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Tactics - Knights Inductor
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===HQs=== *'''Captain''': A good all-around character. He's worse in close combat than [[Space Marines|Normal Space Marine Captains]], but in exchange he grants a squad of your choice Preemptive Strike which is either a free Scout move or the ability to shoot first with Interceptor restrictions of not being able to fire the next Shooting phase. Since these guys come standard with Frag Grenades and ATSKNF, any squad you attach a captain to will regain their immunity to sweeping advances and fear, making them suck a lot less in melee. Just don't expect to be able to have a captain attached to EVERY squad, just limit it to whatever squad you think will be taking the brunt of charges, as otherwise you'll lose out with the point tax. *'''Chaplain''': The Defensive Counterpart to Captain, and he loses out on Zealot. The difference between this guy and a regular Chaplain is that he loses Zealot and gives them the Counter-Attack rule with re-rolls to Overwatch, which is very important. Instead of a Power Maul (Crozius) he has an AP4 Shock Maul, which is mildly better. If you're not taking a captain as your warlord (And kitting out the captain to be a monster in melee), then Chaplains are a serious consideration for army buffing to make up for your lack of melee prowess. *'''Librarian''': A Stubborn-granting non-10 Ld HQ. Knights Inductor Librarians are actually ordinary humans in Power Armor, so they don't have the Space Marine Statline that other Libbys enjoy. However, they can take ML2 and Terminator armor a little cheaper and are -the- budget HQ. They also lose a Warp Charge on a 4+ in their Psychic Phase in return for having -1 on the Perils table. :Consider taking these guys if you need tactical flexibility, but don't rely on them too much as you don't have the Librarius Conclave to make them reliable. *'''Silencer''': One of the codex's True Unique Units. These suckers have a whole paragraph of text describing their rules, but don't let that dissuade you from taking them. These guys have their own set of powers, and are focused entirely on the idea of shutting down the psychic phase. While they are EXCEEDINGLY GOOD AT THIS, Silencers are a little on the expensive side (100 points base), and lack the tactical flexibility that libbys normally provide. :Silencers don't provide ATSKNF, but they make whatever squad you attach them to completely immune to all psychic powers, both friendly and hostile. Witchfires don't effect them, maledictions don't work, and even blessings immediately turn off. This buff (Or a debuff, really depends on how you look at it), also applies to whoever is the poor sap that gets in melee with them. So if a Silencer's squad charges an invisible squad, that squad instantly loses invisibility, and whatever other buffs they had on, as well as maledictions. :Just be DAMNED CAREFUL WITH THEM. While Silencers don't suffer perils the same way normal psykers do, their perils are just as dangerous. If you roll double 6s while manifesting silencer powers, the squad they are attached to takes a huge leadership test. And if they fail it, they run the fuck away from the silencer(Who is then helpless and alone ;_;). *'''Techmarine''': Pretty much the same as Vanilla Techmarines, but with an additional effect. Every Techmarine in your army unlocks an additional '''Experimental Infantry Wargear''' and '''Experimental Vehicle Wargear''' slot. Don't go overboard on this, as the point tax on bringing more experimental gear grows with every additional slot. Once you get to the third techmarine, seriously consider bringing Gajet as your warlord to simply unlock the restrictions on Experimental Wargear. As a side note, Techmarines turn Innovatus squad's Slow and Purposeful into Relentless. If you don't like this, you can always exchange it for free with Bolster Defenses *'''Marauder Captain''': '''Essentially a Space Marine Captain, IN CENTURION ARMOR'''. Okay, kinda. He's got the Captain Statline of WS5, BS5, LD9, ATSKNF. Which is Amazing. In addition the Marauder Armor makes him T6, so he's really goddamn tough to kill. However he's insanely pricey, at 150 points base, before any weapons or upgrades. It's important to note that this is the only HQ Slot that can take Heavy Weapons. His Heavy Weapon list is actually a lot cheaper. You would do well to give this sucker Dual Plasma Cannons, and attach him to any squad that has an Aceso to make the best use of his T6. You can also have him tank small arms shots at his T6 for a lesser T squad.
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