is risky and a bit iffy unless you have a few other powers off. It&#039;s another 9&amp;quot; nova. EVERY unit, repeat, EVERY unit within that bubble has to take a morale check, although friendlies get to re-roll it. An extra charge can be spent to make it a 3D6 check. This can be awful if you make your own unit run away, or a key hold-the-line unit, or if the enemy is Fearless. On the other hand, with a little luck, you can stop an [[Orks|Army Wide Devastating Charge]]. This power is exponentially better if you already have Unleash Aura or Synapse Disruption out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Isolate&#039;&#039;&#039; - Another Character power, but this isn&#039;t for killing. Target one character in 18&amp;quot;. They check leadership at -2 in order to do ANYTHING. This is not so much an improvement as a change in how the power worked (one Ld test or completely useless).  Also, if you target a friendly unit it gives them a watered down version of Invisibility, especially if you tack another charge onto the activation cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) The Unmaking&#039;&#039;&#039; - This is a powerful short-ranged, anti-snowflake malediction, though it has a big (3) charge activation cost.  If it goes off, the target loses -1 to all Invulnerable saves.  Most importantly, any special wargear, relics, artefacts, etc. are turned OFF for an entire turn and special weapons can only use their base characteristics.  This is excellent for, say, weakening a Res Orb Necron unit, Eldar with all their rune trickery, and even basic things like shields.&lt;br /&gt;
&lt;br /&gt;
== Armoury ==&lt;br /&gt;
&lt;br /&gt;
===Ranged Weaponry===&lt;br /&gt;
*&#039;&#039;&#039;Alternative Bolt Ammo&#039;&#039;&#039;: You can give your squad a choice of three different bolt ammunition types: Stun bolts (giving +6&amp;quot;, pseduo-Blinding, Ap- and -1 to Morale/Pinning), Ripper bolts (Rending), and Tranq bolts for Poisoned 3+ AP6.  With a whopping cost of 1pt each, there&#039;s no reason to not snatch up at least one ammo type for your squad.  Ripper bolts and Tranq bolts make Tacticals particularly versatile, while Stun bolts are good on a supporting squad spamming Suppressive Tactics.  &lt;br /&gt;
:Like the Sternguard Equipment in [[Space Marines|Codex Space Marines]], Specialty Ammunition here gives you free reign of tactical flexibility. You buy it in your lists, and you can buy multiple types of bolt ammo per squad to deal with multiple threats though this is adding to the cost significantly.&lt;br /&gt;
*&#039;&#039;&#039;Animus Diadem&#039;&#039;&#039;: Though this doesn&#039;t fire anything on its own, it can be used by a Silencer in conjunction with the Negative Warp Blast power to automatically pass any charges thrown at it.  You can wreak some serious mind-bullets with this.&lt;br /&gt;
*&#039;&#039;&#039;Astartes Anti-Material Rifle&#039;&#039;&#039;: An Expensive as Hell sniper that does decently against vehicles, MC&#039;s and MEQ in the open. On scouts this is a nice addition, but with Silent Hands you&#039;re better off sticking with your Stalker Bolters and buying Tranq Bolts for the whole squad.  It&#039;s only real benefit over a traditional missile launcher is that it has Precision Shot but at ~10pts, it&#039;s a good deal&lt;br /&gt;
*&#039;&#039;&#039;Combi-launcher&#039;&#039;&#039;: An underslung grenade launcher for boltguns, it can fire equipped grenades (except for Blind), but seeing as you&#039;d rarely buy Frags this is usually firing Krak.  Unlike other combi-weapons it can be fired multiple times but it&#039;s still only S6 AP4 at best.&lt;br /&gt;
*&#039;&#039;&#039;Mk40 Plasma Weapons&#039;&#039;&#039;: Slightly lower strength(S6), than normal plasma guns. Doesn&#039;t Gets Hot! in exchange. While it won&#039;t matter against infantry, you&#039;ll note that they&#039;re considerably less effective against MC&#039;s and Light vehicles as a result. &lt;br /&gt;
*&#039;&#039;&#039;Seismic Charge&#039;&#039;&#039;: Demolitions Charges, Knights Inductor Edition. A S6 AP 4 Large Blast with Strikedown and 8&amp;quot; range.  While a little cheap, Strikedown in this case won&#039;t help you from charges being only 8&amp;quot; away from your target.&lt;br /&gt;
*&#039;&#039;&#039;Stalker Bolters&#039;&#039;&#039;: The standard equipment for your Sternguard/Silent Hands. By default they don&#039;t actually come with specialty ammunition, but these guns (Being 36&amp;quot; Rapid Fire Sniper), can handle well on their own without specialty ammo.&lt;br /&gt;
&lt;br /&gt;
===Melee Weaponry===&lt;br /&gt;
*&#039;&#039;&#039;Astartes Riot Shields&#039;&#039;&#039;: These shields make your guys Bulky, and slow with no Running or Sweeping Advance.  In return, they get +1 to cover saves, 5+ cover out in the open, and force enemy re-rolls on successful hits in close combat.  Excellent in meatshield squads aiming to tarpit an enemy unit.  However beware of the limited mobility, and you&#039;ll have a hard time fitting these into transports.&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons&#039;&#039;&#039;: Same as always, get a re-roll to wound in combat.  Good for punchy characters but otherwise useless.&lt;br /&gt;
*&#039;&#039;&#039;Electro Shackles&#039;&#039;&#039;: A useful anti-beatstick gear. Will cripple said beatstick for one round and for the rest of combat unless he exits it or breaks the shackles by rolling Strength against 2D6. The only problem is hitting, sacrificing your regular attacks, and the 10 point price tag when you shouldn&#039;t be in combat.&lt;br /&gt;
*&#039;&#039;&#039;Null Weapons&#039;&#039;&#039;: These are your Silencer&#039;s Force Equivalent weapons, which come in all of the same flavors as normal Force Weapons. You&#039;ve got Swords, Axes, Staves, and Halberds (Minoris only). If you&#039;re familiar at all with Psykers, then you know that Axes are the only worthwhile choice (As without frag grenades you&#039;re usually on Initiative 1 anyway).  As an aside, they always re-roll failed to-wound rolls when used against Psykers or Daemons&lt;br /&gt;
*&#039;&#039;&#039;Shock Weapons&#039;&#039;&#039;: Unique &amp;quot;peacetime&amp;quot; weapons for the Knights Inductor.  Like power weapons, these come in three varieties, in increasing Strength (User, User+2, Userx2) all with AP-.  All have the Shock special rule, allowing them to get an additional hit with Fleshbane and Haywire based on their Shock potential (Batons have the worst and Spikes the best).  These make Knights a little more decent in CC especially against vehicles, but with AP- don&#039;t expect them to do much in actual combat.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*&#039;&#039;&#039;Marauder Dreadnought Armor&#039;&#039;&#039;: Knights&#039; Centurion Armor, basically the same except -1I, +1T, and -1&amp;quot; of movement in all Phases.  See Marauder entry for more details.  &lt;br /&gt;
