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Tactics - Knights Inductor
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==Unit Analysis== ===HQs=== *'''Captain''': A good all-around character. He's worse in close combat than [[Space Marines|Normal Space Marine Captains]], but in exchange he grants a squad of your choice Preemptive Strike which is either a free Scout move or the ability to shoot first with Interceptor restrictions of not being able to fire the next Shooting phase. Since these guys come standard with Frag Grenades and ATSKNF, any squad you attach a captain to will regain their immunity to sweeping advances and fear, making them suck a lot less in melee. Just don't expect to be able to have a captain attached to EVERY squad, just limit it to whatever squad you think will be taking the brunt of charges, as otherwise you'll lose out with the point tax. *'''Chaplain''': The Defensive Counterpart to Captain, and he loses out on Zealot. The difference between this guy and a regular Chaplain is that he loses Zealot and gives them the Counter-Attack rule with re-rolls to Overwatch, which is very important. Instead of a Power Maul (Crozius) he has an AP4 Shock Maul, which is mildly better. If you're not taking a captain as your warlord (And kitting out the captain to be a monster in melee), then Chaplains are a serious consideration for army buffing to make up for your lack of melee prowess. *'''Librarian''': A Stubborn-granting non-10 Ld HQ. Knights Inductor Librarians are actually ordinary humans in Power Armor, so they don't have the Space Marine Statline that other Libbys enjoy. However, they can take ML2 and Terminator armor a little cheaper and are -the- budget HQ. They also lose a Warp Charge on a 4+ in their Psychic Phase in return for having -1 on the Perils table. :Consider taking these guys if you need tactical flexibility, but don't rely on them too much as you don't have the Librarius Conclave to make them reliable. *'''Silencer''': One of the codex's True Unique Units. These suckers have a whole paragraph of text describing their rules, but don't let that dissuade you from taking them. These guys have their own set of powers, and are focused entirely on the idea of shutting down the psychic phase. While they are EXCEEDINGLY GOOD AT THIS, Silencers are a little on the expensive side (100 points base), and lack the tactical flexibility that libbys normally provide. :Silencers don't provide ATSKNF, but they make whatever squad you attach them to completely immune to all psychic powers, both friendly and hostile. Witchfires don't effect them, maledictions don't work, and even blessings immediately turn off. This buff (Or a debuff, really depends on how you look at it), also applies to whoever is the poor sap that gets in melee with them. So if a Silencer's squad charges an invisible squad, that squad instantly loses invisibility, and whatever other buffs they had on, as well as maledictions. :Just be DAMNED CAREFUL WITH THEM. While Silencers don't suffer perils the same way normal psykers do, their perils are just as dangerous. If you roll double 6s while manifesting silencer powers, the squad they are attached to takes a huge leadership test. And if they fail it, they run the fuck away from the silencer(Who is then helpless and alone ;_;). *'''Techmarine''': Pretty much the same as Vanilla Techmarines, but with an additional effect. Every Techmarine in your army unlocks an additional '''Experimental Infantry Wargear''' and '''Experimental Vehicle Wargear''' slot. Don't go overboard on this, as the point tax on bringing more experimental gear grows with every additional slot. Once you get to the third techmarine, seriously consider bringing Gajet as your warlord to simply unlock the restrictions on Experimental Wargear. As a side note, Techmarines turn Innovatus squad's Slow and Purposeful into Relentless. If you don't like this, you can always exchange it for free with Bolster Defenses *'''Marauder Captain''': '''Essentially a Space Marine Captain, IN CENTURION ARMOR'''. Okay, kinda. He's got the Captain Statline of WS5, BS5, LD9, ATSKNF. Which is Amazing. In addition the Marauder Armor makes him T6, so he's really goddamn tough to kill. However he's insanely pricey, at 150 points base, before any weapons or upgrades. It's important to note that this is the only HQ Slot that can take Heavy Weapons. His Heavy Weapon list is actually a lot cheaper. You would do well to give this sucker Dual Plasma Cannons, and attach him to any squad that has an Aceso to make the best use of his T6. You can also have him tank small arms shots at his T6 for a lesser T squad. ===Troops=== *'''Tactical Squad''': Your typical bread and butter unit for holding down