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===Experimental Wargear=== :All Armies whose primary detachment consists of Codex: Knights Inductor contains ONE Experimental Wargear Slot in the Force Organization. This slot may be occupied by any of the following upgrades. Units that have the '''Omnissiah's Bounty''' take up an Experimental Wargear slot, and additional Experimental Wargear in the unit does not count against the army limit for such. Additional slots are unlocked with Techmarines as described in their '''Decree Innovatus''' rule in the Techmarine entry. ====Experimental Infantry Wargear==== '''Damocles Power Armor MkI'''- The latest power armor iteration to be tested in the field and the result of hundreds of years of redesign and testing. This is power armor incorporating the gyro stabilization and servo systems of Trooper armor, though still suffering the same drawbacks of limited movement. Provides a 3+ armor save and the Slow & Purposeful special rule '''Armored Strategic System'''- This is an emplacement with T6 W2 Sv3+. Friendly scatter rolls for Blast weapons and Deep Strike rolls within 12" one D6" less for scatter. It must be deployed either by Infiltration or Deep Strike. You must choose which type it is at the time of purchase. *'''Disruptor Array'''- Enemy units within 12" lose -2BS (to a minimum of BS1) and do not gain re-rolls to hit or bonuses to BS from wargear or special rules. *'''Signature Projector'''- Each time enemy units within 12" of the marker wants to Shoot or Charge it must pass a leadership test at -2Ld or be forced to declare its Shooting attack or Charge against the emplacement (vehicles count as Ld8 with the penalty). *'''Psi-Suppressor Pylon'''- This contains a Null-Amp. In addition, this generates an additional D3+X Null Charges per Psychic Phase, with X being the number of Psykers within 12" of the pylon. Psykers cannot generate Charges nor use any powers within this range. '''Graviton Grenades'''- These incredibly difficult to manufacture grenades emit a localized gravity field that drags helpless enemies down to the ground. These count as both assault and defensive grenades that force charging enemy units to roll 3d6 for charge distance taking the lowest two dice. They may be thrown in the Shooting Phase with the following profile: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Graviton Grenades || 8" || * || - || Assault 1, Graviton, Stunning* |} <br style="clear: both; height: 0px;" /> *'''Stunning'''- A unit hit by a weapon with this rule must immediately take a Toughness test. If failed, their Initiative is lowered to 1 until the player's next Shooting phase. '''Gravitic Mass Driver'''- Analogous to the Tau Rail Rifle, the Grav Mass Driver is essentially a more simplified and compact version of the Gravitic Accelerator Cannon. The ammo fired through the gravitry manipulation plates along the length of rifle tear through the atmosphere before punching through enemy armor. It is very bulky and can only be wielded by Trooper armored or Power armored soldiers, and suffers from a slow firing rate. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Grav Mass Driver || 30" || 7 || 1 || Heavy 1, Armourbane |} <br style="clear: both; height: 0px;" /> '''Macharius Strategem Codex'''- A dataslate loaded with the latest iterations of the Macharius Strategem for use by a commander to integrate with his battle plan. Proper use and execution of the codified wisdom and knowledge contained in the Strategems will see inspired tactics altering the flow of battle in the user's favor. You may grant one of the following rules to a single unit in the detachment (Tank Hunters, Monster Hunters, Infiltrate, Interceptor, Split Fire, Counter Attack). *The Macharius Stratagem Codices are far more widely available then other elements of the Experimental Wargear list, made available to all commanders and sub commanders of a Knights Inductor detachment. Macharius Stratagems Codices do not count against the Experimental Wargear Restriction. Instead, for every HQ choice that is taken, a single Macharius Stratagems Codex may be taken. '''Tracer Bolts''' - Or Tracker-Bolts, these highly expensive to produce bolts are equipped with special sensor mites that scatter over a target area, and feed data into the Tactical Grid that Knights can then utilize to correct their aim for devastating effect. Successful hits with these bolts cause no wounds, and resolve without Armor, Cover, or Invuln Saves, and will instead inflict one '''Marked By The Light''' marker per hit. These may be fired separately from all other alternative bolt ammo fired by a unit. *'''Marked By The Light'''- If this hits an enemy unit, a friendly Knight Inductor units that fire at the marked unit in the same Shooting Phase may consume a marker to do one of the following: Re-roll failed rolls to hit, Ignore cover saves, or cause Precision Shots to resolve with 5+ to hit instead of 6. ====Experimental Vehicle Wargear==== '''Empowered Machine Spirit'''- Maestro Gajet's extremely high affinity for Machine Spirits have led to the discovery of before unknown techniques for strengthening a machine spirit's potency. Grants the "Power of the Machine Spirit" Special Rule '''Heavy Gravitic Accelerator Cannon'''- This is the first large-scale version of the Gravitic Accelerator Cannon fielded on a ground vehicle, which can only be mounted on dedicated firing platforms like the Landraider Athena. The sheer force of the gravitic-vortex accelerated round is capable of tearing through multiple armored vehicles without stopping. Of all the Gravitic weapons currently in service, the HGAC is by far the least stable. