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Codex - Knights Inductor
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===Melee Weaponry=== '''Astartes Riot Shield''' - Similar to the Storm Shield in size, these provide a form of mobile cover and are easier to handle in close combat, containing a powerful shock-field generator that debilitates attackers. A model equipped with this is Bulky, and cannot Run or make Sweeping Advances. The model gains a 3+ cover save and enemy models re-rolls successful hits in the first round of combat against units entirely equipped with these. '''Electro-Shackles''' - These incredibly strong bindings are linked together through a powerful expanding electrical field that activates upon contact with an enemy. Models equipped with these may forgo their normal attacks to instead attack once with the following effect: A model hit by this can only hit on 6's. In subsequent Assault phases the model must attempt to destroy the shackles by passing a Strength test on a 2D6 (only double 1 is an instant-pass). They are automatically removed once out of combat. Once the Electro-Shackles hit, they cannot be used again. '''Pulse Clamp''' - These clunky devices clamp onto vehicles magnetically or physically onto flesh, and pulse high-powered waves of disruptive energy. Unless used in assaults against vehicles, Monstrous Creatures or Gargantuan Creatures, pulse clamps have no effect. In melee against said targets, they have the following profile: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Pulse Clamp || Melee|| - || - || Unwieldy, Destruction* |} <br style="clear: both; height: 0px;" /> *'''Destruction'''- If this hits a vehicle, it clamps on, dealing D3 rolls on the Haywire table every Assault Phase. Against Monstrous or Gargantuan Creatures, it deals D3 AP - wounds every Assault Phase. At the beginning of the target's turn, it may choose to not move and shoot in order to remove the clamp. Once the Pulse Clamp hits, it cannot be used again. '''Servo-Arm''' - These immensely durable and strong mechanical appendages favored by the adepts of the Omnissiah can be used to make stunningly accurate and delicate repairs, or put to use as deadly weapons of war in equal order. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Servo Arm || Melee|| x2 || 1 || Melee, Unwieldy, Specialist Weapon |} <br style="clear: both; height: 0px;" /> '''Shock Weapons''' - These electrically charged weapons are normally harmless and used extensively in dealing with foes who refuse to lay down their arms in surrender. When facing deadlier foes, the charge of these peacetime weapons can be ramped up considerably, sending out powerful arcing coils of energy on critical hits {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Shock Baton|| Melee|| User+1 || - || Melee, Shock |- | Shock Maul|| Melee|| User+2 || - || Melee, Shock |} <br style="clear: both; height: 0px;" /> *'''Shock''' - If a weapon with this rule rolls a 6 on its to-hit roll, it inflicts two additional hits. '''Null Weapons''' - These weapons are casted in forges by melting down the armor of fallen Null Knights and other psycho-inert materials. When held in the hands of Inductor Silencers, they are a potent device which can channel the power of their native aura, and concentrate it into a single point that sucks away all light. At even the slightest draw of blood from a foe, the very soul of the weapon's victim is consumed in the silencer's aura, leaving a still-breathing, but permanently comatose body. Counts as Force Weapons when used by models with the Silencer rule, using Null Charges for activation. When used against a Psyker or Daemon, this weapon re-rolls failed rolls to wound.
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