objectives. With bolt ammo being a lot more useful, you can kit Tactical squads more easily for support work when sitting on the backline. Stun bolts provides a nice versatility while Tranq bolts allow for some more offensive work. A full twelve man squad with an Aceso in cover, possibly with camo cloaks, is a hard nut to crack and makes this your potentially most durable scoring option. *'''Scout Squad''': Same as regular Space Marines, but your Sniper Rifles (when in cover) retain the same effectiveness from 6th edition. With Trooper armor they can also shift position and still fire their Heavy weapons. With Astartes Anti-Materiel Rifles, they will very reliably cause at least a wound for Pinning checks. *'''Guard Aspirants''': Your cheapest and cheerful option. With relatively precise Deep Striking these guys are commonly used as suicide squads ferrying a melta or two behind an enemy vehicle, or with a Seismic charge to ruin an infantry squad's day. Beware that they are Slow & Purposeful and will thus be stranded wherever you drop them. Also, despite having a Space Marine Sergeant the unit is majority T3 for the purposes of shooting and so will die quickly despite having a 4+ save. If you're feeling ballsy, have the Sergeant take a Pulse Clamp and charge a Super Heavy before the squad is vaporized. ===Dedicated Transports=== Knights Inductor have access to the same Dedicated Transports as normal space marines, with only a few changes. All KI Transports have the option to replace storm bolters with Cerberus Launchers for a points buff, if you enjoy spamming blind tests at close range. *'''Rhino''': Can replace the useless Self-Repair Systems to carry 12 guys instead of 10. Otherwise the same as Space Marines, though the option to take camo netting makes it an interesting choice for a backline bunker, while a Cerberus Launcher also works for offensive strategies. *'''Drop Pod''': Can replace the storm bolter to carry 12 guys instead of 10. Does not have the option to take Deathwind launchers, though instead you can take the even better Cerberus Launcher instead. Can be purchased in Fast Attack for your other models like Marauders and Minoris. *'''Razorback''': same as Space Marines. TL-Lascannon and camo netting makes for an annoying threat, though on the expensive side. ===Elites=== *'''Terminator Squads''' KI terminators start with 3-man squads, and gain an additional heavy weapon for one out of every 3 guys. Functionally its easier to bring more heavy weapon terminators, but really? Don't even bother with 3 terminators, just not enough bodies to justify it. Thunder Hammers & Storm Shields are still good, but you'll still need an ATSKNF character in there to hold the line. : '''Active Camouflage''': An experimental wargear option that you can buy. You lose your Invulnerable save from Terminator armour, but in turn get a scatter-less Deep Strike anywhere and can only be hit on 6's the turn they arrive. *'''Silencer Minoris''': A good excuse for using those Grey Knight models you bought awhile back. At 55 points a model, they're obscenely expensive, and only have storm bolters for ranged weapon options. Their unique weapon: Null Halberds, are functionally identical to Nemesis Halberds except that they use Null Charges and are master-crafted. Unlike Grey Knight Paladins, these can't be changed to any better melee weapons aside from the standard set of null weapons with master-crafted. Other than that, for 2 Wound terminators, giving one of them an Aceso is MANDATORY. Iron Halos are also optional but add to the cost. *'''Dreadnoughts''': 7th edition brings us a huge number of buffs to Dreadnoughts in the form of Chapter Tactics, massively Cheaper weapons, Squadrons, and more close-combat attacks. Knights get these too for their dreads. In this case, Knights Inductor Dreadnoughts get a small points increase to gain Empyrean Anathema, and the Fear USR. Kinda useless in the edition of "Everyone and their mom is fearless", but hey it might inexplicably save the dreadnought in melee at some point. : If you really want to be silly, consider giving your Dreadnoughts Camo Cloaks. No seriously this codex lets you take ''Sneeki Breeki Dreadz''. If you think this is stupid, turn around and note the lack of anything in the treeline. Now look back around, [[Orks|OI GIT, U's FInKIN WES' NoT SNEEKI *Krump*]]. Camo Cloak Dreads can make a formidable firebase, just be sure to deliver cheesy one liners to your opponent like '''"I've come to hide from my enemies!"''' in your best dreadnought voice. *'''Innovatus Squads''': Some highly expensive special weapons Knights that have the choice of either the Gravitic Mass Driver rifle (standard), Mk40 Plasma Rifles, or AAMR's (nope) and they take up one