*&#039;&#039;&#039;Power Armor&#039;&#039;&#039;: Straight up 3+ armor save, standard Marine stuff&lt;br /&gt;
*&#039;&#039;&#039;Trooper Armor&#039;&#039;&#039;: No Carapace for Knights Inductor, instead they get a Slow &amp;amp; Purposeful 4+ armor save.  Nice on Sniper scouts, not so much on Guard Aspirants.  Beware of its limitations.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Aceso&#039;&#039;&#039;: Costs as much as an Apothecary. Turns your Character into &#039;&#039;Apothecary Lite&#039;&#039;. This is great for just about anything if you want to add survivability. Putting an Aceso in the squad is pretty much the only reason you would ever want to put a 24-man squad on the table. Almost always taken on Knights Inductor HQ choices.&lt;br /&gt;
: Like any piece of gear that buffs the squad, but is dependent on a single model. This is weak to lots of Precision Shots, or a Vindicare. Just one Vindicare firing a turbo penetrator is pretty much all an opponent needs to make you waste these points.&lt;br /&gt;
*&#039;&#039;&#039;Laser Aiming Module Unit&#039;&#039;&#039;: Re-rolls on 1&#039;s within 18&amp;quot;, can&#039;t be used with camo cloaks.  Not that you&#039;d want to, when this is definitely being put on a deep striking unit in front of the enemy.  &lt;br /&gt;
*&#039;&#039;&#039;Marksman Autosense&#039;&#039;&#039;: This right here used to be the bread and butter of your army. Marksman Autosenses grants Precision shot to the effected squad, with also Pinning beyond 18&amp;quot;, effectively making them into Mini-snipers.  The squad with this also doesn&#039;t Rend on 6s to wound, unlike normal snipers.  A useful option for sitting back squads.&lt;br /&gt;
*&#039;&#039;&#039;Tenebras Visors&#039;&#039;&#039;: Night Vision and -1 to cover saves within 12&amp;quot;.  Night Vision is pretty meh for the most part, but the -1 to cover saves is useful on infiltrating/scouting or turn 1 deep striking units aiming to flush out a jinking vehicle or in-cover unit.&lt;br /&gt;
*&#039;&#039;&#039;Camo Cloaks&#039;&#039;&#039;: Only moderately useful on Tactical Marines, as boosting cover saves might be nice, but you already have Power Armor. That being said, Power Armor doesn&#039;t save your ass from lascannons, plasma guns, [[Eldar|Literally anything eldar]], snipers, melta guns, gravity guns, [[Wraithguard|AP2 Flamethrowers]], and Orbital Bombardments. Okay fine, cover is nice to have. But should you really take 2 points per model instead of Marksman Autosense or Ripper bolts when 4+ cover saves are usually readily available? Depends on your army. Some will love this choice, some will hate it. Cover Bunker strategies swear by it, drop pod assaults less so.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenades&#039;&#039;&#039;: [[Lolwut|HAHAHA NO]]. You&#039;re a shooting army. Why the hell are you charging? Never take these, let your suicide incursion squads use them. Just don&#039;t bother.&lt;br /&gt;
:DO Take them when you have a dedicated assault unit with access to them like Honor Guard Minoris so you&#039;re aren&#039;t charging a unit in cover and striking at I1 with your Null Halberd&lt;br /&gt;
*&#039;&#039;&#039;Melta Bombs&#039;&#039;&#039;: You probably shouldn&#039;t be in combat with a tank, but could be worth it. &lt;br /&gt;
*&#039;&#039;&#039;Teleport Homer&#039;&#039;&#039;: This could be troll worthy on a Sarge. Like, extremely so. Otherwise, depends on your army composition. Unless you&#039;re focused on Drop Pods, not a lot of the Knights Inductor deep strike, they prefer to infiltrate.&lt;br /&gt;
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==&#039;&#039;&#039;Experimental Wargear&#039;&#039;&#039;==&lt;br /&gt;
::::&#039;&#039;&#039;Your entire army has only two Experimental Wargear Slots to start with. Every item below takes up one slot for either of the two categories. If you want more slots, bring Techmarines or take Gajet to unlock the cap entirely. Keep this in mind before you start throwing away points, as the tax for Experimental Wargear grows quite quickly.&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Damocles Power Armor MkI&#039;&#039;&#039;- 3+ armor save and Slow and Purposeful.  The standard armor for Innovatus squads that pairs up well with the Gravitic Mass Drivers they have.  Like Trooper armor and Marauder armor, watch where you place your units or else they can find themselves doing a whole lot of nothing as they struggle to move from place to place without a transport.&lt;br /&gt;
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*&#039;&#039;&#039;Disruptor Array&#039;&#039;&#039;- These are tough (T7 W2 Sv3+) pseudo-gun emplacements that provide a 12&amp;quot; radius debuff and are placed anywhere outside of the enemy deployment zone: Deep striking units have to re-roll hits and roll 3d6 for scatter.  Most importantly, enemy shooting within the radius takes a -2BS modifier and loses special rules that affect re-rolls or BS to shooting.  Unlike the Signature Projector, this has a much smaller radius of effect with conflicting abilities (the anti Deep Strike is a defensive one and the anti-Shooting can be considered primarily offensive).  Expect it to be shot up or assaulted grenades early in battle.&lt;br /&gt;
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*&#039;&#039;&#039;Gravitic Mass Driver Rifle&#039;&#039;&#039;- The standard weapon for Innovatus squads, these are powerful anti high toughness and armor weapons that aim to blow up vehicles with armourbane and AP1.  Abuse the range to stay in safety and take down vehicles with massed fire if you can afford it.&lt;br /&gt;
::While it is standard for Innovatus Squads, Gravitic Mass Drivers are a good alternative for HQ Choices if you want to make a shooty captain with a Heavy weapon. This weapon can really benefit from BS5, and boosts your ability to take down big things.&lt;br /&gt;
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*&#039;&#039;&#039;Signature Projector&#039;&#039;&#039;- Like the Disruptor Array, with some key differences: it has an 18&amp;quot; radius and forces enemy units within the radius to take leadership tests to not shoot or not assault the Signature Projector.  This has been since buffed to have a -2Ld modifier and pairs up well with Leadership reducing items or abilities.  It also notably includes a locator beacon, so place it where it can reach the most amount of enemy units and give your deep striking units a solid place for no scatter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tracer Bolts&#039;&#039;&#039;: Markerlight Lite. It&#039;s a nice bonus that you can give this to a generic HQ, who is then exempt from the rule that all models must fire the same special ammo. If you&#039;re doing this, a storm bolter is mandatory so you get that 2nd shot at 24&amp;quot;. Tracer Bolts put a marker on the target model. You spend the marker to cause precision hits on 5, or re-roll failed hits, or ignore cover. Ignoring cover is great for squads with Kraken Bolts, making this a solid choice.&lt;br /&gt;
