Editing
Codex - Knights Inductor
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Elites== ===Terminator Squads - 105pts=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Target in sight, permission to engage granted, deactivate cloaking and eliminate the target"'' <div class="mw-collapsible-content">''The Chaos Dreadnought-Class Warship rocked again under the deluge of fire from the Knights Inductor lance batteries. A hateful cry of a Daemon-engine roared and then petered out as the Void Shields surrounding the twisted ship flickered and then died out.'' ''"Damn these accursed lackeys of the Corpse Emperor!" growled Chaos Lord Kezra as he crushed the command platform's railing gripped in his Terminator-armored gloves. "How could they have possibly followed us when the Warp currents favored us?"'' ''"My Lord! Incoming teleport beams have been detected! They plan to board the command bridge! We cannot block them without the Void Shields!"'' ''"Then let them come! If they so desire to let their blood for Khorne so much then let us prepare for their kind sacrifice! BLOOD FOR THE BLOOD GOD!" ordered Kezra as his Daemon-infested Lightning Claws formed from the recesses of his armored gloves.'' ''"SKULLS FOR THE SKULL THRONE!" answered his bloodthirsty crew with a savage roar. They gathered next to and around their Lord at the perimeter of the bridge, the center of which was the designated target of the teleport beams.'' ''A sound like the air tearing into a thunder-clap of displaced air boomed in the bridge, signalling the arrival of... nothing at the epicenter. The surrounding Chaos Marines and assorted sycophants milled in confusion as they searched the room for signs of Terminators, which would supposedly be obvious to the naked eye, but they found nothing.'' ''A Chaos Terminator noticed a blur and began to shout a warning when his head was blown off by a few dozen Assault Cannon AP rounds. "WHAT?!" shouted Kezra in further confusion as bolts materialized from thin air and his crew struck down by invisible hammers in a rapidly deteriorating fire fight as the Khornates fired wildly and swung their weapons at nothing.'' ''Silencer Jezzel parried the furious blows of the Chaos Lord before activating the Electro-Shackles which bound Kezra, felling him to the floor of the bridge in an ungraceful armored heap. The Chaos Lord's lackeys laid slain all around him as he screamed Warp-tainted curses and struggled against the restraints which were reinforced by the application of more Shackles. His Lightning Claws moved with a will of their own, severely injuring the legs of one Assault Terminator before the Silencer smashed them with his Null Stave, obliterating both the Claws as well as the essence of the Daemon within them.'' ''"Primary has been captured, Kaiser Team has confirmed the placement of the Vortex bombs at the approximate location of the Reactors of this accursed vessel... yes, we are ready for extraction... yes, the teleport beacon has been attached to the Primary, confirmed." the Silencer gestured to his men to get into position around the still-struggling Chaos Lord, "mark teleport in three, two, one, mark!"'' Like in most other Chapters, Terminator squads are veterans of the Chapter that don the treasured Tactical Dreadnought Armor and undertake the most dangerous of missions and tasks that no others could. In particular within the Knights Inductor, they are highly valued for filling the niche of close quarters combat shock troops that other elements of the Knights Inductor have trouble filling. However they also often perform high-risk duties that other Chapters would most likely consider mundane, such as hostage rescue and diplomat esorting. The preferred method of entry for Terminator squads is through complete and utter stealth when teleportation is dangerous or too conspicious. Specially silenced Terminator armor along with advanced light-bending cloaking allows Knights Inductor Terminators to appear a little less than a smudge in the air, even when moving. Though the massive power consumption of the cloaking disallows extensive use, it is more than enough to get Terminator squads right where they need to be, much to the unpleasant surprise of the enemy</div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Terminator|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 2+/5++ |- | Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 2+/5++ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 2 KI Terminators, 1 Terminator Sergeant<br> :'''Unit Type''': Infantry (Inductor Sergeant is Character)<br> :'''Wargear''': Powerfists, Storm bolters, Terminator armor :'''Special Rules''': Deep Strike, Fire Teams, Indomitable Spirit, Suppression Tactics :'''Options''': *May include to 6 additional Terminators for 35pts per model. *The entire squad may take Specialized Bolt Ammunition: +3pts per model *Any model may exchange his Power fist for a Chainfist: +5pts per model *All models may choose to exchange all their current weapons