2000 Pts - Daemonhunters - Daemon Hunters with IG |
Name | # | Grp | WS | BS | S | T | Wo | I | A | Ld | Save | Cost |
HQ: Inquisitor Lord (11#, 374 Pts) | ||||||||||||
Inquisitor Lord | 1 | HQ | 4/5 | 4/5 | 3 | 3 | 3 | 4 | 3 | 10 | 2+/5(i) | 374 |
Psyker; Iron Will; Independent Character (unless leading a retinue). An Inquisitor Lord must be accompanied by a retinue of 3-12 Henchmen.; Word of the Emperor; Force Weapon (x1); Psycannon; Artificer Armour; Bionics; Psychic Hood; Refractor Field | ||||||||||||
Acolyte | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 4+ | [23] |
If an Inquisitor with an Acolyte suffers a wound, he may allocate that wound to the Acolyte. This must be done before any saving throws are attempted. See C:WH, pg. 16 OR C:DH pg. 14. ; Laspistol (x1); Close combat weapon (x1); Bionics; Carapace Armour |
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Acolyte | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [16] |
If an Inquisitor with an Acolyte suffers a wound, he may allocate that wound to the Acolyte. This must be done before any saving throws are attempted. See C:WH, pg. 16 OR C:DH pg. 14. ; Boltgun; Auspex; Carapace Armour |
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Acolyte | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 6+ | [23] |
If an Inquisitor with an Acolyte suffers a wound, he may allocate that wound to the Acolyte. This must be done before any saving throws are attempted. See C:WH, pg. 16 OR C:DH pg. 14. ; Combi-Plasmagun |
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Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [25] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Gun Servitor |
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Gun Servitor | 1 | [15] | ||||||||||
Frag Grenades; Krak Grenades; Heavy Bolter (x1); Targeter | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [25] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Gun Servitor |
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Gun Servitor | 1 | [15] | ||||||||||
Frag Grenades; Krak Grenades; Heavy Bolter (x1); Targeter | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [45] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Gun Servitor |
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Gun Servitor | 1 | [35] | ||||||||||
Frag Grenades; Krak Grenades; Plasma Cannon (x1); Targeter | ||||||||||||
Sage | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [10] |
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15. ; Laspistol; Close Combat Weapon |
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Sage | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [10] |
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15. ; Laspistol; Close Combat Weapon |
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Mystic | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [6] |
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.; Laspistol; Close Combat Weapon | ||||||||||||
Mystic | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [6] |
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.; Laspistol; Close Combat Weapon | ||||||||||||
Elite: Inquisitor (7#, 153 Pts) | ||||||||||||
Inquisitor | 1 | Elite | 4/5 | 4/5 | 3 | 3 | 2 | 4 | 2 | 8 | 4+ | 153 |
Psyker; Independent Character (unless leading a retinue). An Inquisitor may be accompanied by a retinue of 0-6 Henchmen.; Close combat weapon (x1); Storm Bolter | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [45] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Gun Servitor |
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Gun Servitor | 1 | [35] | ||||||||||
Frag Grenades; Krak Grenades; Plasma Cannon (x1); Targeter | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [45] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Gun Servitor |
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Gun Servitor | 1 | [35] | ||||||||||
Frag Grenades; Krak Grenades; Plasma Cannon (x1); Targeter | ||||||||||||
Mystic | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [6] |
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.; Laspistol; Close Combat Weapon | ||||||||||||
Mystic | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [6] |
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.; Laspistol; Close Combat Weapon | ||||||||||||