:: Like all cases of the Special Issue gear. Tracer Bolts aren&#039;t squad based. If your character who has them dies, you lose the tracer bolts. Opponents with lots of Precision Shot, or a Vindicare can cause you to waste these points almost instantly. &lt;br /&gt;
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*&#039;&#039;&#039;Graviton Grenades&#039;&#039;&#039;: Enemies charging the squad with this roll 3d6 and take the 2 lowest dice. This is kind of a Meh&#039; choice, but if you&#039;re running Gajet for uncapped experimental slots, it can be a decent means to throw away points. Usually your best bet is to give them to a Chaplain, put the chaplain in a 24-man squad, give the Sarg an Aceso, and then laugh at attempts to charge them by anything that&#039;s not Furious Charge/Fleet. Khorne Berserkers will laugh at your attempts to stop them in turn, as mentioned previously about the passage on Blind Grenades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Macharius Codex&#039;&#039;&#039;: It&#039;s like having Zakis Randi as your warlord, except you&#039;re not putting the &amp;quot;Obligatory costs as much as a land raider&amp;quot; character on the board! For one Experimental Slot, you get to give another unit your choice of Tank Hunters, Infiltrate, Interceptor, Split Fire, or Counter Attack.&lt;br /&gt;
:: If you use this to give infiltrate to a squad of 3 vindicators, we will not be responsible for your death by strangulation.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQs===&lt;br /&gt;
&lt;br /&gt;
*: &#039;&#039;&#039;Captain&#039;&#039;&#039;: A good All-around character. He&#039;s a little more expensive than [[Space Marines|Normal Space Marine Captains]], but in exchange he grants a squad of your choice Preemptive Strike. Since these guys come standard with Frag Grenades and Convictus Oath, any squad you attach a captain to will regain their immunity to sweeping advances and fear, making them suck a lot less in melee. Just don&#039;t expect to be able to have a captain attached to EVERY squad, just limit it to whatever squad you think will be taking the brunt of charges, as otherwise you&#039;ll lose out with the point tax.&lt;br /&gt;
&lt;br /&gt;
*: &#039;&#039;&#039;Chaplain&#039;&#039;&#039;: The Defensive Counterpart to Captain. Again costs a little more than normal space marine chaplains, and he loses out on Zealot. The difference between this guy and normal is that he grants his squad Frag Grenades, Convictus Oath(Which turns their stubborn into ATSKNF), and gives them the Counter-Attack rule, which is very important. If you&#039;re not taking a captain as your warlord(And kitting out the captain to be a monster in melee), then Chaplains are a serious consideration for army buffing to make up for your lack of melee prowess&lt;br /&gt;
&lt;br /&gt;
*: &#039;&#039;&#039;Librarian&#039;&#039;&#039;: The Only non-LD10 HQ that grants Convictus Oath to your guys. Knights Inductor Librarians are actually ordinary humans in Power Armor, so they don&#039;t have the Space Marine Statline that other Libbys enjoy. Their primary restriction however is &amp;quot;Apart In Spirit, Apart In Body&amp;quot;, which means that your army can&#039;t include both a Libby and a Silencer. &lt;br /&gt;
&lt;br /&gt;
Consider taking these guys if you need tactical flexibility, but don&#039;t rely on them too much. &lt;br /&gt;
&lt;br /&gt;
*: &#039;&#039;&#039;Silencer&#039;&#039;&#039;: One of the codex&#039;s True Unique Units. These suckers have 3 whole paragraphs of text describing their rules, but don&#039;t let that dissuade you from taking them. These guys have their own set of powers, and are focused entirely on the idea of shutting down the psychic phase. While they are EXCEEDINGLY GOOD AT THIS, Silencers are a little on the expensive side(95 points base), and lack the tactical flexibility that libbys normally provide. &lt;br /&gt;
&lt;br /&gt;
Silencers don&#039;t provide Convictus Oath, but they make whatever squad you attach them to completely immune to all psychic powers, both friendly and hostile. Witchfires don&#039;t effect them, maledictions don&#039;t work, and even blessings immediately turn off. This buff(Or a debuff, really depends on how you look at it), also applies to whoever is the poor sap that gets in melee with them. So if a Silencer&#039;s squad charges an invisible squad, that squad instantly loses invisiblity, and whatever other buffs they had on, as well as maledictions.&lt;br /&gt;
&lt;br /&gt;
Just be DAMNED CAREFUL WITH THEM. While Silencers don&#039;t suffer perils the same way normal psykers do, their perils are just as dangerous. If you roll double 6s while manifesting silencer powers, the squad they are attached to takes a huge leadership test. And if they fail it, they run the fuck away from the silencer(Who is then helpless and alone ;_;). &lt;br /&gt;
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*: &#039;&#039;&#039;Techmarine&#039;&#039;&#039;: Pretty much the same as Vanilla Techmarines, but with an additional effect. Every Techmarine in your army unlocks an additional &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; and &#039;&#039;&#039;Experimental Vehicle Wargear&#039;&#039;&#039; slot. Don&#039;t go overboard on this, as the point tax on bringing more experimental gear grows with every additional slot. Once you get to the third techmarine, seriously consider bringing Gajet as your warlord to simply unlock the restrictions on Experimental Wargear. &lt;br /&gt;
&lt;br /&gt;
As a side note, Techmarines turn Innovatus squad&#039;s Slow and Purposeful into Relentless. If you don&#039;t like this, you can always exchange it for free with Bolster Defenses&lt;br /&gt;
&lt;br /&gt;
*: &#039;&#039;&#039;Marauder Captain&#039;&#039;&#039;: &#039;&#039;&#039;Essentially a Space Marine Captain, IN CENTURION ARMOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Okay, kinda. He&#039;s got the Captain Statline of WS6, BS5, LD10, Convictus Oath. Which is Amazing. In addition the Marauder Armor makes him T6, so he&#039;s really goddamn tough to kill. However he&#039;s insanely pricey, at 180 points base, before any upgrades. &lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that this is the only HQ Slot that can take Heavy Weapons. His Heavy Weapon list is actually a lot cheaper. You would do well to give this sucker Dual Plasma Cannons, and attach him to any squad that has an Aceso to make the best use of his T6. &lt;br /&gt;
