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===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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