Sage | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [10] |
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15. ; Laspistol; Close Combat Weapon |
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Sage | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [10] |
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15. ; Laspistol; Close Combat Weapon |
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Elite: Inquisitor (7#, 113 Pts) | ||||||||||||
Inquisitor | 1 | Elite | 4/5 | 4/5 | 3 | 3 | 2 | 4 | 2 | 8 | 4+ | 113 |
Psyker; Independent Character (unless leading a retinue). An Inquisitor may be accompanied by a retinue of 0-6 Henchmen.; Close combat weapon (x1); Storm Bolter | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [25] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Gun Servitor |
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Gun Servitor | 1 | [15] | ||||||||||
Frag Grenades; Krak Grenades; Heavy Bolter (x1); Targeter | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [25] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Gun Servitor |
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Gun Servitor | 1 | [15] | ||||||||||
Frag Grenades; Krak Grenades; Heavy Bolter (x1); Targeter | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [10] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Veteran Guardsman |
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Veteran Guardsman | 1 | [0] | ||||||||||
Frag Grenades; Krak Grenades; Hellgun; Targeter | ||||||||||||
Sage | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [10] |
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15. ; Laspistol; Close Combat Weapon |
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Mystic | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [6] |
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.; Laspistol; Close Combat Weapon | ||||||||||||
Mystic | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [6] |
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.; Laspistol; Close Combat Weapon | ||||||||||||
Elite: Inquisitor (7#, 263 Pts) | ||||||||||||
Inquisitor | 1 | Elite | 4/5 | 4/5 | 3 | 3 | 2 | 4 | 2 | 8 | 3+/5(i) | 263 |
Psyker; Independent Character (unless leading a retinue). An Inquisitor may be accompanied by a retinue of 0-6 Henchmen.; Frag Grenades; Force Weapon (x1); Incinerator; Holy Relic; Master-crafted weapon; Power Armour; Psychic Hood; Refractor Field | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3/6 | 3 | 1 | 3/1 | 1/2 | 8 | 4+ | [25] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Combat Servitor |
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Combat Servitor | 1 | [15] | ||||||||||
Frag Grenades; Krak Grenades; Power Fist & CCW | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3/6 | 3 | 1 | 3/1 | 1/2 | 8 | 4+ | [25] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Combat Servitor |
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Combat Servitor | 1 | [15] | ||||||||||
Frag Grenades; Krak Grenades; Power Fist & CCW | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [20] |
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15. ; Veteran Guardsman |
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Veteran Guardsman | 1 | [10] | ||||||||||
Frag Grenades; Krak Grenades; Meltagun; Targeter | ||||||||||||
Sage | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [10] |
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15. ; Laspistol; Close Combat Weapon |
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Mystic | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [6] |
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.; Laspistol; Close Combat Weapon | ||||||||||||
Mystic | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 6+ | [6] |
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.; Laspistol; Close Combat Weapon | ||||||||||||
Holy Relic | 1 | See C:DH, pg. 17 OR Wargear, pg. 49. | [30] | |||||||||
Troops: Inquisitorial Stormtroopers (10#, 130 Pts) | ||||||||||||
Inquisitorial Stormtroopers | 9 | Troops | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | 130 |
Frag Grenades; Hellgun (x7); Meltagun (x2); Targeter | ||||||||||||
Veteran Stormtrooper | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 4+ | [20] |
