I've got an imp army, nearly 1,000 pts (915 pts to be exact). As one of my troop choices i'using grey knights as allowed by the daemonhunters codex. Problem is, i don't actually have said codex. If someone could post the rules for grey knights (WS, BS, Wounds, fearless etc) it'd reallhelp me out. I'd buy the codex but i'm only using the one squad so it doesn't seem to justify selling out $20.
p.s, $20 may not seem like a lot, but i don't have a steady job as of right now (hoping to change that next semester, and mney is really bloody tight for me right now.)
23rd December 2006
I think, i'm not ssure; but I think, the stats are as follows: -4 WS, -4 BS, -1 wound, -1 Attack, -5 initiative, -10 leadership, -4 strength, -5 toughness, -2+ armour save. Moves 6 inches. Has some speacial abilities, but I can't remember them sorry. They may have a commander attatched to them too.
thanks, i know that they are fearless so they don't need to take moral checks but think ther may be ne or two other rules
I didn't make it!
ws-5bs-5s-4t-4w-1i-4a-1ld-8sv-3+ true grit with storm bolters they have str 6 in close combat(justicar is also power weapon) fearless-cant be pinned psychers must roll 1d6 and add ld value as well as grey knights if grey knights roll higher psychic power is negated daemons gain sustained assault ability as long as grey knights are on the field
WS 5 BS 4 S 4 T 4 W 1 I 4 A 1(2 for justicar) Ld 8(9for justicar) Sv 3+ Pts 25 and 50 for a justicar (which is compulsory)
two models can have psycannons (25pts) or incinerators (10pts)
weapons: storm bolter and nemesis force weapon
weapons rules: storm bolter: 24" Str4 ap5 assault 2 psycannon 18" str6 ap4 assault3 (ignores invulnerable saves) psycannon 36" str6 ap4 heavy3 (ignores invulnerable saves) incinerator template str5 ap4 assault (ignores invulnerable and cover saves) nemesis force weapons add 2 strength to grey knights making them strength 6 in CC and count as a power weapon when given to a justicar
grey knights pass all morale tests icluding normally automatic ones and cannot be pinned greay knghts use storm bolters as pistols in close cmbat but dfont get +1 attack on the charge grey knights ignore minor psychic powers completely and if a major power is targeted on them then a dice is rolled by the grey knight player and the psyker, add leadership to this roll and if the grey knights roll is highrer than the power is ignored shooting at grey knights always uses the night fighting rules, even out of night battles, in night battles you must roll for range twice daemons on the same battlefield as grey knights suffer -1 to instability tests and when daemons charge grey knights it is as if they are on difficult ground
this is all the rules of the grey knight basic unit
You guys rock!
i do recommend however having a unit of GK termies too as they are a lot better
true, but again the cash thing. perhaps after ihave a steady job. Aso the reason chosethe grey knights instead of termies is that grey knights re a troop choice
but hows about using inquisitorial stormtroopers as a roops choice, they are the same as the imperial ones plus they have a rhino and cant deep strike. they are also a troops choice, and an IG army can have one GK termie option as an elite choice
cause i like haing heavy weaons in my squads. Not much into the moblie part. i prefer to stand back and fire. if they don't feel like coming to memy Russ's battle cannon changes their mind. plus, all of my guardsmen have carapace armour which gives them a 4+ instad of 5+.