Grey Knights

Source: Codex: Daemon Hunters, p. 29; Chapter Approved – Codex: Daemonhunters Q&A (v1.0), p. 2

Troops

Grey Knights

Pts WS BS S T W I A Ld Sv
Grey Knight 25 5 4 4 4 1 4 1 8 3+
Grey Knight Justicar 50 5 4 4 4 1 4 2 9 3+

Number/squad: 1 Grey Knight Justicar and 4-9 Grey Knights

Weapons: Storm bolter and nemesis force weapon

Options: Up to two models may exchange their weapons for a psycannon at +25 points, or an incinerator at +10 points. The entire squad may teleport if taken as a Fast Attack choice - see box on the right.

Character: The Justicar may be given any equipment allowed from the Daemonhunters Armoury. His Nemesis force weapon counts as a power weapon in addition to the usual Strength bonus.

Special Rules

Grey Knights: Grey Knights are subject to the special rules detailed on page 10.

Grey Knights Teleport Attack: A Grey Knights squad may be taken as a Fast Attack choice instead of a Troops choice, in which case they may teleport into battle. They can use the Deep Strike rules in exactly the same way as Grey Knight Terminators. (See page 8.)

Errata — Chapter Approved: Codex: Daemonhunters Q&A (v1.0): If Grey Knights in power armour or Terminator armour are attached to a Space Marine force, that force cannot use the Drop Pods special rule for them, as Grey Knights do not have the Drop Pods special rule — any Space Marine army using Drop Pods must leave units without that special rule back on the ship. Grey Knight squads cannot take transport options at all (confirmed, not a typo) — they can only travel in a Land Raider or Land Raider Crusader bought as a Heavy Support choice. If a Grey Knight squad's Justicar and any Brother-Captain are dead, the squad's psykers are bereft of their shared psychic focus and cannot be affected by effects that target psykers (though they might get a splitting headache). Psycannons are legal wargear for Justicars, the same as any other Grey Knight (see the 'Grey Knights' terminology note on Using This Army List).