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===Troops===&lt;br /&gt;
&lt;br /&gt;
*: Tactical Squad&lt;br /&gt;
&lt;br /&gt;
*: Scout Squad(Silent Hands)&lt;br /&gt;
&lt;br /&gt;
*: Guard Aspirants&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
Knights Inductor have access to the same Dedicated Transports as normal space marines, with only a few changes. All KI Transports have the option to replace storm bolters with Cerberus Launchers for a points buff, if you enjoy spamming blind tests at close range.&lt;br /&gt;
&lt;br /&gt;
*: Rhino: Can replace the useless Self-Repair Systems to carry 12 guys instead of 10. Otherwise the same as Space Marines&lt;br /&gt;
&lt;br /&gt;
*: Drop Pod: Can replace the storm bolter to carry 12 guys instead of 10.  Does not have the option to take Deathwind launchers, though instead you can take the even better Cerberus Launcher instead.&lt;br /&gt;
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*: Razorback: same as Space Marines&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
&lt;br /&gt;
*: &#039;&#039;&#039;Terminator Squads&#039;&#039;&#039; KI terminators start with 3-man squads, and gain an additional heavy weapon for one out of every 3 guys. Functionally its easier to bring more heavy weapon terminators, but really? Don&#039;t even bother with 3 terminators, just not enough bodies to justify it.&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Decloak.... Now!&#039;&#039;&#039;: An odd special rule that the KI terminators can purchase. It&#039;s essentially a late-game infiltrate, so you can get shooty terminators in position more easily. Rarely worth it though, and you STILL can&#039;t use it to Deep Strike into cover. Though this is possibly an oversight.&lt;br /&gt;
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*: &#039;&#039;&#039;Null Paladins&#039;&#039;&#039;: A good excuse for using those Grey Knight models you bought awhile back. At 55 points a model, they&#039;re obscenely expensive, and only have storm bolters for ranged weapon options. Their unique weapon: Null Halberds, are functionally identical to Nemesis Halberds except that they use Null Charges and are marginally more effective against Psykers. Unlike Grey Knight Paladins, these can&#039;t be changed to any better melee weapons aside from the standard set of null weapons with master-crafted. Other than that, for 2 Wound terminators, giving one of them an Aceso is MANDATORY.&lt;br /&gt;
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*: &#039;&#039;&#039;Dreadnoughts&#039;&#039;&#039;: 7th edition brings us a huge number of buffs to Dreadnoughts in the form of Chapter Tactics, massively Cheaper weapons, Squadrons, and more close-combat attacks. Knights get these too for their dreads. In this case, Knights Inductor Dreadnoughts get a small points increase to gain Empyrean Anathema, and the Fear USR. Kinda useless in the edition of &amp;quot;Everyone and their mom is fearless&amp;quot;, but hey it might inexplicably save the dreadnought in melee at some point. &lt;br /&gt;
:: If you really want to be silly, consider giving your Dreadnoughts Camo Cloaks. No seriously this codex lets you take &#039;&#039;Sneeki Breeki Dreadz&#039;&#039;. If you think this is stupid, turn around and note the lack of anything in the treeline. Now look back around, [[Orks|OI GIT, U&#039;s FInKIN WES&#039; NoT SNEEKI *Krump*]]. Camo Cloak Dreads can make a formidable firebase, just be sure to deliver cheesy one liners to your opponent like &#039;&#039;&#039;&amp;quot;I&#039;ve come to hide from  my enemies!&amp;quot;&#039;&#039;&#039; in your best dreadnought voice.&lt;br /&gt;
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*: &#039;&#039;&#039;Innovatus Squads&#039;&#039;&#039;: Some highly expensive special weapons Knights that have the choice of either the Gravitic Mass Driver rifle (standard) or Mk40 Plasma Rifles and they take up one Infantry Experimental Wargear slot as a whole.  Though they only have standard Space Marine survivability of T4 Sv3+ they bring you two great shooting roles of either anti-2+ elite armor saves or anti-vehicle AP1 firepower.  The key to doing well with them is getting them to where you want them without them dying due to their slowness and relative fragility.  Thanks to their MkI Damocles power armor they can fire their GMD&#039;s at full capacity coming out of a Zooming Avenger or a Drop pod.  &lt;br /&gt;
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*: &#039;&#039;&#039;Sternguard Veterans(Silent Hands)&#039;&#039;&#039;: Remember the fluff that says Sternguard Veterans are the shootiest of the shooty shooters? And how the standard SM Codex fluff paints them as absolutely nothing like that? Here we have actual Shooty-Shooting marines crunched as Elite Marine Snipers. Their default weapon is the Stalker Bolter, which is a Strength X 30&amp;quot; Rapid Fire Sniper Bolter. There&#039;s also an option to upgrade them to &#039;&#039;&#039;Silent Hands&#039;&#039;&#039;, which boosts their BS to 5, thus making them even more shooty. Finally, a limited number of their ranks can take Anti-Material Rifles, in case you need AP3 with Rending for killing bigger things. By default this squad can threaten Wraithknights, Carnifexes, and anything that relies on high toughness. &lt;br /&gt;
:: While expensive, this is a SOLID elite choice for threatening anything short of Heavy Armor. Silent Hands can bring down just about anything big each turn through massed Sniper shooting, and can be hard to kill in turn if you place them in good cover with great sightlines.  This, and sniper rifles from Scouts and Stun bolts from Tacticals are your only reliable ways to bring down high T targets.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
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*: &#039;&#039;&#039;Incursion Squad&#039;&#039;&#039;: What the hell are you doing here? [[Lolwut|This is a choppy squad in a shooty army]]. Don&#039;t take this unless you&#039;re looking to throw away points on expensive as hell Suicide Squads. They have pretty much no worthwhile options except to put Captain Isaac in them, and try to cap objectives in Maelstrom. Even then Mounted Knights will do that job easier. &lt;br /&gt;
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*: Landspeeder Squadrons&lt;br /&gt;
