800 Pts - Daemonhunters - Ordo Malleus Allies

Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Inquisitor Lord (8#, 217 Pts)
  Inquisitor Lord 1 HQ 4/5 4/5 3 3 3 4 3 10 3+ 217
Psyker; Iron Will; Independent Character (unless leading a retinue). An Inquisitor Lord must be accompanied by a retinue of 3-12 Henchmen.; Power Weapon (x1); Psycannon
    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]
    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
Fast Attack: Grey Knight Teleport Attack (10#, 275 Pts)
  Grey Knight Teleport Attack 9 Fast 5 4 4/6 4 1 4 1/2 8 3+ 275
Grey Knight special rules; Deep Strike; Nemesis and Storm bolter (x9); True Grit
    Grey Knight Justicar 1 - 5 4 4/6 4 1 4 2/3 9 3+ [50]
Grey Knight special rules; Nemesis Force Weapon; Storm Bolter; True Grit Hero
Elite: Assassin Operative (1#, 120 Pts)
  Assassin Operative 1 Elite 5 5 4 4 2 5 3 10 4(i) 120
Independent Character; Fearless; Infiltrate; Invulnerable
;
Callidus Assassin; C'tan Phase Sword; Neural Shredder; Poison Blades; Polymorphine; A Word in Your Ear; Jump Back
Total Cost: 612

Option Footnotes
Skills
True Grit See C:DH, pg. 8.
True Grit Hero See C:DH, pg. 8.
Wargear
A Word in Your Ear The player with the Callidus Assassin can move one enemy unit up to 6" after both sides have deployed, but before the first turn starts. The unit's new position must be within the normal deployment zone, and the owning player may choose the facing of the unit after it has been moved. See C:WH, pg. 31 OR C:DH, pg. 28.
C'tan Phase Sword See C:WH, pg. 31 OR C:DH, pg. 28.
Jump Back See C:WH, pg. 31 OR C:DH, pg. 28.
Neural Shredder Template; S8; AP1; Assault 1, uses target's Ld value instead of Toughness to determine wounding.
See C:WH, pg. 31 OR C:DH, pg. 28.
Poison Blades See C:WH, pg. 31 OR C:DH, pg. 28.
Polymorphine See C:WH, pg. 31 OR C:DH, pg. 28.
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 If used with another close combat weapon, +1 attack in close combat.
Frag Grenades Fight simultaneously with troops in cover (p39 WH40K)
Heavy Bolter 36" Range; S5; AP4; Heavy 3
Krak Grenades One attack with 6+D6 AP (exceptions apply p39 WH40K)
Laspistol 12" Range; S3; AP-; Pistol
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!
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: No Allies; Army Type: Daemonhunters Army; Scenario: Normal Mission
Composition requirement 'Troops' not satisfied (0). Valid range 2-6.

Roster Statistics
% Elite: 19.6
% Fast: 44.9
% Heavy: 0.0
% HQ: 35.5
Model Count: 19
% Troops: 0.0
% Wargear: 10.6
Faith Points: 0
Files version: 1.29

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

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