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Tactics - Knights Inductor
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== Armoury == ===Ranged Weaponry=== *'''Specialized Bolt Ammunition''': Instead of buying one ammo type, you can now give your squad a all three different bolt ammunition types, each with their own stat modifiers to the regular bolt profiles of the bolt pistol, boltgun, and storm bolter and with unique effects. These are what make your Troops actually useful, at a moderate cost that adds up quickly if you take this on multiple units: **'''Stun Bolts'''- +6", AP -, Pseudo-Blind (-1 WS/BS on failed Ini with 6 to hit), Blind on 5+ 6's to hit. These are excellent on backline squads that are spamming Suppressive Tactics and also your most spammed ammunition type. The Pseudo-blind part is not restricted to a single test like Blind and thus you can lower an enemy unit's combat effectiveness if you force multiple tests. **'''Lumen Bolts'''- AP-, a more niche choice compared to the other two ammo types, as it buffs charging against a target unit and reduces said unit's cover saves. This is best used when you know you'll be facing lots of cover saves and if you have a forward combat unit that you need to get into close combat. **'''Tranq Bolts'''- -6", Strength 1, AP6, Poisoned (3+). The most powerful of the three in terms of power, allowing you to pile on saves against just about anything that's not a vehicle. However, the short range means it'll only be taken on things you are dropping in close or are expecting to be in close combat. :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 while you can buy it on multiple squads to make Pseudo-Sternguard, the high price tag of 3pts per model generally discourages over-buying. *'''Animus Diadem''': A nasty S5 AP1 Assault 3 weapon that can add up to 3 Null Charges for more shots. Gives your Silencer a good weapon to pump Charges into if he finds himself in a position where his powers are useless (enemies cowering in metal bawkses to be popped with AP1). *'''Astartes Anti-Material Rifle''': An Expensive as Hell sniper that does decently against vehicles, MC's and MEQ in the open. On scouts this is a nice addition, but with Silent Hands you're better off sticking with your Stalker Bolters and buying Tranq Bolts for the whole squad. It's only real benefit over a traditional missile launcher is that it has Precision Shot but at ~10pts, it's a good deal *'''Mk40 Plasma Weapons''': Slightly lower strength(S6), than normal plasma guns. Doesn't Gets Hot! in exchange. While it won't matter against infantry, you'll note that they're considerably less effective against MC's and Light vehicles as a result. *'''Seismic Charge''': Demolitions Charges, Knights Inductor Edition. A S6 AP 4 Large Blast with Strikedown and 8" range. While a little cheap, Strikedown in this case won't help you from charges being only 8" away from your target. These are only worthwhile on deep striking units that are dropping right next to the enemy. These are not grenades so multiples can be tossed with impunity. *'''Stalker Bolters''': The standard equipment for your Sternguard/Silent Hands. By default they don't actually come with specialty ammunition, but these guns (Being 30" Rapid Fire Sniper), can handle well on their own without specialty ammo. Stun Bolts makes these the ultimate support weapon at sniper range (36") while Tranq bolts increases the efficiency of shots hugely while dragging the range down to regular Bolters. ===Melee Weaponry=== *'''Astartes Riot Shields''': These shields make your guys Bulky, and slow with no Running or Sweeping Advance. In return, they get +2 to cover saves, 4+ cover out in the open, and force enemy re-rolls on successful hits in the first round of close combat if the entire unit is equipped with these. Excellent in meatshield squads aiming to tarpit an enemy unit or in smaller numbers in cover. Beware of the limited mobility, and you'll have a hard time fitting these into transports. Also the price tag is a hefty one, especially if you're aiming to outfit an entire unit. *'''Electro Shackles''': 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't be in combat. This also is comparatively useless if used on anything that doesn't have threatening Attacks, and Monstrous Creatures are much more likely to break through the Shackles. *'''Null Weapons''': These are your Silencer's Force Equivalent weapons, which come in all of the same flavors as normal Force Weapons. You've got Swords, Axes, Staves, and Halberds (Minoris only). If you're familiar at all with Psykers, then you know that Axes are the only worthwhile choice (As without frag grenades you're usually on Initiative 1 anyway). As an aside, they always re-roll failed to-wound rolls when used against Psykers or Daemons *'''Shock Weapons''': Unique "peacetime" 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 two hits per 6 to hit. These make Knights a little more decent in CC, but with AP- don't expect them to do much in actual combat. ===Armour=== *'''Marauder Dreadnought Armor''': Knights' Centurion Armor, basically the same except +2T instead of +1T with 3+ armor, making them Wraithguard tough. See Marauder entry for more details. *'''Power Armor''': Straight up 3+ armor save, standard Marine stuff *'''Trooper Armor''': No Carapace for Knights Inductor, instead they get a Slow & Purposeful 4+ armor save. Nice on Sniper scouts, not so much on Guard Aspirants. Beware of its mobility limitations and lack of Overwatch. ===Miscellaneous Equipment=== *'''Aceso''': Costs as much as an Apothecary. Turns your Character into ''Apothecary Lite''. This is great for just about anything if you want to add survivability. Almost always taken on Knights Inductor HQ choices. : 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. *'''Laser Aiming Module Unit''': Re-rolls on 1's within 18", can't be used with camo cloaks. Not that you'd want to, when this is definitely being put on a deep striking unit in front of the enemy. *'''Marksman Autosense''': This right here used to be the bread and butter of your army. Marksman Autosenses grants Precision shot and Night Vision to the model, effectively making them into Mini-snipers. The squad with this also doesn't Rend on 6s to wound, unlike normal snipers. *'''Camo Cloaks''': 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'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. *'''Frag Grenades''': [[Lolwut|HAHAHA NO]]. You're a shooting army. Why the hell are you charging? Never take these, let your suicide incursion squads use them. Just don't bother. :DO Take them when you have a dedicated assault unit with access to them like Honor Guard Minoris so you're aren't charging a unit in cover and striking at I1 with your Null Halberd *'''Melta Bombs''': You probably shouldn't be in combat with a tank, but could be worth it. *'''Teleport Homer''': This could be troll worthy on a Sarge. Like, extremely so. Otherwise, depends on your army composition. Unless you're focused on Drop Pods, not a lot of the Knights Inductor deep strike, they prefer to infiltrate.
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