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*: &#039;&#039;&#039;Mounted Knights&#039;&#039;&#039;: Shooty Guys with Relentless, Close Combat capability also with relentless, and improved durability. They will massively benefit from having an Aceso to make use of Feel No Pain against Lascannons and Meltaguns. Unlike Incursion Squads, Mounted Knights are considerably more capable of being a Rapid-Reaction unit that can reach out across the board and snag objectives during Maelstrom missions. Pretty much the same benefit that bikes give to normal space marines, you know what to do. It&#039;s just a damn shame you can&#039;t put Xavion on a bike to join them, and there&#039;s no Grav-guns to make use of the Relentless. But that&#039;s too much to ask for and would be horribly broken.&lt;br /&gt;
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*: &#039;&#039;&#039;Mobilius Artillery&#039;&#039;&#039;: A poor man&#039;s thunderfire cannon. With this you get a Techmarine, plus your choice of [[Imperial Guard|Charybdis Howitzer]], Quad Gun, or a Icarus Lasccannon. It&#039;s highly points inefficient, and pretty much the only thing worthwhile is the Charybdis. Because the crew comes with the artillery, you can&#039;t put Xavion on it either for -7&amp;quot; to scatter. It&#039;s still massively outperformed by the Thunderfire Cannon, so it&#039;s more worthwhile to take Space Marine Allies and just grab the actual damn cannon.&lt;br /&gt;
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*: Valkyrie Avenger Squadron&lt;br /&gt;
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*: Valkyrie Repressor Squadron&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*: &#039;&#039;&#039;Suppressor Squad&#039;&#039;&#039;: This is what you get instead of a Devastator Squad. Okay, there&#039;s a few things of note.&lt;br /&gt;
:: - Starts at the cost of a Tactical squad, exactly 84 points.&lt;br /&gt;
:: - 3 Heavy Weapons for each 6 devastators, so it&#039;s a little harder to put large numbers of heavy weapons on the board. &lt;br /&gt;
:: - No, you don&#039;t have a Signum&lt;br /&gt;
:: - You get to instead purchase something called Tactical Autosense, kinda like a CrossCom system for your space marines. It doesn&#039;t work with Marksman Autosense so you can&#039;t give your guys precision shot too. But the Tactical Autosense lets the Sarg give his whole squad Re-roll 1s to hit if he forgoes shooting. This means it is a good bit more powerful than the Signum and gets better in cost effectiveness if you take more Knights and heavy weapons.&lt;br /&gt;
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*: &#039;&#039;&#039;Marauder Team&#039;&#039;&#039;: The Knight&#039;s Centurion equivalents with the following differences: they have -1 Initiative, not terrible but it&#039;s still a con if you&#039;re not taking powerfists/chainfists.  They move 1&amp;quot; slower in all phases, meaning you really have to be spot-on with their placement and positioning to avoid wasting their firepower at times if not taking the longer ranged weapon options.  Finally and most importantly, they have S4 and T6 instead of S5 T5.  While marginally less effective in melee, the T6 makes Marauders true DISTRACTION CARFNIFEXES as they&#039;ll take much more punishment than a Centurion, requiring even more firepower to bring them down (though Grav weapons still laugh at you).  If taking extra Marauders seriously consider the Aceso to give them a pseudo-invulnerable save of 5+ and more protection against small arms fire.  Placing characters with invul saves or getting them cover saves through other means will go far to protect them against high volume high S and low AP fire that&#039;ll most likely be directed their way&lt;br /&gt;
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*: &#039;&#039;&#039;Predator Vaeris&#039;&#039;&#039;: It&#039;s a predator with slightly better armor, and can take Land Raider Sponsons. You would do well to stick this sucker in the corner of the board with a railgun, and dual TL-Lascannons. Alternatively, you can give it the MLRS and Twin-Linked Heavy Flamers, and go to town on hordes of infantry if your opponent doesn&#039;t see through the shenanigans. Besides that, there&#039;s a huge variety of ways you can kit your Vaeris, from Tank-Hunting, to Lawn-Mower, Anti-Air, and Heavy-Artillery. The only downside is that you can&#039;t bring him in Squadrons, and he takes up an &#039;&#039;&#039;experimental vehicle slot&#039;&#039;&#039;(Of which you have only 1 by default)&lt;br /&gt;
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*: &#039;&#039;&#039;Predator Squadrons&#039;&#039;&#039;: Same as Space Marines, though they can take advanced upgrades for better survivability or cheap camo netting for cover camping.&lt;br /&gt;
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*: &#039;&#039;&#039;Vindicator Squadrons&#039;&#039;&#039; Same as Space Marines. However there is the notable case that you might want to buy Storm Bolters for these guys, and then swap them for Cerberus Launchers. Both are already short-range Large Blast weapons, so why the hell not throwing a BLINDING large blast on top of an S10 Large Blast to add insult to injury on anyone dumb enough to let this get close.  A good but expensive solo Vindicator option is to mount the Redemptor-Pattern Demolisher Cannon and take Plating Overhaul as well as Camo Netting.  A 36&amp;quot; S10 AP2 blast (with Get&#039;s Hot) with AV14 front and under cover is an expensive but dangerous target for your opponent to deal with.  &lt;br /&gt;
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*: Land Raiders&lt;br /&gt;
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*: Whirlwind Squadron&lt;br /&gt;
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*: Tempest Squadrons&lt;br /&gt;
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===Special Characters===&lt;br /&gt;
&amp;lt;Center&amp;gt;&#039;&#039;&#039;Nearly all Knights Inductor Special Characters have a unique rule that only applies if that particular character is your warlord. This can range from army buffs, to modifying force org, to messing around with the codex rules. Keep this in mind as some of the characters are particularly fragile, and/or complete shit in melee&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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:: If you&#039;re in an Apocalypse Game, you might want to look into bringing the Aprior War Council Formation, as it allows you to take up to 3 of the guys below as your warlord. Just be careful as yes, all 3 characters do count for Slay The Warlord, and Errata states that your opponent can therefore obtain that objective THREE times. &lt;br /&gt;