Infantry Experimental Wargear slot as a whole. Though they only have standard Space Marine survivability of T4 Sv3+ they bring you two great shooting roles of either anti-2+ elite armor saves or anti-vehicle AP1 firepower. The key to doing well with them is getting them to where you want them without them dying due to their slowness and relative fragility. Thanks to their MkI Damocles power armor they can fire their GMD's at full capacity coming out of a Zooming Avenger or a Drop pod. *'''Sternguard Veterans(Silent Hands)''': Remember the fluff that says Sternguard Veterans are the shootiest of the shooty shooters? And how the standard SM Codex fluff paints them as absolutely nothing like that? Here we have actual Shooty-Shooting marines crunched as Elite Marine Snipers. Their default weapon is the Stalker Bolter, which is a 36" Strength X Rapid Fire Sniper Bolter. There's also an option to upgrade them to '''Silent Hands''', which boosts their BS to 5, thus making them even more shooty. Finally, a limited number of their ranks can take Anti-Material Rifles, in case you need S6 AP3 for killing bigger things. By default this squad can threaten Wraithknights, Carnifexes, and anything that relies on high toughness. :While expensive, this is a SOLID elite choice for threatening anything short of Heavy Armor. Silent Hands can bring down just about anything big each turn through massed Sniper shooting, and can be hard to kill in turn if you place them in good cover with great sightlines. This, and sniper rifles from Scouts and Tranq bolts from Tacticals are your only reliable ways to bring down high T targets. :Take the Silent-Hand upgrade and Specialized Bolt Ammunition for Tranq bolts for maximum efficiency at an expensive 27pts a pop. They WILL hit and they WILL wound (with Rending galore). ===Fast Attack=== *'''Incursion Squad''': What the hell are you doing here? [[Lolwut|This is a choppy squad in a shooty army]]. Don't take this unless you're looking to throw away points on expensive as hell Suicide Squads. They have pretty much no worthwhile options except to put Captain Isaac in them, and try to cap objectives in Maelstrom. Even then Mounted Knights will do that job easier. The only noteworthy thing about them is that they can get Shock weapons and Riot shield for cheaper by exchanging their current weapons instead of buying from Squad Issue Wargear. Buy Shock Mauls, stuff it all into a Drop pod and charge on turn 2, laying down S6 hurt everywhere. *'''Landspeeder Squadrons''': Good mobile platforms for heavy weapons, if you feel your army is a bit too slow. *'''Mounted Knights''': Shooty Guys with Relentless, Close Combat capability also with relentless, and improved durability. They will massively benefit from having an Aceso to make use of Feel No Pain against Lascannons and Meltaguns. Unlike Incursion Squads, Mounted Knights are considerably more capable of being a Rapid-Reaction unit that can reach out across the board and snag objectives during Maelstrom missions. Pretty much the same benefit that bikes give to normal space marines, you know what to do. It's just a damn shame you can't put Xavion on a bike to join them, and there's no Grav-guns to make use of the Relentless. But that's too much to ask for and would be horribly broken. *'''Mobilius Artillery''': A poor man's thunderfire cannon. With this you get a Techmarine, plus your choice of [[Imperial Guard|Charybdis Howitzer]], Scylla Heavy Bombard, or a Quad Gun. It's highly points inefficient, and pretty much the only thing worthwhile is the Charybdis. Because the crew comes with the artillery, you can't put Xavion on it either for -7" to scatter. It's still massively outperformed by the Thunderfire Cannon, so it's more worthwhile to take Space Marine Allies and just grab the actual damn cannon. *'''Valkyrie Avenger Squadron''': Your go-to anti-air with THREE twin-linked lascannons standard and the option to take side mounted weapons. Stick a stock 6man Troops into there and Sky of Fury drop them on an objective while blasting enemy flyers and vehicles alike. *'''Valkyrie Repressor Squadron''': Your budget flyer, with dual bomb pylons with up to essentially four shots with the bomb pylon of choice. A single Lascannon is good for taking pot-shots at other Flyers and an expanded capacity of 12 men means that they can handle a full squad. Don't expect the stock bomb pylon options to do much though, even with two shots per bombing run. ===Heavy Support=== *'''Suppressor Squad''': This is what you get instead of a Devastator Squad. Okay, there's a few things of note. :- Starts at the cost of a Tactical squad, exactly 84 points. :- No, you don't have a Signum :- You get to instead purchase something called Tactical