2000 Pts - Daemonhunters - Unnamed

Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Inquisitor Lord (10#, 322 Pts)
  Inquisitor Lord 1 HQ 4/5 4/5 3 3 3 4 3/4 10 2+/4(i) 322
Psyker; Iron Will; Independent Character (unless leading a retinue). An Inquisitor Lord must be accompanied by a retinue of 3-12 Henchmen.; Lightning Claws (pair); Artificer Armour; Auspex; Bionics; Holy Relic; Icon of the Just; Master-crafted weapon
    Acolyte 1 - 3 3 3 3 1 3 1 8 3+ [18]
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); Power Armour
    Acolyte 1 - 3 3 3 3 1 3 1/2 8 3+ [18]
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); Power Armour
    Acolyte 1 - 3 3 3 3 1 3 1/2 8 3+ [18]
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); Power Armour
    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
    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
    Holy Relic 1 See C:DH, pg. 17 OR Wargear, pg. 49. [30]
Elite: Inquisitor (7#, 226 Pts)
  Inquisitor 1 Elite 4/5 4/5 3 3 2 4 2 8 3+ 226
Psyker; Independent Character (unless leading a retinue). An Inquisitor may be accompanied by a retinue of 0-6 Henchmen.; Word of the Emperor; Power Weapon (x1); Psycannon; Power Armour; Psychic Hood
    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
    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
        Plasma Cannon 1 36" Range; S7; AP2; Heavy1; Blast; Gets hot! [0]
Elite: Inquisitor (7#, 226 Pts)
  Inquisitor 1 Elite 4/5 4/5 3 3 2 4 2 8 3+ 226
Psyker; Independent Character (unless leading a retinue). An Inquisitor may be accompanied by a retinue of 0-6 Henchmen.; Word of the Emperor; Power Weapon (x1); Psycannon; Power Armour; Psychic Hood
    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
        Plasma Cannon 1 36" Range; S7; AP2; Heavy1; Blast; Gets hot! [0]
    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
    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
Elite: Inquisitor (7#, 226 Pts)
  Inquisitor 1 Elite 4/5 4/5 3 3 2 4 2 8 3+ 226
Psyker; Independent Character (unless leading a retinue). An Inquisitor may be accompanied by a retinue of 0-6 Henchmen.; Word of the Emperor; Power Weapon (x1); Psycannon; Power Armour; Psychic Hood
    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
        Plasma Cannon 1 36" Range; S7; AP2; Heavy1; Blast; Gets hot! [0]
    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
    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
Troops: Inquisitorial Stormtroopers (10#, 167 Pts)
  Inquisitorial Stormtroopers 9 Troops 3 4 3 3 1 3 1 8 4+ 167
Frag Grenades; Hellgun (x7); Plasmagun (x2); Targeter
    Veteran Stormtrooper 1 - 3 4 3 3 1 3 2 8 4+ [57]
Frag Grenade (Squad); Power Weapon (x1); Combi-Plasmagun; Auspex; Purity Seals
Troops: Grey Knights (10#, 333 Pts)
  Grey Knights 9 Troops 5 4 4/6 4 1 4 1/2 8 3+ 333
Grey Knight special rules; Nemesis and Storm bolter (x7); True Grit; Psycannon (x2)
    Grey Knight Justicar 1 - 5 4 4/6 4 1 4 2/3 9 3+ [58]
Grey Knight special rules; Frag Grenades; Nemesis Force Weapon; Storm Bolter; True Grit Hero; Auspex; Purity Seals
Total Cost: 1500

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.
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.
Icon of the Just 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.
Purity Seals If a model with purity seals falls back, roll one extra D6 for it's Fall Back distance, and then remove one of the dice rolled in order to determine the distance fallen back. If a model with purity seals is part of a unit then this ability applies to the whole unit, not just the model with purity seals. See C:WH, pg. 22, C:DH, pg. 18, OR Wargear, pg. 55.
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
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)
Frag Grenade (Squad) Fight simultaneously with troops in cover (p39 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.
Krak Grenades One attack with 6+D6 AP (exceptions apply p39 WH40K)
Laspistol 12" Range; S3; AP-; Rapid fire.
Lightning Claws (pair) Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. +1 Attacks in close combat.
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; Heavy1; Blast; Gets hot!
Plasmagun 24" Range; S7; AP2; Rapid Fire; Gets Hot!
Power Fist & CCW +1 Attack in close combat; Wargear, pg. 55.
Power Weapon Ignores armour saves in close combat.
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
Item 'Plasma Cannon': You are only allowed one of these items in the army list
Item 'Gun Servitor': One or more options are not valid
Item 'Gun Servitor': One or more options are not valid
Item 'Gun Servitor': One or more options are not valid

Roster Statistics
% Elite: 45.2
% Fast: 0.0
% Heavy: 0.0
% HQ: 21.5
Model Count: 51
% Troops: 33.3
% Wargear: 17.7
Faith Points: 0

Group Min Max Used
HQ 1 2 1
Elite 0 3 3
Troops 2 6 2
Fast 0 3 0
Heavy 0 3 0

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