|
| 1850 Pts - Daemonhunters Army |
Radical Force 1850 |
| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Ordo Malleus Inquisitor Lord (HQ) |
1 |
4/5 |
4/5 |
3/6 |
3 |
3 |
4/5 |
3 |
10 |
2+/4(I)+ |
554 |
| Psyker, Iron Will, Independent Character; Thunder Hammer (x1); Psycannon; Mount in Land Raider
|
| Artificer Armour |
2+ armour save. |
[15] |
| Icon of the Just |
4+ Invul Save. |
[25] |
| #Word of the Emperor |
Enemy units charging psyker or unit must past Leadership test, or may not assault
at all that turn. |
[10] |
| #Holocaust |
At Initiative 1, does Ordnance blast Str 5 hit. Affects friend and foe. Wounds count
towards combat result. |
[20] |
| Acolyte |
3 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
6+ |
[33] |
| May take hits for Inquisitor.; CCW (free); Bolter |
| Sage |
2 |
3 |
3 |
3 |
3 |
1 |
3 |
1/2 |
8 |
6+ |
[20] |
| +1 BS to Inquisitor. If 2+ Sages, allow Inquisitor or member of retinue to re-roll to hit.; Laspistol
& CC Weapon |
| Warrior |
3 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
4+ |
[75] |
| +1 WS to Inquisitor. Targeter, Frag and Krak grenades as standard.; Heavy Bolter Servitor (x3);
Frag Grenades; Krak Grenades |
| Familiar |
1 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
6+ |
[6] |
| +1 Initiative to Inquisitor. +1 psychic power allowed per Familiar. May only use one per turn
unless also take Consecrated Scrolls. |
| Inquisition Land Raider |
1 |
BS: 4 Front: 14 Side: 14 Rear: 14 |
[250] |
| Tank; May carry up to 10 passengers (Terminators count as 2);May always fire one extra weapon
at BS2, at a separate target if it wishes; If the crew are stunned, it may move directly forward up to it's maximum move;
Linked Lascannon (x2); Twin Heavy Bolters |
| Inquisitorial Storm Troopers (Troops) |
9 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
4+ |
188 |
| Carapace Armour; Targeters.; Hellgun (x7); Flamer (x2); Frag Grenades; Mount in Rhino |
| Veteran Stormtrooper |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
2 |
8 |
4+ |
[30] |
| Bolter-Flamer; Frag Grenades |
| Inquisitorial Rhino |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[58] |
| Carries up to 10 Passengers; Tank; If immobilised, can attempt to repair instead of shooting
- this succeeds on the roll of a 6; Storm Bolter |
| Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Inquisitorial Storm Troopers (Troops) |
9 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
4+ |
197 |
| Carapace Armour; Targeters.; Hellgun (x7); Grenade Launcher (x2); Frag Grenades; Mount in Rhino
|
| Veteran Stormtrooper |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
2 |
8 |
4+ |
[29] |
| Bolter-Grn. Launcher |
| Inquisitorial Rhino |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[58] |
| Carries up to 10 Passengers; Tank; If immobilised, can attempt to repair instead of shooting
- this succeeds on the roll of a 6; Storm Bolter |
| Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Inquisitorial Storm Troopers (Troops) |
9 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
4+ |
210 |
| Carapace Armour; Targeters.; Hellgun (x7); Meltagun (x2); Frag Grenades; Mount in Rhino |
| Veteran Stormtrooper |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
2 |
8 |
4+ |
[44] |
| Thunder Hammer (x1) |
| Inquisitorial Rhino |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[56] |
| Carries up to 10 Passengers; Tank; If immobilised, can attempt to repair instead of shooting
- this succeeds on the roll of a 6; Storm Bolter |
| Searchlight |
Allows one enemy unit to be fired at by any friendly unit in range and with line of
sight. Vehicle can then be fired on by any enemy unit. |
[1] |
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Inquisitorial Storm Troopers (Troops) |
9 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
4+ |
202 |
| Carapace Armour; Targeters.; Hellgun (x7); Plasma Gun (x2); Frag Grenades; Mount in Rhino |