Autosense, kinda like a CrossCom system for your space marines. The Tactical Autosense lets the Sarg give his whole squad Re-roll 1s to hit if he forgoes shooting. This means it is a good bit more powerful than the Signum and gets better in cost effectiveness if you take more Knights and heavy weapons. *'''Marauder Team''': The Knight's Centurion equivalents with the following difference: they have S4 and T6 instead of S5 T5 (and 3+ versus 2+). The T6 makes Marauders true DISTRACTION CARFNIFEXES as they'll take much more punishment than a Centurion, requiring even more firepower to bring them down (though Grav weapons still laugh at you). If taking extra Marauders seriously consider the Aceso to give them a pseudo-invulnerable save of 5+ and more protection against small arms fire. Placing characters with 2+ armor and invul saves or getting them cover saves through other means will go far to protect them against high volume high S and low AP fire that'll most likely be directed their way. :Weapon loadouts must be bought in addition to the bodies. Specialized Bolt Ammunition + DCCW + Heavy weapon of choice maximizes its fire power and allows for at-initiative punching should you get into a scrap. Note that double heavy weapons cost more (encouraging mixing) and double DCCW's cost less in return for only having the Storm Array as your ranged weapon (basically super Terminators at that point). *'''Predator Vaeris''': It's a predator with +1HP and BS, and can take Land Raider Sponsons. You would do well to stick this sucker in the corner of the board with a railgun, and dual TL-Lascannons. Alternatively, you can give it the MLRS and Twin-Linked Heavy Flamers, and go to town on hordes of infantry if your opponent doesn't see through the shenanigans. Besides that, there's a huge variety of ways you can kit your Vaeris, from Tank-Hunting, to Lawn-Mower, Anti-Air, and Heavy-Artillery. The only downside is that you can't bring him in Squadrons, and he takes up an '''Experimental Wargear Slot''' (Of which you have only 2 by default). *'''Predator Squadrons''': Same as Space Marines, though they can take advanced upgrades for better survivability or cheap camo netting for cover camping. *'''Vindicator Squadrons''': Same as Space Marines. However there is the notable case that you might want to buy Storm Bolters for these guys, and then swap them for Cerberus Launchers. Both are already short-range Large Blast weapons, so why the hell not throwing a BLINDING large blast on top of an S10 Large Blast to add insult to injury on anyone dumb enough to let this get close. A good but expensive solo Vindicator option is to mount the Redemptor-Pattern Demolisher Cannon and take Plating Overhaul as well as Camo Netting. A 36" S10 AP2 blast (with Get's Hot and Strike-down) with AV14 front and under cover is an expensive but dangerous target for your opponent to deal with. *'''Land Raiders''': Like Space Marines, there's three variants, though the Knights only share the Phobos/Godhammer Pattern, which is inefficient. **'''Suppressor''': The cheapest option with the largest transport capacity, it has two Torrent 2+ Poisoned weapons best used in tackling hordes or getting a few wounds on high toughness enemies **'''Land Raider Athena''': Taking up an Experimental Wargear slot, this is fearsome tank-hunting platform with no transport capacity to speak of. If you line up your shots right, you can hit multiple vehicles and monstrous creatures with a S10 AP1 Ordnance hit, beware of hitting your own units however, since there's no distinction. ::The Heavy Gravitic Accelerator Cannon is alright, but has Get's Hot. You always have the option to swap out for the more reliable but short ranged Redemptor Demolisher Cannon at no extra cost. *'''Whirlwind Squadron''': Good as always, especially with Shred & Pinning in groups of three. A single Whirlwind can also take a MLRS, 12"-60" S6 AP4 Ordnance 2, Barrage, Large Blast, IGNORES COVER. Makes hordes cry, though it almost doubles the cost while taking an Experimental Wargear slot. *'''Tempest Squadrons''': Expensive and fragile ground anti-air option. What they lack in durability is made up for their long-range anti-air guns with Twin-linked, Ordnance, and AP2 capable of outshooting the Space Marine Hunter easily. Tack on camo-netting at the least to give some cover or have them come from reserves to avoid 1st turn fire. Can also take an Experimental Wargear Anti-Air marker for Intercept goodness. ===Special Characters=== <Center>'''Nearly all Knights Inductor Special Characters have a unique rule that only applies if that particular character is your warlord. This can range from army buffs, to modifying force org, to messing around with the codex rules. Keep