Tactics - Knights Inductor
This is the Tactics Page for Knights Inductor.
Why Play Knights Inductor
Do you think that Space Marines need a more interesting armoury? Do you think that Nulls are a cool concept and deserve expansion? Do you like the capacity to pretend it's the Horus Heresy in the 41st Millennium and bring squadrons of tanks and 20+ guys in a squad? Then the Knights Inductor are for you!
The Knights Inductor are an unique chapter of space marines that emerged as an attempt to create a viable chapter of reasonable marines. They have diverged from the path of the regular Space Marine and taken up an independent style of warfare aimed at minimising casualties, aided by developed science and their Null Powers. Taking the field in squads of up to 24 marines which divide into Fire Teams like regular Combat Squads but far more flexible, having a single squad of Knights Inductor marines come to your aid is a far greater force than it initially may appear.
Special Abilities
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Unit Analysis
Troops
- Tactical Squad
- Scout Squad(Silent Hands)
- Guard Aspirants
Dedicated Transports
- Rhino
- Drop Pod
- Razorback
Elites
- Terminator Squads
- Null Paladins
- Dreadnoughts
- Innovatus Squads
- Sternguard Veterans(Silent Hands)
Fast Attack
- Incursion Squad
- Landspeeder Squadrons
- Mounted Knights
- Attack Bikes
- Mobilius Artillery
- Valkyrie Avenger Squadron
- Valkyrie Repressor Squadron
Heavy Support
- Suppressor Squad
- Marauder Team
- Predator Vaeris
- Predator Squadrons
- Vindicator Squadrons
- Land Raiders
- Whirlwind Squadron
- Tempest Squadrons
Special Characters
- Silencers
- Marauder Field Masters
- Chapter Master Zakis Randi
- Captain Roland Darren
- Captain Isaac Rico
- Garven Brias, Master of Ordnance
- Mechanicus Maestro Gajet
- Captain Xavion
- Chief Librarian Xecherias
- Sargent Ferrus
Lords of War
- Maxima Marauder
- Silencer Alpha Rachnus
- Predator Avalon
Building an Army
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Tactics
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Counter-Tactics
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Common Playstyles
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