for: :-Dual Lightning Claws: Free! :-Thunderhammer & Storm Shield: +10pts per model *For every 3 models, one model may take one of the following if they have not taken Lightning Claws or a Thunder Hammer: :-Heavy Flamer: +10pts :-Assault Cannon: +20pts :-Cyclone Missile Launcher: +25pts *The Sergeant may take an Aceso: +25pts *If they have not taken close combat weapons, the unit may purchase '''Active Camouflage''' for +25pts **'''Active Camouflage''' - Terminator squads with this lose their Invulnerable save. When deep striking, do they not scatter and until the beginning of their next turn, enemy units can only hit them at WS1 and BS1. This takes up an Experimental Wargear slot. :'''Dedicated Transports''' *May take a Land Raider as a dedicated transport ===Dreadnoughts - 105pts=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Get behind me brothers! I will handle this, provide supporting fire and move up when I break through the enemy lines!"'' <div class="mw-collapsible-content">Knights Inductor also make use of Dreadnoughts, though they don't attach nearly as much religious ceremonies or traditions with the whole process. They simply show sincere gratitude to those who would prolong their lives to see the Aprior Sector and the rest of the Imperium prosper. They are highly valued for their tactical knowledge and are often brought along as advisers to the company leadership. Bulwark dreadnoughts are a slight variant on the Ironclad, removing certain weapon systems in order to install a portable field generator that distorts the air around them, providing a modicum of cover to nearby friendly units. They place themselves into the most dangerous positions as cover for more fragile units and are mourned greatly when lost.</div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! FA !! SA !! RA !! I !! A !! HP |- | Dreadnought || 4 || 4 || 6 || 12 || 12 || 10 || 4 || 4 || 3 |- | Venerable || 5 || 5 || 6 || 12 || 12 || 10 || 4 || 4 || 3 |- | Bulwark || 4 || 4 || 6 || 13 || 13 || 10 || 4 || 4 || 3 |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1-3 Dreadnoughts<br> :'''Unit Type''': Vehicle (Walker)<br> :'''Wargear''': *(Dreadnought/Venerable) Powerfist with in-built storm bolter, multi melta, smoke launcher, searchlight *(Bulwark) Two power fists with inbuilt storm bolter and flamer, smoke launcher, searchlight<br> *'''Guardian Shield''' - Bulwark Dreadnoughts are armed with a special frontal shield that extends around them in a short radius, providing valuable cover to their more fragile comrade around them. Bulwark dreadnoughts grant a 5+ cover save to all units within 6" of its hull. This allows the effect of "Suppression Tactics" to trigger. :'''Special Rules''': Fear, Move Through Cover (Bulwark Dreads only), Venerable (Venerable Dreads only), Suppression Tactics :'''Options''': *May include up to two additional Dreadnoughts: +105pts/model *Replace storm bolter with heavy flamer: +10pts *May take items from the '''Dreadnought Weapons''' list *Replace Dreadnought close combat weapon with twin-linked autocannon or missile launcher: +10pts *May take items from the '''Vehicle Standard Upgrades''' and '''Experimental Vehicle Wargear''' lists *Venerable Dreadnoughts may take one item from the following list. Takes up an Experimental Wargear Slot :- Anti Air Marker +20pts :- Lockdown Self-Repair Protocols +30pts *If a Venerable has not taken an item from the above list, then it may replace both of its weapons with a Gravitic Accelerator Cannon. Takes up an Experimental Wargear Slot. +35 pts *Upgrade to Venerable: +25pts *Upgrade to Bulwark: +45pts ===Innovatus Squads - 216pts=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"We are the future of our Chapter personified. Let us show what our enemies have in store for them a few decades from now, shall we?"'' <div class="mw-collapsible-content">Placeholder for Fluff/Narrative </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Veteran|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ |- | Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 5 KI Veterans, 1 KI Sergeant :'''Unit Type''': Infantry (Sergeant is Character)<br> :'''Wargear''': Blind & Krak Grenades, Gravitic Mass Driver Rifles, Bolt Pistols *'''MkI Damocles Armor''' - Counts as Power Armor with the Slow and Purposeful special rule :'''Special Rules''': , Fire Teams, Omnissiah's Bounty, Suppression Tactics, Indomitable Spirit :'''Options''': *May take up to 6 additional Veterans for: +36pts per model. *All models may choose to exchange their Gravitic Mass Driver for Plasma Rifles & Melta bombs: free! *The Knight Inductor Sergeant may take items from the '''Melee Weapons''','''Ranged Weapons''' and/or '''Special Issue Wargear''' lists *The unit may select a Inductor pattern Rhino, Razorback, or Aprior pattern Drop pod as a Dedicated Transport ===Sternguard Veteran Squads - 138pts=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"We are relatively few, but our actions shall dictate where the battle shall