this in mind as some of the characters are particularly fragile, and/or complete shit in melee'''</center> :If you're in an Apocalypse Game, you might want to look into bringing the Aprior War Council Formation, as it allows you to take up to 3 of the guys below as your warlord. Just be careful as yes, all 3 characters do count for Slay The Warlord, and Errata states that your opponent can therefore obtain that objective THREE times. *'''Chapter Master Zakis Randi''': A strong strategic centerpiece model with some top-notch combat ability as well. [[Darnath Lysander|He has a 2+/3++ with EW, armed with a special Thunder Hammer]] that can reduce opponents to WS1 for a single Assault phase and usually strikes at I2 instead of I1. His strategic strength comes from his Macharius Strategems Codex x3 (only three unique rules), no penalties to reserve rolls (kind of meh, but nice to have as it meshes with his own Master of Stalling Warlord Trait nicely) and the ability to have three units use Preemptive Strike (not as impressive since the rule's been nerfed, but still better than nothing and great to have if you're going second). :'''His Warlord Ability grants your entire army Leadership 10. Overall this is a VERY solid ability, coupled with the fact that Zakis Randi is a very tough character to knock down means he's a solid choice, even if his Land Raider cost is pretty prohibitive.''' *'''Captain Roland Darren''': A relatively cheap special character Captain for what he does: either causing permanent LD losses in enemy units with a good LD roll-off, or buffing the combat ability of a friendly KI unit while having Stand Indomitable ala Chaplains. He's okay in combat (go figure) but he also has a debuffing AP2 power sword that can reduce an opponents' stats permanently if they suffer an unsaved wound from him. Unfortunately you also have to take into account that his main ability can change in function depending on what race/faction opponent you're facing, since you can't negotiate with Come the Apocalypse armies, making him tricky to build an army around since his alternate ability synergizes well with dedicated combat units, which the KI don't have a lot of. His Decapitation Tactics work fine against all enemies however, granting bonuses against the enemy Warlord for Roland and his unit as well as allowing him to DS with Terminator squads. :Because of how cheap Roland Darren is, he can actually take the double role of Chaplain and Captain, meaning he's a solid alternative if you're wanting to bring a single captain in your army. Meaning he is wonderfully good at reacting to enemy assaults if spread your units out to respond to threats. Just beware that doing this takes a good bit of prep-work, as you can only grant it to a squad during your shooting phase. : '''Warlord Ability''': Darren's new Warlord ability strengthens his Decapitation Tactics, allowing the controlling player to gain bonus VP by Slaying the Warlord, and D3 if the Warlord was wounded twice by Roland's sword or bound by Electro-Shackles at the point of death. The opportunity to gain extra VP alone makes this a powerful ability. *'''Captain Isaac Rico''': A highly Schizophrenic captain who acts as "That one asshole with wings" in the ''entire army of shooty marines''. Recent buffs to him made him more reliable against infantry by giving his chainsword AP2, but other than that the only reason he should ever be taken is that he has Disrupt Reinforcements standard, and thus can troll Deep Strike armies. By default, he's not the usual take; and he's now overshadowed considerably by [[MURDERWINGS|A certain new Raven Guard Captain]] though considerably cheaper. He buffs Incursion and Vanguard squads in a helpful way, since they wouldn't likely be pinning enemies through shooting by giving them Fleet and Ob-Sec instead of The Unseen. His personal combat ability has greatly increased however, granting him bonus attacks against critical misses from enemies or all misses in challenges. :'''His Warlord Ability grants Furious and Objective Secured to Incursion Squads. Probably the worst Warlord Trait out of the lot, though he is more combat oriented than strategic''' *'''Garven Brias, Master of Ordnance''': A source of GREAT [[RAGE]] in the past. He has since been nerfed into oblivion. Originally Garven Brias was a 120 point model, that had access to an Orbital Bombardment, and could take two more for 20 points each. Then later he got nerfed into a massive points increase, and had his number of additional purchases deceased to only one more. Now he's a 150 point model that can only use a Ordnance 2 Orbital Bombardment '''If he's your Warlord'''. Just take a look at his statline: WS4, W2, and only 2 attacks. If you really want