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Chapter Traits and Drawbacks
Army List
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| Commander. A Kights Radiant force may find a Master and/or a Captain on the Battlefield (see p.28 Codex Space Marines). Commanders may freely choose from the armory, but may not choose terminator armor, bionics, artefacts, or relics. Often if not accomanied by a command squad, the commander will utilize a jump pack. |
| Chaplain. A Kights Radiant force will often find a Master of Sanctity and/or a Reclusiarch on the Battlefield to rouse the troops into greater acts of heroism (see p.28 Codex Space Marines). Chaplains may freely choose from the armory, but may not choose terminator armor, bionics, artefacts, or relics. Often if not accomanied by a command squad, the chaplain will utilize a jump pack. |
| Librarian. A Kights Radiant force may find an Epistolary and/or a Codicer on the Battlefield (see p.28 Codex Space Marines). Librarians have a dual role of witnessing and recording the Chapter's history as well as bringing to bear the psychic gifts the Emperor bestowed. Librarians may freely choose from the armory, but may not choose terminator armor, bionics, artefacts, or relics. Often if not accomanied by a command squad, the lirbarian will utilize a jump pack. |
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Command Squad. Command Squads are rarely utilized, due to the Chapter's
limited number of veterans. But it is not unheard of to form a command squad
for some missions. When fielded, the Command Squad will follow the rules on
p. 29 of Codex: Space Marines. However, a Chapter Banner or Sacred Standard
may not be taken by the Standard Bearer. None of the Command Squad may take
terminator armor, bionics, relics or artefacts. A Knights Radiant Command Squad will often train in the True Grit and Counter-Attack skills. If so, the entire unit (including any independant characters attached to the squad) must take them at a cost of +3 points per model for both skills. See "Trust your Battle Brother" trait. The Command Squad may still also train in the "Tank Hunters" or "Furious Charge" skills at +3 points per model, but may not train in the "Infiltrate" skill. |
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Terminator Command Squad. Terminator Command Squad may not be taken in a Knights Radiant army. |

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Elite Assault Squad. A Kights Radiant force will often field one or more
Elite Assault squads on the Battlefield. It is considered a great honor to
be assigned to an Elite Assault Squad. They follow the rules of the
Assault Squad on p.36 of Codex: Space Marines, but fill an Elite force
organization slot instead of a Fast Attack slot. The Elite Assault squad
have been trained to gain the utmost advantage from an assault. As a result,
they have the "Furious Charge" ability, but cost an extra 3 points
per model. See "Blessed Be the Warrior" trait. An Elite Assault Squad will sometimes train in the True Grit and Counter-Attack skills. If so, the entire unit must take them at a cost of +3 points per model for both skills. See "Trust your Battle Brother" trait. The Veteran Sergeant may not take bionics, relics or artefacts from the armory. |
| Terminator Squad (0-1). A Kights Radiant force will sometimes find a Terminator Squad on the Battlefield (see p.31 Codex Space Marines). However, the Chapter has only a limited number of these Dreadnought Tactical Armor battlesuits available. So, you will never see more than one squad on any given battlefield. The Terminator Sergeant may not take bionics, relics or artefacts from the armory. |
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Terminator Assault Squad. Terminator Assault Squads may not be taken in a Knights Radiant army. There are far too few suits of tactical dreadnought armor to be utilized in this manner. |
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Veteran Squad (0-1). A Kights Radiant force will rarely field a unit of
Veterans (see p.28 Codex Space Marines) due to the small number of Veterans
in the chapter. However, it is not prohibited. A Knights Radiant Tactical squad will often train in the True Grit and Counter-Attack skills. If so, the entire unit must take them at a cost of +3 points per model for both skills. See "Trust your Battle Brother" trait. A Veteran Squad must also take either the "Tank Hunters" or "Furious Charge" skills. They may not take the "Infiltrate" skill. If taken the Veteran Sergeant may not take terminator armor, bionics, relics or artifacts from the armory. |
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Dreadnought. Dreadnoughts may not be taken in a Knights Radiant army. They are an anathma to the chapter's beliefs. |
| Techmarine. A Kights Radiant force may field a Techmarine (see p.33 Codex Space Marines). However, servitors may not be taken. If taken the Techmarine may not take terminator armor, bionics, relics or artifacts from the armory. |

