Knights Inductor (Rewrite): Difference between revisions

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(→‎Chapter Generation: Adding in a passage for the 6th company.)
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====Chapter Generation====
====Chapter Generation====
*Basic Info
*Basic Info
*:21st Founding
*:- 21st Founding
*:Mixed founding from Ultramarines and Imperial Fists
*:- Mixed founding from Ultramarines and Imperial Fists
*:Loyal to the Emperor Himself, Best interests of Mankind
*:- Loyal to the Emperor Himself, Best interests of Mankind
*:System Based Chapter, all planets in Aprior are categorized as Tithe Astartes
*:- System Based Chapter, all planets in Aprior are categorized as Tithe Astartes
*:Believes the Emperor to be a great role model
*:- Believes the Emperor to be a great role model
*:Questionable Loyalty(Outright Tech Heresy)
*:- Questionable Loyalty(Outright Tech Heresy)
*:Knight Themed
*:- Knight Themed
*:Absolute hatred of Chaos
*:- Absolute hatred of Chaos
*:Semi-Codex Compliant
*:- Semi-Codex Compliant: The Knights Inductor favor fire-teams of between 6 and 12 marines, whereby 5 marines carry standard bolters, and the 6th brings either a special weapon, or a heavy weapon. Outside of battles, the chapter remains organized into 10 companies of 100 marines each, as stated in the Codex Astartes.
*: Numbers(As of M40:989), 500 Marines. The Chapter lost a great many marines due to warp storms and travel, but have recovered somewhat over the years. Considerable losses to combat with the Black Templars and Eldar have further reduced their numbers to the current amount as of the latest date.
::: '''6th Company, Silent Hands''': The 6th Company of the Knights Inductor is entirely unique in it's purpose. Rather than maintain an organization of standard marines, this company is formed exclusively of specialized Sternguard Veterans called "The Silent Hands". These marines are led by Captain Xavion, and they specialize exclusively in strategic action; taking the lives of enemy commanders after long stealth deployments. Outside of battle, it is their duty to hunt down and terminate all of their brothers that have fallen against Necrons, lest the necrons steal away their brothers to create abominations known to Aprior as the Null Knights. This is also the only company that maintains Scout Marines within it's ranks, besides the 10th company.
*:- Numbers(As of M40:989), 500 Marines. The Chapter lost a great many marines due to warp storms and travel, but have recovered somewhat over the years. Considerable losses to combat with the Black Templars and Eldar have further reduced their numbers to the current amount as of the latest date.


*Flaws:
*Flaws:

Revision as of 16:50, 17 June 2015

In older times, the 21st founding created a great number of flawed chapters. In one such attempt at creating a superior chapter that would fight against chaos, The Adeptus Mechanicus took a mixture of the gene seed of Imperial Fists, and Ultramarines to create the Codex_-_Knights Inductor. These marines were corrupted and twisted in spirit by the mysterious introduction of the Null Gene, which brought up far greater than normal death rates in initiates.

These newly created marines were sent on a single ship to the Halo Stars, and abandoned to history alongside most of the other Cursed Founding Chapters. Many years later they returned broken, but not defeated by warp storms into what is now known as the Aprior System. These are the tales of those with souls of steel, otherwise called the Reasonable Marines.

  • Author's Note: This is the COMPLETE rewriting page for the Knights Inductor. There will be absolutely no copying of any of the old fluff what-so-ever for anything below this note. For the time being, let's pretend now that the "Return of the Reasonable Marines" story never existed, and all of it's fanfictions were never written. We now have only a Codex: Knights Inductor, that explains how the chapter works, and what they do on the tabletop. Below this note, shall be only the fluff of why they are here now, and why they are fighting whoever is the unlucky sod sitting 24" away from them across no-mans-land.Evilexecutive (talk) 20:12, 17 June 2015 (UTC)
Anything resembling the old fluff will be Mercilessly removed. Anything that paints them as Mary Sues will be mercilessly removed. As writers, it is our job to fit the Codex: Knights Inductor into a grimdark world, filled with misery and war. And Remember, write in SUPPORT OF THE CODEX, not the other way around!Evilexecutive (talk) 20:12, 17 June 2015 (UTC)

