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===Ranged Weaponry=== '''Specialized Bolt Ammo''' - Thanks to a robust industry, squads armed with bolt weaponry have access to specialized ammo for various mission needs. Along with a stronger propellant, '''Stun bolts''' pack a strong explosive package of sonic burst units and mini flash packets, disorienting enemy units from longer range for a close combat unit to mop up easily. '''Lumen bolts''' pack a chemically charged warhead tip that covers the enemy in radioactive dyes allowing allies to target them easily even in cover. '''Tranq bolts''' have the bulk of their mass replaced by a Solid-tungsten Dart, which is propelled by a weaker gas charge. These darts are coated with neurotoxins based off of Tyranid and Dark Eldar strains and are fast becoming the favored ammunition for both lethal and sub-lethal engagements. *All models must choose and fire the same bolt ammo type and apply the ammo's effects below to their boltguns, bolt pistols and storm bolters. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Stun bolts || +6" || 4 || - || Flash* |- | Lumen bolts || +0" || 4 || 5 || Aluminate* |- | Tranq bolts || -6" || 4 || 6 || Poisoned (4+) |} <br style="clear: both; height: 0px;" /> *'''Flash''' - If a 6 is rolled to hit against a unit with an Initiative value, the target unit must pass an Initiative check or lose -1 WS and BS until the end of their next turn. If four or more 6's are rolled, this also inflicts a Blind test. This is not cumulative. *'''Aluminate''' - If this wounds, glances, or penetrates an enemy unit, all other units may re-roll failed charge distances against that unit and count their cover save as -1 until the end of the turn. This is not cumulative. '''Animus Diadem'''- Numerous conflicts with Culexus agents have driven the development of this bastardized version of the infamous Animus Speculum. A Silencer equipped with this may fire it in the Psychic Phase like an activated Witchfire power, and he may use up to three Null Charges to increase the number of shots fired. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Negative Warp Blast || 18" || 5 || 1 || Assault 3+X |} <br style="clear: both; height: 0px;" /> '''Astartes Anti-Materiel Rifle''' - The AAMR is a massively overbuilt version of the typical sniper rifle, firing a sizable armor-penetrating solid round that is meant to put down the target with no questions asked. It was designed with Traitor Marines and Null Knights in mind. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Astartes AMR || 36" || 6 || 3 || Heavy 1, Rending, Precision Shot |} <br style="clear: both; height: 0px;" /> '''Mk40 Apriori Plasma Weapons''' - Discreetly incorporating Tau plasma technology, the Apriori Plasma weapons sacrifice a modicum of their power to incorporate advanced cooling and containment systems, bringing down the rate of plasma-weapon fatal overheating to zero, though this does limit the power output somewhat. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Mk40 Plasma Pistol || 12" || 6 || 2 || Pistol |- | Mk40 Plasma Rifle || 24" || 6 || 2 || Rapid Fire |- | Mk40 Plasma Cannon || 36" || 6 || 2 || Heavy 1, Blast |} <br style="clear: both; height: 0px;" /> '''Seismic Charge''' - The cheaper, more stable precursor to the Graviton grenade. This is a modified portable version of the Demolition Charge based off of the designs of the Thunderfire Cannon Subterranean rounds. It creates powerful shock waves to pummel the enemy down and knock them out. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Seismic Charge || 8" || 6 || 4 || Assault 1, Large Blast, Stunning*, One Use Only |} <br style="clear: both; height: 0px;" /> *'''Stunning'''- A unit hit by a weapon with this rule must take a Toughness test. If failed, the unit is reduced to Initiative 1 until the end of the their next turn. '''Stalker Pattern Boltgun''' - The primary weapon of the Sternguard Veteran Squads, these are bolters with powerful scopes and extended barrels that fires rounds with low sound signatures, meant for covert fighting. A solidified mercury slug replaces the mass-reactive warhead for lethality at sub-sonic projectile speed. A gas cartridge also replaces both the propellant base and main charge for silent firing. These may also fire any alternative bolt ammo purchased by the model/unit. If they do so, they must use the firing alternative ammo profile shown below before applying bonuses: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Stalker Pattern Boltgun || 30" || X || 5 || Rapid Fire, Sniper |- | Firing Alternative Ammo || 30" || 4 || 5 || Rapid Fire, Rending, Precision Shot |} <br style="clear: both; height: 0px;" /> '''Stun Gas Flamers''' - Flamers have long been considered an efficient tool for dealing with swathes of enemies, but too lethal for use in less dangerous engagements. Many have thus been modified to fire a special gas that knocks the enemy out with equal efficiency. Flamers used by the Knights Inductor have the following profiles: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Flamer || Template || 4 || 5 || Assault 1, Poisoned (4+) |- | Heavy Flamer || Template || 5 || 4 || Assault 1, Poisoned (4+) |} <br style="clear: both; height: 0px;" /> '''Stun Grenades'''- These grenades explode in a powerful shock wave that staggers all but the most hardy of foes, utilizing a special sonic charge that explodes the air itself. These are assault grenades that may be thrown in the Shooting Phase using the following profile: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Stun Grenades || 8" || 4 || 6 || Assault 1, Blast, Stunning* |} <br style="clear: both; height: 0px;" /> *'''Stunning'''- A unit hit by a weapon with this rule must take a Toughness test. If failed, the unit is reduced to Initiative 1 until the end of the their next turn.
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