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==Tabletop== 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't picky about their allies, so long as they behave. A playable, awesome, and balanced [[codex]] is in the works, with unique units such as '''Silencers''' and '''Silent-Hand Veteran Squads''' units. It WILL be made of [[awesome]]. Check. It. Out. At >[[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). 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 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, Ultramarine for tactical flexibility, Fists for their better then average range skills, and really, the only chapter tactic that does not work for the Knights are the Black Templars. [[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]].
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