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=== Gene-seed === ''"Our Primarch is lost. All that remains of him is our [[gene-seed]], and through that, he is always with us."'' - Apothecary Stephan Aigle 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 "null aura" to some degree, while [[psyker]]s' 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' more deviant practices and beliefs. This resilience comes at a cost: the Catalepsean Node has been rendered ineffective, training takes up to a decade longer as the Neophytes are less susceptible to hypnotherapy, and a Knight's reaction time is about 15 percent longer than that of the average Space Marine. 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 "Silencers" as most Chapters have [[Librarian]]s. Their gene-seed banks are regularly screened for signs of any deviation; they are of the opinion that the resistance to corruption doesn'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 ensure that even if the whole Sector was destroyed, their gene-seed would live on. ====Null Knights==== The mutations in Knights' Inductor gene-seed make them all but immune to Chaotic corruption, but have left them open to other fates. The [[Necron]]s originally planted the Pariah gene in humanity, and when the [[Desert Fangs]] encountered the tomb on [[Voralia]], the Necrons were pleased to see how much their plan had matured. Knights Inductor are already much stronger and faster than a normal human being; their potential power after upgrading was nearly limitless. Over the years, some three dozen Knights Inductor have been captured, augmented with Necron technology, and conditioned to see all life as essentially chaotic; they now serve the Necrons, reborn as Null Knights. These Null Knights have caused a good deal of grief to the Knights Inductor, as they superficially appear to be Knights in a remarkable likeness and wreak havoc where ever they tread. Nominally it is elements of 6th Company that is tasked with tracking down and eliminating their cursed Necron counter-parts. However the galaxy is vast and clues to the Null Knights' whereabouts scarce, and over the millennia only approximately a third of the Null Knights have been successfully eliminated. Attempts at containment and rehabilitation of the Null Knights themselves have proved to be unfeasible, to the cost of two whole Tactical squads of the 6th Company. Each encounter with the Null Knights is seemingly always marked with gruesome violence upon the discovery of one. They are invariably found in high positions of power, having achieved their status through intimidation and manipulation. The cost of apprehending a discovered Null Knight is depressingly high, but the costs of an undiscovered one wreaking havoc are much, much higher. Upon discovery, a Null Knight will not attempt to flee until it has done maximum damage to the subsector or planet they are in, even if doing so increases its chance of capture. It is unknown as to why they do this, though amongst the 6th Company hunters it is attributed to the Null Knight's programming that causes them to inflict massive chaos. Should the Hunters fail or falter in their duty, the greater Imperium's doom would be assured as the Null Knights leave countless planets ripe for Necron awakening or incursions, and possibly threatening Holy Terra itself.
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