Daemonhunter Radical 1850

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Here is my idea for a Radical Daemonhunter 1850 list.

 
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%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.