those orbital bombardments, you've got to be willing to take a 2-Wound glass cannon as your warlord. If you field him, HE WILL DIE, usually by your opponent [[Rape|Shooting him with his entire army on turn 1 as soon as you let him know what he does]]. Should your opponent make the mistake of letting him live past turn 1, expect him to lose a not-insignificant chunk of his army. Sticking him in a sizable Tac-Senseless Suppressor squad or with a loaded Tactical squad will make the most of his unit buffing Tac-Sense that he has. :If you're willing to shell out the points for it, Garven Brias can actually serve as a [[DISTRACTION CARNIFEX]] when he's your warlord. His power means your opponent will waste an entire turn just trying to kill him. Use this to your advantage to get marines into key positions on the first turn. :'''Warlord Ability''': Garven Brias' Warlord ability grants you an Ordinance 2 Orbital Bombardment, which is VERY POWERFUL. However, at Weapon Skill 4, and only 2 wounds, he's the most fragile character in the entire codex. It also grants Suppressor squads Objective Secured, which is great for a backline unit sitting on objectives for the most part. *'''Mechanicus Maestro Gajet''': A solid back-line supporter that is best kept simultaneously with a large squad and near a vehicle or two. He can repair vehicles better than any Techmarine and has an upgraded servo-harness and all the nice close-combat goodies a character can usually take. In addition, he can also take Experimental Infantry Wargear while also lifting the limit for such completely, and is able to take a better version of the GAC Platform with the HGAC multiple hit ability. For best results, take a full 12man Tactical squad with an Aceso and watch your opponent rage as their shooting does little against 3+ 4++ 5+++, though the Invulnerable save he gives worsens in close combat. :Due to recent changes, if you buy the MkI Gravitic Lance Platform for Gajet and stick him in front, you basically make him T7 W3 Sv2+/4++ against any and all shooting coming his way. Just remember to stick him back behind the Carrier once he gets too 1W or 2W to let the Rapier tank the rest of the shots. :'''Warlord Ability''': Gajet's Warlord Ability removes the restriction on Experimental Equipment. Because of this, he's tied with Zakis for the best Warlord Ability. *'''Captain Xavion''' : GOD TIER CAPTAIN. Captain Xavion's pretty well known for being the shootiest captain you'll ever put on the table. He sports a 36" Salvo 2/4 S:X Ap5 Stalker Bolter with Sniper and Shred, and is named Mandate. With his Ballistic Skill of 6, and Crack Shot, he's capable of putting 4 wounds on anything you damn well please each round. Just beware that this guy 'has no invulnerable save of any kind, and therefore will go down like a [[tau|Limp Fish]] in melee. That being said, if this guy ends up in melee, you deserve exactly what will happen to him. His Preferred Enemy: Necrons, and Necron Destroyer ability are inherently situational, and unfortunately you're paying for them regardless of whether or not you're playing against Necrons though if you do come across them, aim for the Overlords when possible relying on Reanimation Protocols to stay up when possible. :There is a noteworthy form of [[Cheese]] you can manifest with Xavion, in the form of Quad Guns. You see, the Quad Gun that can be purchased with Aegis Defense lines takes the BS of whoever is manning it. Go ahead and put xavion on it for fun. This particular editor has endlessly [[troll|trolled]] his FLG's Ork-bro, by consistently destroying his Fighta'Bommas the very turn they come in before they ever get to do anything. And the best part about this is that RAW for Interceptor means that if Xavion fires the Quad-gun during your opponent's turn, he can still fire Mandate in your turn. '''Never stop shooting!''' :'''Warlord Ability''': Xavion's new, new Warlord Ability makes ALL Knights Inductor units with Suppression Tactics in cover ignore all reductions to cover saves (except against a 6 rolled Destroyer weapon or units within 12"). Yes, this is a big-ass FUCK YOU to Tau and other widespread cover-ignoring shenanigans. If he's your Warlord, this essentially gives him a 2++ in cover, making him extremely frustrating to flush out with fire. This obviously synergizes very well with lots of camo-cloak purchases to get the most out of this ability. *'''Chief Librarian Zecherias''': A power Psyker in an army of anti-Psykers, with his Warp Surge ability he can easily generate as many Warp Charges as several lesser Psykers and hold his own. He can re-roll any one dice in the Psychic Phase, either to get that power to go through, or to re-roll a Perils result or to get an extra chances to