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Created: 2002.10.14
Updated: 2007.1.19
Viewed: 660
Page Viewed: 660

Warhammer 40,000 Warhammer 40,000 - Space Marines
Knights Radiant Chapter Badge

Codex: Knights Radiant

Knights Radiant Chapter Badge

Chapter Traits and Drawbacks

  • Blessed be the Warrior. The Knights Radiant take both a measured and quick strike approach. They tend to create a firebase, but then use Fast Attack and Elite elements to disrupt the enemy's plans. The Knights Radiant utilize Elite Assault squad in addition to the normal Assault squads. The Elite Assault squad is a much sought after position of honor in the Knights Radiant.
  • Trust your Battle Brother. While not specializing in close combat (like Blood Angels), they train equally hard in both firefight and close combat techniques. This allows for a maximum of flexibility in the fluid situation of the battlefield. The Knights Radiant are trained how to use the bolter one handed while in close combat, sometimes refered to as True Grit. They are also trained to know the precise moment to switch from a firefighting stance to engage the enemy in close combat. This counter-assault ability allows them to maximize both shooting and close combat tactics.
  • Aspire to Glory. Being a new chapter, founded just over a century ago, The Knights Radiant have yet to acquire any artifacts or relics that are often found in earlier founding chapters. Other things such as Terminator Armor are limted in number. But the Knights Radiant are sure of their destiny. Glory will follow duty. And the Emperor sees all their works.
  • Take Pride in Your Colors. The Knights Radiant have a disdain for stealth and hiding. They put their trust in the Emperor and believe that they stand presenting the glory of Him on Earth. Let the enemy fear and tremble upon viewing the heraldry of the Knights Radiant!
  • One Life to Give, One Life to Serve. The Knights Radiant belive that they have only one life to give, and one life in which to the Emperor. Extending this life or service via artificial means is a violation of this principle. Therefore the Knights Radiant do not utilize Bionics, Servitors, or field Dreadnoughts. Note: This is not an official drawback, but the Kights Radiant use this in addition to the normal drawbacks above.

Army List

HQ
HQ

Commander 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 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 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.
Command Squad 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.

Terminator Command Squad. Terminator Command Squad may not be taken in a Knights Radiant army.

Elite
Elite

Elite Assault Squad 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 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.

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.

(no pict) 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.

Dreadnought. Dreadnoughts may not be taken in a Knights Radiant army. They are an anathma to the chapter's beliefs.

(no pict) 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.

Troops
Troops

Tactical Squad 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 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.
Neophyte Squad 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.

Fast Attack
Fast Attack

Assault Squad 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 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.
Bike Squadron 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.
(no pict) 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.
(no pict) 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.

Heavy Support
Heavy Support

(no pict) 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.
(no pict) Vindicator. A Knights Radiant force may field one or more Vindicators. These follow the rules on p.38 of Codex Space Marines.
Preditor Annihilator Predator Annihilator. A Knights Radiant force may field one or more Predator Annihilators. These follow the rules on p.38 of Codex Space Marines.
(no pict) Predator Destructor. A Knights Radiant force may field one or more Predator Destructors. These follow the rules on p.39 of Codex Space Marines.
(no pict) Whirlwind. A Knights Radiant force may field one or more Whirlwinds. These follow the rules on p.39 of Codex Space Marines.
(no pict) Land Raider. A Knights Radiant force may field one or more Land Raiders. These follow the rules on p.40 of Codex Space Marines.
(no pict) 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.

Transports

Rhino Rhino.
Razorback Razorback.
(no pict) Drop Pod

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