lead. It is up to us to keep our skills sharp and our gear in pristine condition"'' <div class="mw-collapsible-content"> ''The Ship drifted just shy of a dying orbit around its home planet. A cold and merciless behemoth bristling with missile salvos, spiraling towers, and glistening silver metal. As it maintained a vigil on the system around itself, another ship latched onto one of the rear compartments. The smaller ship; no bigger than a leech to it, was a Stormhawk. As soon as it made contact, a series of lascutters and probes entered the silver hide of its prey.'' ''Inside this leech, sat the Silent Hands of the Knights Inductor. Each warrior was equipped in Mark VI warplate, painted to a standard urban camouflage, with a white stripe running down the back of the rear left thigh, signalling their presence to each other with an encoded IFF Band. The Sargeant of the squad, Darius, looked down at his auspex as he scanned the ship.'' ''"The Atmosphere inside seems to consist a mix of eight percent carbon monoxide, sixty-one percent ammonia, and one percent gaseous acetic acid. Temperatures.. Three hundred centigrade." The Sergeant put down his auspex and looked to his squad, already locking in an alternate magazine for his stalker bolter. "Everyone, make sure your helmets are sealed. Secure kraken rounds, and shelve the plasma cannon, as well as the hellfire and stun rounds." He didn't need to tell his squad how fatal the environment inside the ship would be. They already knew from experience that the air mix could easily outright kill an Astartes within seconds.'' ''To be finished'' The ability to neutralize an opponent from range is a highly regarded one, hence why the Knights Inductor have an abnormally large amount of Sternguard Veteran squads within the Chapter. In order to perfect their skills most if not all Sternguard eschew specialized ammunition in favor of the deadly and versatile Stalker Pattern bolter. They are often tasked with the elimination of enemy specialists and leaders, using the extreme range of their bolters to safely complete the task. The most elite of these sharpshooters are the Silent-Hand veterans, whose time are spent on the sniper's range using standard boltguns to sharpen their aim, their sense of recoil, and their grasp of range above all else. Their shots are battle-changing, as they snipe enemy leaders, synapse creatures, and specialists alike with startling efficiency. </div></div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Veteran|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ |- | Silent-Hand|| 4 || 5 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ |- | Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 5 Inductor Veterans, 1 Inductor Sergeant<br> :'''Unit Type''': Infantry (Inductor Sergeant is Character)<br> :'''Wargear''': Power Armour, Bolt pistols, Stalker Pattern Boltguns, Blind & Krak Grenades :'''Special Rules''': Fire Teams, Suppression Tactics, Indomitable Spirit, Scout :'''Options''': *May include up to 6 additional Veterans for: 23pts per model *The entire unit may: :-take items from the '''Squad Issue Wargear''' list :-upgrade to Silent-Hand Veterans: +3pts per model :-For every 3 models you may exchange a stalker bolter for Astartes Anti-Material rifles: +5pts *Any model may replace their Stalker Pattern Bolter for a combi-weapon: +5pts! *For every 6 models, two models may take an item from the '''Special Weapons''' or '''Heavy Weapons''' lists. *The Knight Inductor Sergeant may replace his boltgun and/or bolt pistol with: :-a chainsword: Free *The Knight Inductor Sergeant may take items from the '''Melee Weapons''','''Ranged Weapons''' and/or '''Special Issue Wargear''' lists *One model may take: :-Seismic Charge: +10pts *The unit may select a Inductor pattern Rhino, Razorback, or Aprior pattern Drop pod as a Dedicated Transport ===Workshop Mechanicus Cohort - 55pts=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"DO NOT call me a heretek! I have considered a thousand times a thousand options for the survival of mankind and our Quest for Knowledge is not in the wrong."'' <div class="mw-collapsible-content">Placeholder for Fluff/Narrative </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Techmarine|| 4 || 5 || 4 || 4 || 2 || 4 || 2 || 8 || 2+ |- | Servitor|| 3 || 3 || 4 || 4 || 1 || 4 || 1 || 7 || 4+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1 Techmarine<br> :'''Unit Type''': Infantry<br> :'''Wargear''': Artificer Armor, Bolt pistol, Boltgun, Blind & Krak Grenades, Servo-arm, Trooper Armor (Servitor) :'''Special Rules''': Independent Character, Suppression Tactics, Indomitable Spirit (Techmarine Only) *'''Decree Innovatus''' - An army that includes a Techmarine unlocks two additional Experimental Wargear slots *'''Blessing of the Omnissiah''' - In lieu of shooting, roll to repair a Hull Points, Immobilization, or Weapon Destroyed result on a 5+, adding +1 to the result for servo harnesses and every accompanying Servitor w/ servo arm *'''Servo-Enhancment''' - If