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Tactical Squad. The heart of a Knights Radiant force is the Tactical
Squads. These follow the rules on p.34 of Codex Space Marines. A Knights Radiant Tactical squad will often train in the True Grit and Counter-Attack skills. If so, the entire unit must take them at a cost of +3 points per model for both skills. See "Trust your Battle Brother" trait. If a Veteran Sergeantis taken, he may not take terminator armor, bionics, relics or artifacts from the armory. |
| Sharpshooters. Knights Radiant often employ units of Sharpshooters. These units follow the Scout Squad rules on p.34 of Codex: Space Marines with the following limitations. All but one member of the Sharpshooter unit must (and all may) take a sniper rifle at +5 points each. One member of the squad, but not the sergeant, may take either a heavy boler at +5 points or a missile launcher at +10 points. Usually the sergeant will also take a sniper rifle rather than other weapons. A Sharpshooter squad may not infiltrate. If a Veteran Sergeant is taken, he may not take terminator armor, bionics, relics or artifacts from the armory. |
| Neophytes. Knights Radiant will sometimes employ units of Neophytes. Since the Knights Radiant do not employ scouts, Neophytes fill the training roll that Scouts would in a codex Space Marine chapter. Neophytes use the Scout Squad rules on p.34 of Codex: Space Marines with the following exceptions. A Neophyte squad may not infiltrate. A neophyte squad may not take sniper rifles. If a Veteran Sergeant is taken, he may not take terminator armor, bionics, relics or artifacts from the armory. |

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Assault Squad. A Knights Radiant force will often field one or more
Assault Squads. These follow the rules on p.36 of Codex Space Marines. A Knights Radiant Assault squad will sometimes train in the Counter-Attack skill. If so, the entire unit must take them at a cost of +3 points per model. See "Trust your Battle Brother" trait. If a Veteran Sergeantis taken, he may not take bionics, relics or artifacts from the armory. Also see Elite Assault Squad entry in the Elites section. |
| Land Speeder Squadron. A Knights Radiant force will often field one or more Land Speed squadrons. These follow the rules on p.36 of Codex Space Marines. |
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Bike Squadron. A Knights Radiant force may field one or more
Bike Squadron. These follow the rules on p.37 of Codex Space Marines. If a Veteran Sergeantis taken, he may not take bionics, relics or artifacts from the armory. |
| Attack Bike Squadron. A Knights Radiant force may field one or more Attack Bike Squadron. These follow the rules on p.37 of Codex Space Marines. |
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Light Bike Squadron. A Knights Radiant force sometimes will field
one or more Light Bike Squadrons. These follow the Scout Bike Squadron
rules on p.37 of Codex Space Marines. However, they do not have the Scout
special rule. If a Veteran Sergeantis taken, he may not take bionics, relics or artifacts from the armory. |
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Devistator Squad. A Knights Radiant force may field one or more
Devastator Squads. These follow the rules on p.38 of Codex Space Marines.
A Knights Radiant Devistator squad will sometimes train in the True Grit and Counter-Attack skills. If so, the entire unit must take them at a cost of +3 points per model for both skills. See "Trust your Battle Brother" trait. If a Veteran Sergeantis taken, he may not take bionics, relics or artifacts from the armory. |
| Vindicator. A Knights Radiant force may field one or more Vindicators. These follow the rules on p.38 of Codex Space Marines. |
| Predator Annihilator. A Knights Radiant force may field one or more Predator Annihilators. These follow the rules on p.38 of Codex Space Marines. |
| Predator Destructor. A Knights Radiant force may field one or more Predator Destructors. These follow the rules on p.39 of Codex Space Marines. |
| Whirlwind. A Knights Radiant force may field one or more Whirlwinds. These follow the rules on p.39 of Codex Space Marines. |
| Land Raider. A Knights Radiant force may field one or more Land Raiders. These follow the rules on p.40 of Codex Space Marines. |
| Land Raider Crusader. A Knights Radiant force may field one or more Land Raider Crusaders. These follow the rules on p.40 of Codex Space Marines. |
| Rhino. |
| Razorback. |
| Drop Pod. |