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==Tactical Objectives== Designed for Maelstrom of War missions, these are the Knights Inductor unique objectives from 11-16 {| border="1" cellspacing="0" cellpadding="5" align="left" ! 11. THE CHAIN OF COMMAND ! 12. CRIPPLING BLOW ! 13. BRING THEM HOME |- | ''Seek out and snipe key leader figures from the enemy ranks to reduce their combat effectiveness and bring the battle to an end swifter.'' 1VP if you kill a character in the shooting phase, D3VP if you kill an independent character. | ''Debilitate the enemy, reduce his fighting strength. Then move to draw this conflict to its conclusion.'' 1VP if an enemy unit fails a pinning, blind or morale check, D3VP if 3+ units fail the check. | ''Minimize casualties and bring your forces home to fight another day for the Imperium of Man.'' 1VP no units from your army are lost this game turn, D3VP if none are lost for three game turns. If you have completed the lower level of this objective, as soon as a unit is lost or the game ends, you receive the one victory point and this objective is completed. |- ! 14. COMBINED ARMS ACTION ! 15. DRAIN THE WARP ! 16. ARMORED MIGHT |- | ''The strength of the Knights Inductor is drawn from their exceptional tactical use of the Tactical Fire Team doctrine.'' 1VP if you successfully destroy a unit with two or more Knight Inductor units with Tactical Fire Teams. | ''The Aprior Sector has the highest prevalence of the Blank gene in known space and the Knight Gene Seed contains traces of it as well. Utilize its potential.'' 1VP if you successfully denied a psychic power in the opponent's last turn using Null Charges, D3VP if 3+ were denied this way. | ''The mighty workshops of the Knights Inductor have produced a wealth of armored elements for the Knights use in battle. It would be a waste if such potential was left unused.'' 1VP if you successfully destroy an enemy unit using a friendly Knights Inductor vehicle. |} <br style="clear: both; height: 0px;" />
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