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*: &#039;&#039;&#039;Chapter Master Zakis Randi&#039;&#039;&#039;: A strong strategic centerpiece model with some top-notch combat ability as well.  [[Darnath Lysander|He has a 2+/3++ with EW, armed with a special Thunder Hammer]] that can reduce opponents to WS1 for a single Assault phase and usually strikes at I2 instead of I1.  In addition to that, he gives all KI units a much needed Ld10 for certain leadership checks, though he doesn&#039;t give the Convictus Oath out.  His strategic strength comes from his Macharius Strategems Codex x3 (only three specific rules though), no penalties to reserve rolls (kind of meh, but nice to have as it meshes with his own Master of Stalling Warlord Trait nicely) and the ability to have three units use Preemptive Strike (not as impressive since the rule&#039;s been nerfed, but still better than nothing and great to have if you&#039;re going second). &lt;br /&gt;
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::&#039;&#039;&#039;His Warlord Ability grants your entire army Leadership 10(But does not allow Convictus Oath to apply). Overall this is a VERY solid ability, coupled with the fact that Zakis Randi is a very tough character to knock down means he&#039;s a solid choice, even if his Land Raider cost is pretty prohibitive.&#039;&#039;&#039;&lt;br /&gt;
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*: &#039;&#039;&#039;Captain Roland Darren&#039;&#039;&#039;: A relatively cheap special character Captain for what he does: either causing permanent LD losses in enemy units with a good LD roll-off, or buffing the combat ability of a friendly KI unit while gaining Stand Indomitable ala Chaplains.  He&#039;s not bad in combat (go figure) but he also has a debuffing AP2 power sword that can reduce an opponents&#039; stats permanently if they suffer an unsaved wound from him.  Unfortunately you also have to take into account that his main ability can change in function depending on what race/faction opponent you&#039;re facing, since you can&#039;t negotiate with Come the Apocalypse armies, making him tricky to build an army around since his alternate ability synergizes well with dedicated combat units, which the KI don&#039;t have a lot of.  &lt;br /&gt;
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:: Because of how cheap Roland Darren is, he can actually take the double role of Chaplain and Captain, meaning he&#039;s a solid alternative if you&#039;re wanting to bring a single captain in your army. Meaning he is wonderfully good at reacting to enemy assaults if spread your units out to respond to threats. Just beware that doing this takes a good bit of prep-work, as you can only grant it to a squad during your shooting phase. &lt;br /&gt;
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:: &#039;&#039;&#039;Warlord Ability&#039;&#039;&#039;: Darren&#039;s new Warlord ability is focused around buffing the stealth Terminators that he likes to have on hand so often (free Decloak.... Now! special) and getting buffs in regards to the enemy Warlord.  Deep striking units don&#039;t scatter within 12&amp;quot; of the enemy Warlord and even Darren gains Preferred Enemy (Warlord). &lt;br /&gt;
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*: &#039;&#039;&#039;Captain Isaac Rico&#039;&#039;&#039;: A highly Schizophrenic captain who acts as &amp;quot;That one asshole with wings&amp;quot; in the &#039;&#039;entire army of shooty marines&#039;&#039;. Recent buffs to him made him more reliable against infantry by giving his chainsword AP3, but other than that the only reason he should ever be taken is that he has Disrupt Reinforcements standard, and thus can troll Deep Strike armies. By default, he&#039;s not the usual take; and he&#039;s now overshadowed considerably by [[MURDERWINGS|A certain new Raven Guard Captain]] though considerably cheaper.  He buffs Incursion and Vanguard squads in a helpful way, since they wouldn&#039;t likely be pinning enemies through shooting by giving them Fleet and Ob-Sec instead of The Unseen.  Whatever squad you put him in, take as many power weapons as you can since that&#039;ll stack with his Rage giving ability nicely.  &lt;br /&gt;
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::&#039;&#039;&#039;His Warlord Ability grants Furious and Objective Secured to Incursion Squads. Highly Meh&#039;&#039;&#039;&lt;br /&gt;
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*: &#039;&#039;&#039;Garven Brias, Master of Ordnance&#039;&#039;&#039;: A source of GREAT [[RAGE]] in the past. He has since been nerfed into oblivion. Originally Garven Brias was a 120 point model, that had access to an Orbital Bombardment, and could take two more for 20 points each. Then later he got nerfed into a massive points increase, and had his number of additional purchases deceased to only one more. Now he&#039;s a 170 point model that can only use a Ordnance 2 Orbital Bombardment &#039;&#039;&#039;If he&#039;s your Warlord&#039;&#039;&#039;. Just take a look at his statline: WS4, W2, and only 2 attacks. If you really want those orbital bombardments, you&#039;ve got to be willing to take a 2-Wound glass cannon as your warlord. If you field him, HE WILL DIE, usually by your opponent [[Rape|Shooting him with his entire army on turn 1 as soon as you let him know what he does]]. Should your opponent make the mistake of letting him live past turn 1, expect him to lose a not-insignificant chunk of his army.  Sticking him in a sizable Tac-Senseless Suppressor squad or with a loaded Tactical squad will make the most of his unit buffing Tac-Sense that he has.  &lt;br /&gt;
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:: If you&#039;re willing to shell out the points for it, Garven Brias can actually serve as a [[DISTRACTION CARNIFEX]] when he&#039;s your warlord. His power means your opponent will waste an entire turn just trying to kill him. Use this to your advantage to get marines into key positions on the first turn. &lt;br /&gt;
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:: &#039;&#039;&#039;Warlord Ability&#039;&#039;&#039;: Garven Brias&#039; Warlord ability grants you an Ordinance 2 Orbital Bombardment, which is VERY POWERFUL. However, at Weapon Skill 4, and only 2 wounds, he&#039;s the most fragile character in the entire codex.  It also grants Suppressor squads Objective Secured, which is great for a backline unit sitting on objectives for the most part.&lt;br /&gt;
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*: &#039;&#039;&#039;Mechanicus Maestro Gajet&#039;&#039;&#039;: A solid back-line supporter that is best kept simultaneously with a large squad and near a vehicle or two.  He can repair vehicles better than any Techmarine and has a Gravitic Accelerator Cannon along with an upgraded servo-harness and all the nice close-combat goodies a character can usually take.  In addition, he can also take Experimental Infantry Wargear while also lifting the limit for such completely, allowing you to take a Sig Pro or Dis Ray without needing another Techmarine.  For best results, take a full 12man Tactical squad with an Aceso and watch your opponent rage as their shooting does little against 3+ 4++ 5+++, though the Invulnerable save he gives worsens in close combat.  &lt;br /&gt;