Frag Grenades; Hellgun w/ Targeter | ||||||||||||
Troops: Inquisitorial Stormtroopers (10#, 130 Pts) | ||||||||||||
Inquisitorial Stormtroopers | 9 | Troops | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | 130 |
Frag Grenades; Hellgun (x7); Plasmagun (x2); Targeter | ||||||||||||
Veteran Stormtrooper | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 4+ | [20] |
Frag Grenades; Hellgun w/ Targeter | ||||||||||||
Troops: Infantry Platoon (25#, 262 Pts) | ||||||||||||
Infantry Platoon | 0 | Grp: Troops | 262 | |||||||||
Command Squad | 0 | Grp: | [85] | |||||||||
Junior Officer | 1 | 4 | 4 | 3 | 3 | 3 | 4 | 3/4 | 9 | 5+ | [70] | |
Bionics; Honorifica Imperialis; Close Combat Weapon; Laspistol | ||||||||||||
Bionics | 1 | Ignores wound on a 6 (exceptions apply C:IG p34) | [5] | |||||||||
Honorifica Imperialis | 1 | Grants the stats of a Heroic Senior Officer (C:IG p35) | [25] | |||||||||
Guardsmen | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [15] | |
Lasgun (x3); Autocannon | ||||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [81] | |
Vox Caster: One squad per turnmay use the leadership value of the Officer (exceptions apply p36); Lasgun (x8); Heavy Bolter | ||||||||||||
Veteran Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | [12] | |
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [96] | |
Vox Caster: One squad per turnmay use the leadership value of the Officer (exceptions apply p36); Lasgun (x8); Lascannon | ||||||||||||
Veteran Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | [12] | |
Troops: Infantry Platoon (25#, 260 Pts) | ||||||||||||
Infantry Platoon | 0 | Grp: Troops | 260 | |||||||||
Command Squad | 0 | Grp: | [95] | |||||||||
Junior Officer | 1 | 4 | 4 | 3 | 3 | 3 | 4 | 3/4 | 9 | 5+ | [80] | |
Bionics; Honorifica Imperialis; Trademark Item; Close Combat Weapon; Laspistol | ||||||||||||
Bionics | 1 | Ignores wound on a 6 (exceptions apply C:IG p34) | [5] | |||||||||
Honorifica Imperialis | 1 | Grants the stats of a Heroic Senior Officer (C:IG p35) | [25] | |||||||||
Trademark Item | 1 | Reroll failed moral or pinning (exceptions apply C:IG p36) | [10] | |||||||||
Guardsmen | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [15] | |
Lasgun (x3); Autocannon | ||||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [90] | |
Vox Caster: One squad per turnmay use the leadership value of the Officer (exceptions apply p36); Lasgun (x8); Lascannon | ||||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] | |
Laspistol & CCW | ||||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [75] | |
Vox Caster: One squad per turnmay use the leadership value of the Officer (exceptions apply p36); Lasgun (x8); Heavy Bolter | ||||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] | |
Laspistol & CCW | ||||||||||||
Troops: Grey Knights (10#, 303 Pts) | ||||||||||||
Grey Knights | 9 | Troops | 5 | 4 | 4/6 | 4 | 1 | 4 | 1/2 | 8 | 3+ | 303 |
Grey Knight special rules; Nemesis and Storm bolter (x7); True Grit; Incinerator (x2) | ||||||||||||
Grey Knight Justicar | 1 | - | 5 | 4 | 4/6 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [58] |
Grey Knight special rules; Frag Grenades; Krak Grenades; Melta Bombs; Nemesis Force Weapon; Storm Bolter; True Grit Hero | ||||||||||||
Total Cost: | 1988 |
Option Footnotes | |
Psychic Powers | |
Word of the Emperor | Use at the beginning of the enemy Assault phase. Enemy units attempting to charge the user or his unit must pass a Ld test. If they fail they may not assasult at all that turn. See C:WH, pg. 14. |
Skills | |
True Grit | See C:DH, pg. 8. |
True Grit Hero | See C:DH, pg. 8. |
Wargear | |
Artificer Armour | Confers a 2+ save. See Daemonhunters Codex, pg. 16 OR Wargear, pg. 38. |
Auspex | If an enemy unit with the Infiltrate special rule sets up within 4D6" of a model with an auspex, then that model is allowed to take a "free" shot at them (or sound the alarm if sentries are being used). If the model is part of a unit then the whole unit may shoot. These shots are taken before the battle begins and may cause the infiltrators to fall back. Otherwise, the normal shooting rules apply. See C:WH, pg. 20, C:DH, pg 16, OR Wargear, pg. 38. |
