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Tactics - Knights Inductor
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===Melee Weaponry=== *'''Astartes Riot Shields''': These shields make your guys Bulky, and slow with no Running or Sweeping Advance. In return, they get +2 to cover saves, 4+ cover out in the open, and force enemy re-rolls on successful hits in the first round of close combat if the entire unit is equipped with these. Excellent in meatshield squads aiming to tarpit an enemy unit or in smaller numbers in cover. Beware of the limited mobility, and you'll have a hard time fitting these into transports. Also the price tag is a hefty one, especially if you're aiming to outfit an entire unit. *'''Electro Shackles''': A useful anti-beatstick gear. Will cripple said beatstick for one round and for the rest of combat unless he exits it or breaks the shackles by rolling Strength against 2D6. The only problem is hitting, sacrificing your regular attacks, and the 10 point price tag when you shouldn't be in combat. This also is comparatively useless if used on anything that doesn't have threatening Attacks, and Monstrous Creatures are much more likely to break through the Shackles. *'''Null Weapons''': These are your Silencer's Force Equivalent weapons, which come in all of the same flavors as normal Force Weapons. You've got Swords, Axes, Staves, and Halberds (Minoris only). If you're familiar at all with Psykers, then you know that Axes are the only worthwhile choice (As without frag grenades you're usually on Initiative 1 anyway). As an aside, they always re-roll failed to-wound rolls when used against Psykers or Daemons *'''Shock Weapons''': Unique "peacetime" weapons for the Knights Inductor. Like power weapons, these come in three varieties, in increasing Strength (User, User+2, Userx2) all with AP-. All have the Shock special rule, allowing them to get an additional two hits per 6 to hit. These make Knights a little more decent in CC, but with AP- don't expect them to do much in actual combat.
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