::Due to recent changes, if you buy the Gravitic-class Lancing Cannon Rapier Carrier for Gajet and stick him in front, you basically make him T7 W3 Sv2+/4++ against any and all shooting coming his way.  Just remember to stick him back behind the Carrier once he gets too 1W or 2W to let the Rapier tank the rest of the shots.  &lt;br /&gt;
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:: &#039;&#039;&#039;Warlord Ability&#039;&#039;&#039;: Gajet&#039;s Warlord Ability removes the restriction on Experimental Equipment. Because of this, he&#039;s tied with Zakis for the best Warlord Ability.&lt;br /&gt;
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*: &#039;&#039;&#039;Captain Xavion&#039;&#039;&#039; : GOD TIER CAPTAIN. Captain Xavion&#039;s pretty well known for being the shootiest captain you&#039;ll ever put on the table. He sports a 36&amp;quot; Salvo 2/4 S:X Ap5 Stalker Bolter with Sniper and Shred, and is named Mandate. With his Ballistic Skill of 7, and Crack Shot, he&#039;s capable of putting 4 wounds on anything you damn well please each round.  Just beware that this guy &#039;has no invulnerable save of any kind, and therefore will go down like a [[tau|Limp Fish]] in melee. That being said, if this guy ends up in melee, you deserve exactly what will happen to him. His Preferred Enemy: Necrons, and Necron Destroyer ability are inherently situational, and unfortunately you&#039;re paying for them regardless of whether or not you&#039;re playing against Necrons though if you do come across them, aim for the Overlords when possible relying on Reanimation Protocols to stay up when possible.&lt;br /&gt;
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:: &#039;&#039;&#039;Warlord Ability&#039;&#039;&#039;: Xavion&#039;s new, new Warlord Ability makes ALL Knights Inductor units with The Unseen special rule count their cover save as invulnerable against Shooting.  Yes, this is a big-ass FUCK YOU to Tau and other widespread cover-ignoring shenanigans.  If he&#039;s your Warlord, this essentially gives him a 4++ out of cover and 2++ in cover, making him extremely frustrating to flush out with fire.  This obviously synergizes very well with lots of camo-cloak purchases to get the most out of this ability.&lt;br /&gt;
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::: There is a noteworthy form of [[Cheese]] you can manifest with Xavion, in the form of Quad Guns. You see, the Quad Gun that can be purchased with Aegis Defense lines takes the BS of whoever is manning it. Go ahead and put xavion on it for fun. This particular editor has endlessly [[troll|trolled]] his FLG&#039;s Ork-bro, by consistently destroying his Fighta&#039;Bommas the very turn they come in before they ever get to do anything. And the best part about this is that RAW for Interceptor means that if Xavion fires the Quad-gun during your opponent&#039;s turn, he can still fire Mandate in your turn. &#039;&#039;&#039;Never stop shooting!&#039;&#039;&#039;&lt;br /&gt;
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*: &#039;&#039;&#039;Chief Librarian Zecherias&#039;&#039;&#039; : A power Psyker in an army of anti-Psykers, with his Warp Surge ability he can easily generate as many Warp Charges as several lesser Psykers and hold his own.  He can re-roll any two dice in the Psychic Phase, either to get that power to go through, or to re-roll a Perils result or to get two extra chances to deny the enemy in their Psychic Phase.  Oddly enough he&#039;s fairly combat oriented with a (human) combat HQ statline and with a powerful Force sword and a combat-based Malediction extra power.  Use him to bolster a squad with Biomancy powers or for some powerful Divination casting as you see fit.  &lt;br /&gt;
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*: &#039;&#039;&#039;&#039;Sergeant/Paladin/Captain of the Guard Ferrus&#039;&#039;&#039; : This guy&#039;s name has been changed so many times that we decided to list all of them at once here.  He is a Space Marine that fights with a shield as his main weapon (that and a stormbolter w/ Stun bolts).  The shield gives him better and better protection the nastier the wounds coming his way, and even protects him from being insta-splatted by Destroyer weapons or Super-heavy Walker Stomp attacks.  He can also get back up from the dead, but only once.  Stick him with another HQ to protect or in an expensive squad that needs a meat shield and have him tank the hits coming their way.  If possible, get him into a challenge where his between his durability, debuff to enemy attacks and the Electro-shackles he carries on him, he&#039;ll frustrate expensive enemy beatsticks to no end.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
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*: Maxima Marauder&lt;br /&gt;
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*: &#039;&#039;&#039;Silencer Alpha Rachnus&#039;&#039;&#039;: Oh god, where the hell do I even begin with this guy? For starters there&#039;s the obvious that he&#039;s a THREE HUNDRED POINT infantry model. Only 4 wounds with Eternal Warrior, and 2+/4+ saves. So if your opponent stares at him with a sufficiently angry expression Rachnus will probably die. Stick him in a 24-man squad with an Aceso, for the MAXIMUM number of wounds. &lt;br /&gt;
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:: Now, you might be thinking why you would ever want to buy a 300 point model with only 4 wounds. And the answer is pretty simple. [[RAPE|Rachnus is a 1-man Squad-wiping Lawnmower in the Psychic Phase, literally so scary that even Marines are forced to LEARN HOW TO FEAR THINGS in his presence.]]. Your best option would probaby be to Deathstar him with some Termis, and possibly also with Ferrus to let him laugh at challenges.  Psychic phase rolls around and Rachnus Unleashes his aura to drop everyone&#039;s LD by 3 points, then casts Synapse Disruption to force enemies to take lowest leadership, then Horrifying Presence to nova EVERYTHING within 9&amp;quot; to take a 3d6 Leadership test on -3LD, -4LD if they&#039;re psykers. If your opponent doesn&#039;t retaliate with everything he has to remove this guy immediately from the board, then he&#039;ll likely start losing entire sections of his gunline.&lt;br /&gt;