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! type |- | Heavy Grav Cannon|| 90"|| 10 || 1 ||Ordnance 1, Get's Hot!, Path of Destruction* |- |}<br style="clear: both; height: 0px;" /> *'''Path of Destruction'''- Models underneath the center of the template take an Armourbane hit, which deals D3 Hull Points/Wounds of damage with Penetrating hits and unsaved wounds. In addition, when firing the Heavy Grav Cannon, draw a line from its muzzle that touches the center of the target. All vehicles and monstrous creatures that are touched by the line take one S10 AP 1 hit on a D6 roll of 4+. '''Hurricane MLRS'''- The Hurricane Multiple Launcher Reaper Systema is an advanced version of the Whirlwind Launcher, firing up to three times as fast and calibrating impact fuses with greater much greater precision for much deadlier effect. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Hurricane MLRS || 12"-60" || 6 || 4 || Ordnance 2, Large Blast, Ignores Cover, Barrage |} <br style="clear: both; height: 0px;" /> '''Gravitic Accelerator Cannon'''- The GAC uses gravity vortex manipulation plates to achieve a frictionless firing platform that can accelerate a projectile to unbelievable speeds. Rivaling Tau rail gun technology in power, these masterpieces of human technology are now finally being taken to the field for additional "testing". {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Grav Accelerator Cannon || 90" || 10 || 1 || Ordnance 1, Armourbane, Point of Destruction* |} <br style="clear: both; height: 0px;" /> *'''Point of Destruction'''- A Penetrating hit or unsaved wound deals D3 Hull points/Wounds of damage. '''Anti-Air Marker'''- The Anti-Air Marker fires a self-propelled target-adhering tracking device that can feed calibration adjustment information to nearby Knights, allowing them to fire with predictive capabilities to take down even super sonic targets with reasonable accuracy. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | AA Marker || 36" || 1 || - || Heavy 1, Skyfire, Interceptor, Twin-linked, Air-Marked* |} <br style="clear: both; height: 0px;" /> *'''Air-Marked'''- If this attack hits use a marker next to the marked unit. A friendly Knights Inductor unit may consume the marker to hit the marked Zooming Flyer or Swooping Flying Monstrous/Gargantuan Creature at their normal BS value instead of Snap-shotting in the same Shooting phase. '''Lockdown Self-Repair Protocols'''- A baffling mystery to many of the tech priests and tech marines of the Knights Inductors, when applying certain rituals to the machine spirit, it can cause them to lock up and perform emergency repairs to itself. The correct procedures are known to few, even within the upper ranks of the Workshop Mechanicus. Allows a vehicle to D3 attempts to repair to repair a Hull point, immobilization, and weapon destroyed results, A successful repair is on a 5+. The vehicle cannot move or shoot during this turn. '''Redemptor-Pattern Demolisher Cannon'''- This is a barrel bore and ammunition upgrade that allows Vindicators to achieve much larger distances and greater destructive impact. It is however incredibly difficult to match the right ammunition to the highly bore-sensitive modified barrel. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Redemptor DC || 36" || 10 || 1 || Ordnance 1, Large Blast, Strike-down, Get's Hot! |} <br style="clear: both; height: 0px;" /> '''Warp Maelstrom Cannon'''- The Warp Maelstrom Cannon is the first and last invention from the Warp Technology Workshop that was shut down after a misfire caused a daemonic incursion on the research planet. It is a dark legacy and reminder to the Knights who would still wish to pursue the dangers of Warp manipulation. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Maelstrom Cannon || 48" || X || X || Ordnance 1, Large Blast, Flux* |} <br style="clear: both; height: 0px;" /> *'''Flux'''- The strength and AP of the cannon is determined by a 2d6 roll before you fire it. You may choose to reroll one dice. The strength is 2d6 while the AP is the lowest of those two values. If a double is rolled the vehicle takes loses a hull point on a D6 roll of 1-3. A double 6 spawns a Vortex (small blast) at the point of scatter. A double 1 spawns a Vortex centered on the Predator.
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