accompanying a unit in Marauder, Trooper, or Damocles MkI armor, they count as Relentless instead of Slow and Purposeful. :'''Options''': *May include up to 2 additional Techmarines, who may deploy separately: +55pts *May include up to 5 Servitors: +12pts each *Any Techmarine may take: :-Items from the '''Melee Weapons''', '''Ranged Weapons''', '''Special Issue Wargear''' and/or '''Experimental Infantry Wargear''' lists. :-'''Servo-Harness''', which contains an extra servo-arm, twin-linked plasma pistol, and a flamer: +25pts :-'''Gravitic Accelerator Cannon Platform''', which is an artillery piece with a mounted Gravitic Accelerator Cannon. Changes the Techmarine's unit type to Artillery and follows all Artillery rules: +25pts *Any Techmarine may replace the '''Servo-Enhancement''' rule with '''Bolster Defenses''' for +1 to a piece of cover in your deployment zone: +10 Pts *Up to two Servitors may replace their Servo Arm with a: :-Heavy Bolter or Multi-melta... 10pts/model :-Mk40 Plasma Cannon... 20pts/model ===Ghost Sergeant Jonnahas, Legend of Tertius Prime - 50pts=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"My brothers-in-arms... you have done more than enough. Go! I will hold these monsters off for as long as I can!"'' <div class="mw-collapsible-content"> Sergeant Jonnahas is listed in the Halls of Remembrance on all of the Knights Inductor Battle Barges as an Honorary Brother Commandant of the Recruits. He had served with full honors during his tour of duty in the Guard Aspirants, but was unable to receive the implants due to <undisclosed> reasons. However he respectfully refused to return to Astra Militarum as an commander or the Scions Tempestus as a high-ranking officer and chose to partake in the trial to become an Astartes alongside the few other human Librarian recruits. Being an anomaly, Zakis Randi decided to test the stubborn Jonnahas and have him endure the Trials of Initiation that all augmented recruits (and unaugmented potential Librarians) go through to become Astartes. Though the trials were not meant for a human to take, he persevered when his body could no longer go on, standing at the end of the trials victorious, unconscious, by his sheer force of will. He was chosen by the eccentric Maestro Gajet on occasion as an unaugmented test pilot for many of his creations, the last of which was the (now lost) Savior-Pattern Marauder Terminator Suit. Lost in the fierce battle to contain the daemonic incursion of the Warp Technology Workshop to allow the researchers to flee with precious data, he was last seen holding off a Khorne Greater Daemon when it appeared that the fail-safe on the suit was detonated. However fate seemed to have other plans for the Ghost of the Lost Workshop, as continued sightings of the suit have been reported at times, though the reports remain for the most part unsubstantiated... </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Ghost || 5 || 5 || 3 || 3 || 2 || 3 || 3 || 9 || 4+ |- | Armored || 5 || 5 || 4 || 6 || 4 || 3 || 3 || 9 || 2+ |}<br><br><br><br><br> :'''Unit Composition''': Ghost :'''Unit Type''': Infantry (Ghost, Unique) Jump Pack Infantry (Armored Ghost, Unique) :'''Wargear''': Ghost: Trooper Armor, Seismic Charge, Blind & Krak grenades, Boltgun w/ Lumen Bolt Ammo, Bolt pistol, locator beacon. Armored Ghost: Savior-Pattern Marauder Armor *'''Savior-Pattern Marauder Armor''': Is Marauder armor with Relentless, Omni-Targeting Systems and Fail-Safe. It is armed with two Hunter Killer missiles, a twin-linked Skybolt Missile Launcher, two Seismic Charges, an Assault Cannon, and a Dreadnought Chainfist w/ Built-in Cerberus Launcher. Includes a locator beacon, Aceso and a Bulwark Guardian Shield that it benefits from. *'''Omni-Targeting Systems'''- May fire up to three weapons per Shooting phase at different targets. *'''Fail-safe'''- A bomb attached to the life signals of the Savior Marauder suit. Should Armored Ghost lose his last wound, resolve a S8 AP2 6" explosion centered over the model before removing it. :'''Options''': *May be armored in the Savior Pattern Marauder Armor (gaining the Armored Ghost profile, rules, and wargear) for: +200pts :'''Special Rules''': (Ghost); Fearless, Suppression Tactics, Sub-Orbital Direct Insertion, Independent Character. (Armored Ghost); Fearless, Suppression Tactics, Rampage, Sub-Orbital Direct Insertion *'''Never Out-Gunned'''- If there are more enemy units within 24" than friendly units (not including himself), Ghost (and Armored Ghost) and the unit he is in may fire a second time in the same phase at a second unit with Snap Shots. *'''Let's Get Tactical!'''- Friendly Knight Inductor units within 6" Ghost or Armored Ghost gain Split Fire and Pinning tests they and Jonnahas inflict are taken with a -1Ld modifier. *'''Grand Skyfall'''- The turn Armored Ghost Deep Strikes, he emits a powerful shock-wave. Enemy models within 6" take a S4 AP6 hit with Strike-down.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information