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:: Now that your whole army is stubborn by default, you actually don&#039;t have to worry anywhere near as much about the Silencer Perils with Rachnus, and other Silencers automatically ignore the fear check that results from Silencer Perils. So if Rachnus is Deathstarring with Null Paladins, then he can pretty much recklessly throw however many dice he damn well pleases. Just beware that pretty much only Knights Inductor can reliably stay close to him once the psychic phase rolls around, so if you try putting him in a Cadre Fireblade, you&#039;ll have to be damned careful with your null charges.&lt;br /&gt;
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*: &#039;&#039;&#039;Predator Avalon&#039;&#039;&#039; With very obvious arthurian Naming Conventions, the Knights Inductor codex brings out yet another glass cannon Lord of War. This is the Predator Avalon, carrying only a single weapon that can essentially be summed up as a Lascannon Scattergun. Aside from that, the Avalon has significantly reinforced armor over standard predators, and has two void shields.&lt;br /&gt;
:: - The obvious, &#039;&#039;&#039;Takes up your one Experimental Vehicle Wargear Slot&#039;&#039;&#039;&lt;br /&gt;
:: - The Excalibur Prismatic cannon is a Large-Blast Lascannon that causes a large number of automatic hits on enemy units inside of the pie plate. Vehicles take D3 Lascannon LANCE hits, Infantry take D6+3 Lascannon hits. It&#039;s a nasty piece of work, but it&#039;s not a S:D, and thus is of limited usefulness against titans. In order to be most effective, you actually want to aim for tank columns and groups of elite enemies like Terminators, Mega Nobz, and [[Wraithguard|Annoying walkers with Strength D Flamers]]&lt;br /&gt;
:: - Void shields might be AV-12, so they&#039;re not here to protect you from lascannons. What they&#039;re really for is stopping Strength D weapons from 1-shotting the Avalon. A Destroyer roll of 6 still only takes out a single shield layer and that&#039;s it. &lt;br /&gt;
:: - &#039;&#039;&#039;Does not have the Invincible Behemoth Rule&#039;&#039;&#039;: Not so very self-explanatory. But the gist of it is that while this tank has the firepower of a Superheavy, it is vulnerable to things that Superheavies aren&#039;t. When it&#039;s shields are down it will be vulnerable to all types of penetration results(Though it&#039;s refractive shield will give it a 5+ invuln against them), meaning a meltagun can 1-shot it through EXPLODES! results!&lt;br /&gt;
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==Building an Army==&lt;br /&gt;
Placeholder&lt;br /&gt;
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==Tactics==&lt;br /&gt;
Placeholder&lt;br /&gt;
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==&#039;&#039;&#039;Counter-Tactics&#039;&#039;&#039;==&lt;br /&gt;
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These are some of the ways that you can expect the Knights Inductor to play and how to plan accordingly.&lt;br /&gt;
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*: &#039;&#039;&#039;Infiltration Armies&#039;&#039;&#039;&lt;br /&gt;
:: Infiltration Armies will make extensive use of Camo Cloaks and Captains in order to give medium sized teams rules such as Infiltrate, Deep Strike, and Precision Shots. &lt;br /&gt;
:: * &#039;&#039;&#039;Keep your valuable units inside of Transports&#039;&#039;&#039;: This is KEY to stopping precision shots from taking out your special weapons, which are prime targets for units using Marks-Sense&lt;br /&gt;
:: * Spread out your forces if you have larger numbers, ensure you have maximum LOS to the board. This helps keep Infiltrators from getting uncomfortably close&lt;br /&gt;
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*: &#039;&#039;&#039;Silencer-Elite Deathstar&#039;&#039;&#039;&lt;br /&gt;
:: The other primary playstyle for Knights Inductor involves using very small numbers of elite units, in a mimickry of Grey Knights. Paladins will likely be used to farm Null Charges, and to ferry Silencers into your deployment zone early on. Often these lists will contain a small token force deep inside their own deployment, in order to ensure a Turn-1 auto defeat doesn&#039;t happen. &lt;br /&gt;
:: * &#039;&#039;&#039;Infantry MUST be inside of transports&#039;&#039;&#039;: Transports never take morale checks for any reason, therefore they can&#039;t be feared off the board. As a direct consequence, infantry inside of transports can&#039;t be feared off of the board.&lt;br /&gt;
:: * &#039;&#039;&#039;Anything not in a transport must be as far away from deployment zone as possible&#039;&#039;&#039;: Infiltrate, Scout, camp them right on the edge. Anything to keep them farther from the board edge will mitigate the effects of morale checks to fear them off of the board.&lt;br /&gt;
:: * &#039;&#039;&#039;Look into getting fearless, or Stubborn&#039;&#039;&#039;: This is your LIFELINE. Silencers will deep strike inside your deployment, and there will possibly even be Rachnus going in to fear-check key models off of the board. Fearless won&#039;t stop Shatter Mind&#039;s ability to assassinate characters, so be careful here. &#039;&#039;ATSKNF&#039;&#039; is useful here, but it can be denied by Rachnus, at which point you&#039;re no better at fear checks than ordinary humans. Straight fearless is what you need instead. &lt;br /&gt;
:: * &#039;&#039;&#039;Stubborn has a small chance of saving you.&#039;&#039;&#039; You lose its benefit due to Advanced Rules if a silencer manifests Synapse Disruption. As Synapse Disruption is a more advanced rule than stubborn, you&#039;ll take your leadership on the lowest number. It will still stop further leadership penalties, but things like Conscripts will melt at their LD5.&lt;br /&gt;
:: * &#039;&#039;&#039;Do not use lists that depend on Psykers&#039;&#039;&#039;: All psychic powers automatically fail when used on Silencers and their units. However, the Silencers are weak outside of their usual niche. If you don&#039;t bring any psykers, you can easily deny their silencers a large portion of their purpose. The only exception to this is Eldar and Daemons, in which you can massively overpower Empyrean Anathema through sheer weight of warp dice.&lt;br /&gt;
:: * &#039;&#039;&#039;SPAM VEHICLES&#039;&#039;&#039;: Paladins and Silencers have &#039;&#039;&#039;no ability to harm vehicles in the psychic phase&#039;&#039;&#039;. Their entire strength comes from Psychological warfare, being able to fear infantry, and shut down the psychic phase. Vehicles, especially heavier ones like Lemans, will absolutely laugh at a Silencers main powers.&lt;br /&gt;
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==Common Playstyles==&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Knights Inductor]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;/div&gt;</summary>
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