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==Bonus Mission Add-on: Apprehend at All Costs!== This bonus mission/objective can be added to a standard game of Warhammer 40,000 if one or more players army is playing with a Primary Detachment using Codex: Knights Inductor, replacing the Inquisitorial Objective. This may also be played standalone with standard deployment rules. While the main codex details the Knights Inductor in their full battle array against the numerous foes of mankind, this bonus mission will allow you to play the Knights Inductor in one of their sub-lethal engagements to subdue the enemy. While the finer details are left up to you, you can imagine them as attempting to gain enemy intel through capturing key figures in the enemy army, and attempting to successfully extract them from battle into custody! Oh, and their hands are tied, just cause. ===Bonus Objective: Capture and Apprehend=== The Knight Inductor player must set a marker in a friendly deployment zone when deploying their army. Within 6" of the marker is the POW/Containment Camp, where captured enemy models will be placed. This Objective may be controlled by either player if a unit is within 6" of the objective. *'''Captured''': Models that can be subjugated are enemy characters and monstrous creatures. These models are considered captured and are sent to the POW Camp if they lose their final wound under the following conditions: **'''Disoriented''': The model lost its last wound whilst under the effect of Pinning, Blind, Stunning or Strikedown **'''Bound''': The model lost its last wound whilst under the effects of Electro-Shackles **'''Knocked out''': The model lost its last wound to Tranq bolts, Stun bolts, Shock weapons, or the Sword of Pacification. *'''Apprehended/Released''': If there is at least one prisoner in the POW Camp remaining by the end of the game, the Knights Inductor player gains 1VP. The Knights Inductor player automatically loses the game if the enemy has control of the POW camp by the end of the game. The Knights Inductor also automatically win if the Warlord is successfully captured by the end of the game. ===Modified Army List=== A Knight Inductor army when attempting to subjugate the enemy with minimal casualties on both sides are naturally limited in their choice of wargear, and thus have the following limitations to illustrate as such. *'''With Reasonable Force''': All Knights Inductor cannot use a weapon in close combat or shooting with a greater (less than) AP than the armor save value of a target enemy unit. The only exceptions are that AP6 weapons may be used against a unit that lacks an armor save, and these limitations do not apply when targeting vehicles and monstrous creatures of all kinds. *'''Sub-lethal Armory Support''': All Knight Inductor units get Tranq bolts and Shock Batons standard at no extra cost. ====Extra Wargear==== These pieces of wargear count towards capturing an enemy. Drain net Grenades may be taken for 1pt (or free if exchanged for Blind grenades) in the Squad Issue Wargear section. Drain net Guns may be taken for 5pts in the Squad Issue Wargear section. :'''Drain Net Grenade''': This is a specialized defensive grenade that sends out a net woven of energy draining fiber binds. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Net Grenade || 8" || X || - || Assault 1, Blast, Poisoned (3+), Bind* |} <br style="clear: both; height: 0px;" /> *'''Bind'''- A unit hit by a weapon with this rule must take a Strength test or be forced to go to ground. Units that fail that are unable to go to ground must instead fire Snap Shots until the end of their next turn. :'''Drain Net Gun''': Utilizing the same draining fiber binds in Drain net grenades, these spray in a conical fashion to subdue a swathe of enemies efficiently. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Net Gun || Template || X || - || Assault 1, Poisoned (3+), Bind* |} <br style="clear: both; height: 0px;" />
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