| Veteran Stormtrooper |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
2 |
8 |
4+ |
[34] |
| Bolter-Plasma Gun |
| Inquisitorial Rhino |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[58] |
| Carries up to 10 Passengers; Tank; If immobilised, can attempt to repair instead of shooting
- this succeeds on the roll of a 6; Storm Bolter |
| Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Daemonhosts (Elites) |
3 |
4 |
4 |
6 |
4 |
4 |
4 |
D6 |
9 |
4(I)+ |
255 |
| Fearless, Summoned |
| Death Cult Assassins (Elites) |
3 |
5 |
4 |
4 |
3 |
2 |
5 |
2/3 |
8 |
5(I)+ |
120 |
| Independant, Fearless, Infiltrate; Close Combat Weapon; Power Weapon |
| Callidus Assassin (Elites) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
10 |
4(I)+ |
120 |
| Independent Character; Can never join another unit; Infiltrate if allowed; Fearless; Cannot be
pinned; Callidus Temple; Jump Back, A Word In Your Ear.; C'tan Phase Sword; Neural Shredder; Polymorphine; Poison Blades |
| Option Footnotes: |
|
|
| Bolter |
Bolter: 24"R, S4, AP5, Rapid Fire. |
|
| Bolter-Flamer |
Bolter: 24"R, S4, AP5, Rapid Fire. Flamer: Template, S4, AP5, Assault 1. May only
fire Flamer once per battle. May not fire both weapons at once. |
|
| Bolter-Grn. Launcher |
Bolter: 24"R, S4, AP5, Rapid Fire. Grenade launcher: 24"R, (S3, AP6, Assault 1, Blast)
OR (S6, AP4, Assault 1). May only fire Grenade Launcher once per battle. May not fire both weapons at once. |
|
| Bolter-Plasma Gun |
Bolter: 24"R, S4, AP5, Rapid Fire. Plasma Gun: 24"R, S7, AP2, Rapid Fire, if you roll
a '1' to hit and make a save or take a wound. May only fire Plasma Gun once per battle. May not fire both weapons at once. |
|
| C'tan Phase Sword |
No armour saves in close combat, not even from Invulnerable saves! |
|
| CC Weapon |
+1A if used with another CCW / pistol. |
|
| Flamer |
Template, S4, AP5, Assault 1. |
|
| Grenade Launcher |
24"R, (S3, AP6, Assault 1, Blast) OR (S6, AP4, Assault 1). |
|
| Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
| Laspistol |
12"R, S3, AP-, Pistol. |
|
| Meltagun |
12"R, S8, AP1, Assault 1. +D6 AP at 6". |
|
| Neural Shredder |
Template, S8, AP1, Assault 1. Use your opponent's Ld value instead of their T to determine
wounds. |
|
| Plasma Gun |
24"R, S7, AP2, Rapid Fire. Overheats - if you roll a 1 to hit, make a save or take
a wound. |
|
| Poison Blades |
If the Assassin is still in base contact with an enemy at the end of the Assault phase,
she may make 1 attack that wounds on 4+. |
|
| Polymorphine |
The Assassin is always in reserve, even when the mission doesn't normally allow this.
When she arrives, she can be placed anywhere on the battlefield and can move and fight normally in the turn she arrives. |
|
| Power Weapon |
No armour save in close combat. |
|
| Psycannon |
R18", Str 6, AP4, Assault 3, Ignore Invul Saves OR R36", Str 6, AP4, Heavy 3, Ignore
Invul Saves |
|
| Storm Bolter |
24"R, S4, AP5, Assault 2. |
|
| Thunder Hammer |
Doubles Strength, no armour save, always goes last. Models wounded may not attack
again until the end of the next Assault phase. Vehicles hit suffer "Crew Shaken" in addition to other damage. |
|
| Twin Heavy Bolters |
36"R, S5, AP4, Heavy 3, Linked. |
|
| Twin Lascannon |
48"R, S9, AP2, Heavy 1, Linked. |
|
| Total Army Cost: 1846 Pts. |
Notes: Grey Knights have the Fearless, Deep Strike, True Grit, The Aegis, The Shrouding,
Rites of Exorcism and Daemonic Infestation special rules.
Models in Army: 62
|
Validation Results: Roster satisfies all enforced validation rules
|
| Troop Type |
Count |
Unused |
Points |
Unused |
Percent |
| HQ (>=1unit <=2unit) |
1 |
1 |
554 |
1296 |
29% |
| Elite (<=3unit) |
3 |
0 |
495 |
1355 |
26% |
| Troops (>=2unit <=6unit) |
4 |
2 |
797 |
1053 |
43% |
| Fst. Atck. (<=3unit) |
0 |
3 |
0 |
1850 |
0% |
| Hvy. Supp. (<=3unit) |
0 |
3 |
0 |
1850 |
0% |
| Other (N/A) |
0 |
n/a |
0 |
1850 |
0% |
| Equipment Summary |
12 |
n/a |
100 |
n/a |
5% |
|