deny the enemy in their Psychic Phase. Oddly enough he's fairly combat oriented with a (human) combat HQ statline and with a powerful Force sword and a combat-based Malediction extra power. Use him to bolster a squad with Biomancy powers or for some powerful Divination casting as you see fit. *''''Sergeant/Paladin/Captain of the Guard/Honor Guardian Ferrus''': This guy's name has been changed so many times that we decided to list all of them at once here. He is a Space Marine that fights with a shield as his main weapon (that and a stormbolter w/ Stun bolts). The shield gives him better and better protection the nastier the wounds coming his way, and even protects him from being insta-splatted by Destroyer weapons or Super-heavy Walker Stomp attacks. He can also get back up from the dead, but only once. Stick him with another HQ to protect or in an expensive squad that needs a meat shield and have him tank the hits coming their way. If possible, get him into a challenge where his between his durability, debuff to enemy attacks and the Electro-shackles he carries on him, he'll frustrate expensive enemy beatsticks to no end. ===Lords of War=== *: Maxima Marauder *: '''Silencer Alpha Rachnus''': Oh god, where the hell do I even begin with this guy? For starters there's the obvious that he's a THREE HUNDRED POINT infantry model. Only 4 wounds with Eternal Warrior, and 2+/4+ saves. So if your opponent stares at him with a sufficiently angry expression Rachnus will probably die. Stick him in a 24-man squad with an Aceso, for the MAXIMUM number of wounds. :: Now, you might be thinking why you would ever want to buy a 300 point model with only 4 wounds. And the answer is pretty simple. [[RAPE|Rachnus is a 1-man Squad-wiping Lawnmower in the Psychic Phase, literally so scary that even Marines are forced to LEARN HOW TO FEAR THINGS in his presence.]]. Your best option would probably be to Deathstar him with some Termis, and possibly also with Ferrus to let him laugh at challenges. Psychic phase rolls around and Rachnus Unleashes his aura to drop everyone's LD by 3 points, then casts Synapse Disruption to force enemies to take lowest leadership, then Horrifying Presence to nova EVERYTHING within 9" to take a 3d6 Leadership test on -3LD, -4LD if they're psykers. If your opponent doesn't retaliate with everything he has to remove this guy immediately from the board, then he'll likely start losing entire sections of his gunline. :: Now that your whole army is stubborn by default, you actually don't have to worry anywhere near as much about the Silencer Perils with Rachnus, and other Silencers automatically ignore the fear check that results from Silencer Perils. So if Rachnus is Deathstarring with Null Paladins, then he can pretty much recklessly throw however many dice he damn well pleases. Just beware that pretty much only Knights Inductor can reliably stay close to him once the psychic phase rolls around, so if you try putting him in a Cadre Fireblade, you'll have to be damned careful with your null charges. *: '''Predator Avalon''' With very obvious arthurian Naming Conventions, the Knights Inductor codex brings out yet another glass cannon Lord of War. This is the Predator Avalon, carrying only a single weapon that can essentially be summed up as a Lascannon Scattergun. Aside from that, the Avalon has significantly reinforced armor over standard predators, and has two void shields. :: - The obvious, '''Takes up your one Experimental Vehicle Wargear Slot''' :: - The Excalibur Prismatic cannon is a Large-Blast Lascannon that causes a large number of automatic hits on enemy units inside of the pie plate. Vehicles take D3 Lascannon LANCE hits, Infantry take D6+3 Lascannon hits. It's a nasty piece of work, but it's not a S:D, and thus is of limited usefulness against titans. In order to be most effective, you actually want to aim for tank columns and groups of elite enemies like Terminators, Mega Nobz, and [[Wraithguard|Annoying walkers with Strength D Flamers]] :: - Void shields might be AV-12, so they're not here to protect you from lascannons. What they're really for is stopping Strength D weapons from 1-shotting the Avalon. A Destroyer roll of 6 still only takes out a single shield layer and that's it. :: - '''Does not have the Invincible Behemoth Rule''': Not so very self-explanatory. But the gist of it is that while this tank has the firepower of a Superheavy, it is vulnerable to things that Superheavies aren't. When it's shields are down it will be vulnerable to all types of penetration results(Though it's refractive shield will give it a 5+ invuln against them), meaning a meltagun can 1-shot it through EXPLODES! results!
Summary:
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