A teraz cos zeby yprzedzic pytania i dla leniwych (z podziekowaniami dla ludzi z DakkaDakka i Portentu):
HQ
0-1 Ordo Malleus Inquisitor Lord - Retinue
Some of the weapons and Psychic Powers:
Daemonhammer 1 per army, Treated as a Thunderhammer that strikes at normal Initiative against daemons.
Name (unknown) 18" Str5 assault D6.
Banishment-20pts
Used at beginning assault phase, daemons in base contact with psyker or squad he is with must roll 3d6 for instability and take the 2 highest rolls. The effect lasts until end of assault phase.
Destroy Daemon-15pts
used at beginning assault phase, if test phased any to hit or to wounds made by character against daemons may be re-rolled for rest of turn
Hammerhand-10pts
Beginning of any assault, test passed it doubles the basic strength until next turn, also counts as having xtra cc weapon-does not ignore inv saves or change order of striking as he is using his fist so may not benefit from power, nemesis or any special cc attacks or rules.
Holocaust-20pts
Used in DH assault phase, has ini 1 when test passed, place ordnance temp.anywhere in contact with psyker(or brother captain in case of terminators)all models in base contact suffer str 5 hit with normal armour saves.
Sanctuary-15pts
Used at beginning of psykers turn. Daemons cannot move within 3" of the psyker for any reason and cannot draw LOS through it. Daemons already in it are pushed away from him to 3" distance, this will end any combat if any. Any Daemons entering play within 3" while cast are automatically destroyed. Power lasts until psyker moves, shoots or uses another psykic power.
Word of the Emperor-10pts
Used at the beginning of enemy assault phase. All unit attempting to charge the psyker must make LD test if failed may not assault.
Grey Knight Terminator Captain = ?
- Nemesis weapon = Force weapon with +2 str
- Built in stormbolter
- Psychic powers
- Aegis suits to null enemy psykers
- Weapon Skill of 5
- Deep Strike any time they want
- Fearless
- True Grit
- Shrouding (3D6* 3 to see them)
Elites
Grey Knight Terminator = 46 pts
- Nemesis weapon = power weapon with +2 str
- Built in stormbolter
- Psychic powers
- Aegis Terminator suits to null enemy psykers
- Weapon Skill of 5
- Deep Strike any time they want
- Fearless
- True Grit
- Shrouding (3D6* 3 to see them)
Death Cult Assassins (1-3)
0-1 Regular Assassins
Inquisitors
0-1Daemonhosts (1-3 as a single choice)
These guys are really nasty, they roll for random powers every round:
1.Terrify-All units friend or foe within 12 "of Daemonhost must make an immediate pinning test
2.ReKnit Host form- Regenerates all wounds
3.Teleport-May move anywhere on table as long as not within 1" of enemy model and then scatters as if deep striking, it may assault that turn
4.Bloobboil-in Daemonhost shooting phase, place Ord.template with hole over Host all models under template take a S3 hit at AP2
5.Timeshift-12" move 12" assault Doubles number of attacks it can make without using any modifiers
6,Warp Strength-Add +d3 to both Host's STR and Toughness until beginning next turn
Troops
Grey Knight power armor = 25 pts
- Nemesis weapon = close combat weapon with +2 str
- Built in stormbolter
- Psychic powers
- Aegis suits to null enemy psykers
- Weapon Skill of 5
- Fearless
- True Grit
- Shrouding (3D6* 3 to see them)
Inquisitorial Stormtroopers= 10pts,
pretty much the same stats, just get hell pistols, or Hell Guns
Fast Attack
Grey Knight power armor = 25 pts (if upgraded to teleport)
- Nemesis weapon = close combat weapon with +2 str
- Built in stormbolter
- Psychic powers
- Aegis suits to null enemy psykers
- Weapon Skill of 5
- True Grit
- Fearless
- Teleports into battle
- Shrouding (3D6* 3 to see them)
Transports
Chimera
Rhino Stormtroopers riding in rhino.. ummm
Land Raider
Heavy Support
Grey Knight Purgation squad 4 Incinerators Str 5 AP4 Flame Template (No Invulnerable saves) not just daemons saves Same for Psychic Cannons except they have some funky 18" Str 5 Assault 3 or if you don't move it's different.
0-1 Orbital Strike
This is probably one of my favorite things. You pick at the beginning of the battle a piece of terrain as your target. Starting on the second turn roll for the Strike as you would for Reserves. If the Strike arrives it lands during your Shooting phase and continues to rain down death during each Shooting phase of the Daemonhunter players turn. When the Strike arrives you roll for scatter as normal. It's just like ordnance, but if a miss is rolled the distance scattered is double the number on the D6. If a hit is rolled move the template in the direction dictated my the arrow on the "Hit" symbol.
Lance (Str10 AP1) Ordnance blast= 70pts
Melta Torpedo (Str 8 AP 3 2D6 for Pen) Ordnance blast= 80Pts
Barrage Bomb (Str 6 AP 4) Ordnance blast= 60Pts
They all cause pinning
Grey Knight Land Raider
Grey Knight Land Raider Crusader and is not 0-1
Grey Knight Dreadnought
Some Of the Vehicle upgrades that stood out:
Blessed: Against any chaos vehicle upgrade you get +1 to penetration
?: can't remember the name, but it makes the enemy that is attacking a vehicle in hand to hand first have to pass a Difficult terrain test to get to them, then it's -1 to there leadership, and also the attacking squad is automatically tank shocked.
Special Characters
Grey Knights Captain Stern
Inquisitor Toquemada Coteaz
Extras
Daemonhunters may include units from EITHER Space Marines Or Imperial Guard
Sisters can take DH's as allies, just not the other way around.
Daemons in opposing army gain sustained attack
Armies with no daemons may take ‘daemonic upgrades’
SM, IG and Sister armies may take allies from the Daemonhunter
Credits
All this is from stuff pulled from the messages in the Daemonhunters Yahoo Group. Sorry but I can’t remember who all posted what etc.. No Insult intended..
Hope that helps,
-Dan Wright
Uff