Bionics | If a model with bionics is killed, instead of removing it, place the model on its side. Roll a D6 at the start of the next turn. On the roll of a 6 the model is stood back up with one wound, but on any other result it is removed as a casualty. See C:WH, pg. 20, C:DH, pg. 16, OR Wargear, pg. 40. |
Carapace Armour | Confers a 4+ Armour save. See C:WH, pg. 21, C:DH, pg. 16, OR Wargear, pg. 41. |
Holy Relic | A model bearing a Holy Relic may reveal it once per battle. This may be done at any time, as long as the model with ~this~ does not move in the turn it is revealed. On the turn ~this~ is revealed, all friendly models within 2D6" receive a +1 Attack bonus for the rest of the turn as they fight to prove their devotion. Note that ~this~ may be revealed in an opposing player's turn if you wish. One per Army. See C:DH, pg. 17 OR Wargear, pg. 49. |
Master-crafted weapon | You may re-roll one failed to hit roll per turn. If the weapon selected has a ranged attack then the re-roll may only be taken on ranged attacks even if the weapon can also be used in close combat. See C:WH, pg. 22, C:DH, pg. 17, OR Wargear, pg. 53. |
Power Armour | Confers a 3+ Armour save. See C:WH, pg. 21, C:DH, pg. 18, OR Wargear, pg. 41. |
Psychic Hood | Declare that you'll use the psychic hood after an opponent has successfully made a Psychic test, but before they have used the power. Each player then rolls a D6 and adds their model's Ld value to the score. If the wearer beats the opposing model's score then the psychic power is nullified and may not be used that turn. If the opposing model's score is equal to or higher, it may use its psychic power as normal. The psychic hood can be used each time an enemy model uses a psychic power. See C:WH, pg. 22, C:DH, pg. 18 OR Wargear, pg. 55. |
Refractor Field | See C:DH, pg. 18 OR Wargear, pg. 56. |
Targeter | Allowed to pre-measure the range to a target before they decide to shoot at in the Shooting phase. After you have used a targeter Guess range weapons may not be used that turn. See C:WH, pg. 22 OR Wargear, pg. 61. |
Weapons | |
Autocannon | 48" Range; S7; AP4; Heavy 2 |
Boltgun | 24" Range; S4; AP5; Rapid Fire |
Close combat weapon | Wargear, pg. 42. |
Combi-Plasmagun | 24" Range; S4; AP5; Rapid Fire (Bolter) 24" Range; S7; AP2; Rapid Fire; Gets Hot! (Plasmagun - once per battle) |
Force Weapon | Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if you pass, it dies. Use against one model per combat round. (p46 WH40K) |
Frag Grenades | Fight simultaneously with troops in cover (p39 WH40K) |
Heavy Bolter | 36" Range; S5; AP4; Heavy 3 |
Hellgun | 24" Range; S3; AP5; Rapid Fire. |
Hellgun w/ Targeter | 24" Range; S3; AP5; Rapid Fire. See C:WH, pg. 22. |
Incinerator | Template; S5; AP4; Assault 1; Ignores Invulnerable Saves. |
Krak Grenades | One attack with 6+D6 AP (exceptions apply p39 WH40K) |
Lascannon | 48" Range; S9; AP2; Heavy 1 |
Lasgun | 24" Range; S3; AP-; Rapid |
Laspistol | 12" Range; S3; AP-; Rapid fire. |
Laspistol & CCW | 12" Range; S3; Ap-; Pistol / Gain +1 attack for having 2CCW |
Melta Bombs | One attack with 8+2D6 AP (exceptions apply p39 WH40K) |
Meltagun | 12" Range; S8; AP1; Assault 1; Melta. |
Nemesis and Storm bolter | See C:DH, pg. 18. 24" Range; S4; AP5; Assault2. |
Nemesis Force Weapon | See C:DH, pg. 18. |
Plasma Cannon | 36" Range; S7; AP2; Heavy 1; Blast; Gets Hot! |
Plasmagun | 24" Range; S7; AP2; Rapid Fire; Gets Hot! |
Power Fist & CCW | +1 Attack in close combat; Wargear, pg. 55. |
Psycannon | 18" Range; S6; AP4; Assault 3 OR 36" Range, S6 AP4 Heavy 3 |
Storm Bolter | 24" Range; S4; AP5; Assault2. |
Roster Design Information |
Grey Knight Special Rules: Fearless (WH40K Rulebook, pg. 74) Deep Strike (Codex: DH, pg. 8) True Grit (WH40K Rulebook, pg. 76) The Aegis (Codex: DH, pg. 8) The Shrouding (Codex: DH, pg. 8) Rites of Exorcism (Codex: DH, pg. 8) Daemonic Infestation (Codex: DH, pg. 8) |
Validation Report |
Core/Expansion Lists: Core Lists; Choose Ally: Inducted Imperial Guard; Army Type: Daemonhunters Army; Scenario: Normal Mission |
Roster satisfies all enforced validation rules |
Roster Statistics |
% Elite: 26.6 |
% Fast: 0.0 |
% Heavy: 0.0 |
% HQ: 18.8 |
Model Count: 112 |
% Troops: 54.6 |
% Wargear: 15.3 |
Faith Points: 0 |
Group | Min | Max | Used |
HQ | 1 | 2 | 1 |
Elite | 0 | 3 | 3 |
Troops | 2 | 6 | 5 |
Fast | 0 | 3 | 0 |
Heavy | 0 | 3 | 0 |
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