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
    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
    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
    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
      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
      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
      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
    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
    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
      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
      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
    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
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
      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
      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
      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
    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
      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
      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
      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
    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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