Chapter Generation

  • Basic Info
    - 21st Founding
    - Mixed founding from Ultramarines and Imperial Fists
    - Loyal to the Emperor Himself, Best interests of Mankind
    - System Based Chapter, all planets in Aprior are categorized as Tithe Astartes
    - Believes the Emperor to be a great role model
    - Questionable Loyalty(Outright Tech Heresy)
    - Knight Themed
    - Absolute hatred of Chaos
    - Semi-Codex Compliant: The Knights Inductor favor fire-teams of between 6 and 12 marines, whereby 5 marines carry standard bolters, and the 6th brings either a special weapon, or a heavy weapon. Outside of battles, the chapter remains organized into 10 companies of 100 marines each, as stated in the Codex Astartes.
6th Company, Silent Hands: The 6th Company of the Knights Inductor is entirely unique in it's purpose. Rather than maintain an organization of standard marines, this company is formed exclusively of specialized Sternguard Veterans called "The Silent Hands". These marines are led by Captain Xavion, and they specialize exclusively in strategic action; taking the lives of enemy commanders after long stealth deployments. Outside of battle, it is their duty to hunt down and terminate all of their brothers that have fallen against Necrons, lest the necrons steal away their brothers to create abominations known to Aprior as the Null Knights. This is also the only company that maintains Scout Marines within it's ranks, besides the 10th company.
  • - Numbers(As of M40:989), 500 Marines. The Chapter lost a great many marines due to warp storms and travel, but have recovered somewhat over the years. Considerable losses to combat with the Black Templars and Eldar have further reduced their numbers to the current amount as of the latest date.
  • Flaws:
    Will often make great sacrifices of the chapter to protect civilians
    Tech Heresy
    No Augmented Psykers (All Psykers use the Base-Human Statline)
    No Grav-Weaponry: As a chapter that has been inactive for a great length of time, the Knights Inductor do not possess some of the more recently acquired STCs in widespread use. As of M40:989, the Knights have been unable to acquire the technology from the Mechanicus(Who are in turn quite weary of the Knights). For similar reasons, the Knights Inductor also do not posess Stormtalons, or Stormravens.
    No Stormtalons, Stormravens, or Vanguard Veterans
  • Unique Aspects
    Cult of Innovation
    Silent Hands
    Silencers
  • Chapter Tactics
    The Unseen: Shooting from cover causes pinning, preferred enemy against fearless models.
    Empyrean Anathema(+2 Points per model). All Knights are corrupted with the Null Gene. In great numbers, their collective null aura can produce negative warp charges, referred to as 'Null Charges'. These Null Charges can be used to deny powers, or power Silencer powers.

Aprior System

The Aprior System is the current home for the Knights Inductor, and consists of a warm star orbited by 11 planets, two of which exist in it's habitable zone, while a third dwarf-planet orbits just outside of the habitable zone. The system contains exactly four Gravity Pauses: areas where warp travel to and from can be considered 'Marginally safe'(by the Imperiums terms). One travels in the direction of Craftworld Llyanden, one to the Halo Stars, and two more point directly towards the Galaxy Center.

Aprior exists within 80 Light Years of the Tau Empire, and roughly 700 Light Years from Craftworld Llyanden. By Warp Travel, this equates to a 2 month journey to the Tau Empire, and a 20 Month Journey to Llyanden. The Halo Stars on the Galaxy's edge are approximately 55 Light Years away, making Aprior a prime spot for Mechanicus Explorator Fleets, as well as Rogue Traders to stop and refuel on their journeys to uncharted space.

  • Aprior Primus
The First of Aprior's habitable planets is a lush agricultural world, with most of it's citizens living in Rural Cities in a ring surrounding the planet's primary Space-port. This world produces only a tiny number of Knights Inductor candidates due to its status as a Agri-world. Those that are tithed usually come from the townships existing on the polar regions where life is harsh, and Orks are a common threat.
  • Aprior Secundus
Aprior Secundus is a Hive World, by imperial standards. Most of the system's government exists here, where it is ruled by a Bipartisan Parliament, one side of which consists of humans, while the other contains seats for the Knights Inductor Council. The Knights maintain the absolute ability to administer laws and veto decisions for the human half of the parliament, but in practice this is done only on exceedingly rare occasions. In exchange for this arrangement and an expectation of non-interference on daily business, the Knights maintain the right to take any individuals they wish from the planet's population, as well as the right to claim all psychic nulls born on the planet from the moment of their birth.
Most of the Lords of Aprior Secundus generally accept this arrangement, as it means they do not have to bother themselves with Tithing bodies, equipment, or food to the Imperium. So long as the Knights Inductor remain active, they need only submit to the infrequent demands of the Astartes.