500 Pts - Daemonhunters - Grey Knights |
Name | # | Grp | WS | BS | S | T | Wo | I | A | Ld | Save | Cost |
Troops: Inquisitorial Stormtroopers (10#, 140 Pts) | ||||||||||||
Inquisitorial Stormtroopers | 9 | Troops | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | 140 |
Frag Grenades; Hellgun (x7); Plasmagun (x2); Targeter | ||||||||||||
Veteran Stormtrooper | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 2/3 | 8 | 4+ | [30] |
Frag Grenades; Hellpistol (x1); Close combat weapon (x1); Teleport Homer | ||||||||||||
Fast Attack: Grey Knight Teleport Attack (7#, 201 Pts) | ||||||||||||
Grey Knight Teleport Attack | 6 | Fast | 5 | 4 | 4/6 | 4 | 1 | 4 | 1/2 | 8 | 3+ | 201 |
Grey Knight special rules; Deep Strike; Nemesis and Storm bolter (x6); True Grit | ||||||||||||
Grey Knight Justicar | 1 | - | 5 | 4 | 4/6 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [51] |
Grey Knight special rules; Frag Grenades; Nemesis Force Weapon; Storm Bolter; True Grit Hero | ||||||||||||
Elite: Inquisitor (7#, 159 Pts) | ||||||||||||
Inquisitor | 1 | Elite | 4/5 | 4/5 | 3 | 3 | 2 | 4 | 2/3 | 8 | 4+ | 159 |
Psyker; Independent Character (unless leading a retinue). An Inquisitor may be accompanied by a retinue of 0-6 Henchmen.; Scourging; Bolt Pistol (x1); Power Weapon (x1) | ||||||||||||
Acolyte | 1 | - | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 8 | 4+ | [13] |
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); Carapace Armour |
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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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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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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; Targeter | ||||||||||||
Warrior | 1 | - | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | [35] |
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 | [25] | ||||||||||
Frag Grenades; Krak Grenades; Multi-Melta; 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 | ||||||||||||
Total Cost: | 500 |
Option Footnotes | |
Psychic Powers | |
Scourging | Use in the psyker's Shooting phase instead of firing a weapon. Counts as a weapon with the following profile: 18" Range; S5; AP5; AssaultD6. Roll to hit, wound and save as normal. Ignores Invulnerable saves. See C:WH, pg. 14 or C:DH, pg 12. |
Skills | |
True Grit | See C:DH, pg. 8. |
True Grit Hero | See C:DH, pg. 8. |
Wargear | |
Carapace Armour | Confers a 4+ Armour save. See C:WH, pg. 21, C:DH, pg. 16, OR Wargear, pg. 41. |
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. |
Teleport Homer | See C:DH, pg. 18 OR Wargear, pg. 61. |
Weapons | |
Bolt Pistol | 12" Range; S4; AP5; Pistol |
Close combat weapon | Wargear, pg. 42. |
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. |
Hellpistol | 12" Range; S3; AP5; Pistol. |
Krak Grenades | One attack with 6+D6 AP (exceptions apply p39 WH40K) |
Laspistol | 12" Range; S3; AP-; Rapid fire. |
Multi-Melta | 24" Range; S8; AP1; Heavy 1; Melta. |
Nemesis and Storm bolter | See C:DH, pg. 18. 24" Range; S4; AP5; Assault2. |
Nemesis Force Weapon | See C:DH, pg. 18. |
Plasmagun | 24" Range; S7; AP2; Rapid Fire; Gets Hot! |
Power Weapon | Ignores armour saves in close combat. |
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: No Allies; Army Type: Daemonhunters Army; Scenario: Normal Mission |
Composition requirement 'HQ' not satisfied (0). Valid range 1-2. Composition requirement 'Troops' not satisfied (1). Valid range 2-6. |
Roster Statistics |
% Elite: 31.8 |
% Fast: 40.2 |
% Heavy: 0.0 |
% HQ: 0.0 |
Model Count: 24 |
% Troops: 28.0 |
% Wargear: 8.0 |
Faith Points: 0 |
Group | Min | Max | Used |
HQ | 1 | 2 | 0 |
Elite | 0 | 3 | 1 |
Troops | 2 | 6 | 1 |
Fast | 0 | 3 | 1 |
Heavy | 0 | 3 | 0 |
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