1500 Pts - Witchhunters Army No Name

Unit Name ## WS BS St To Wo In At Ld Save Cost
Ordo Hereticus Inquisitor Lord (HQ) 1 4/5 4 3 3 3 4/5 3/4 10 3+ 187
Iron Will;Psyker;Independent Character; Bolt Pistol (x1); Power Weapon (x1)
  Psychic Hood Can be used against each psychic attack made against the Inquisitors army. Each player rolls a D6 and adds to their leadership. If the Inquisitors total is higher then the psychic power is negated. [20]
  #Purgatus Used in the shooting phase instead of firing. Choose any Independent character within 24" of the Inquisitor Lord and in line of sight to attack. Both roll a D6 and add the leadership value. If the Inquisitors score is higher the targets leadership is reduced by 3 for the remainder of the game. May only be used once per target, and may not be used if the target is engaged in an assault. [15]
  #Divine Pronouncement Used in the Shooting [phase instead of firing a weapon. Designate a single enemy unit within 18" and not in combat - this unit must take a leadership test as if it has suffered 25% casualties from shooting. If the Inquisitors leadership is greater then the test is modified by by the difference between the leadership values. Used in the Shooting phase instead of firing a weapon. Designate a single enemy unit within 18" and not in combat - this unit must take a leadership test as if it has suffered 25% casualties from shooting. If the Inquisitors leadership is greater then the test is modified by by the difference between the leadership values. [30]
  Familiar 1 3 3 3 3 1 3 1 8 6+ [6]
CC Weapon (x1)
  Crusader 3 4 3 3 3 1 3 1/2 8 4/4(I)+ [60]
Suppression Shield; Power Weapon; Frag Grenades; Krak Grenades
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
Ordo Hereticus Inquisitor (Elites) 1 4 4 3 3 2 4 2/3 8 4+ 61
Psyker; Independent Character; Bolt Pistol (x1); Power Weapon (x1)
  #Divine Pronouncement Used in the Shooting [phase instead of firing a weapon. Designate a single enemy unit within 18" and not in combat - this unit must take a leadership test as if it has suffered 25% casualties from shooting. If the Inquisitors leadership is greater then the test is modified by by the difference between the leadership values. Used in the Shooting phase instead of firing a weapon. Designate a single enemy unit within 18" and not in combat - this unit must take a leadership test as if it has suffered 25% casualties from shooting. If the Inquisitors leadership is greater then the test is modified by by the difference between the leadership values. [30]
Allied Marine - Scout Squad (Troops) 7 4 4 4 4 1 4 1/2* 8 4+ 127
Infiltrate if allowed; Roll an extra D6 when moving through difficult terrain; Bolt Pistol & CCWep. (x7); Infilitrate Skill
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 4+ [36]
Bolt Pistol (x1); Power Weapon (x1); Infilitrate Skill
Allied Marine - Tactical Squad (Troops) 7 4 4 4 4 1 4 1 8 3+ 135
Bolter (x6); Lascannon (x1)
  Sergeant 1 4 4 4 4 1 4 1 8 3+ [15]
Bolter
Allied Marine - Tactical Squad (Troops) 7 4 4 4 4 1 4 1 8 3+ 135
Bolter (x6); Lascannon (x1)
  Sergeant 1 4 4 4 4 1 4 1 8 3+ [15]
Bolter
Inquisitorial Storm Troopers (Troops) 10 3 4 3 3 1 3 1 8 4+ 120
Hell Gun (x8); Grenade Launcher (x2); Frag Grenades
Inquisitorial Storm Troopers (Troops) 10 3 4 3 3 1 3 1 8 4+ 120
Hell Gun (x8); Grenade Launcher (x2); Frag Grenades
Allied Marine - Assault Squad (Fast Attack) 7 4 4 4 4 1 4 1/2* 8 3+ 206
Bolt Pistol & CCWep. (x7); Frag Grenades; Jump Packs
  Veteran Sergeant 1 4 4 4/8 4 1 4 2/3 9 3+ [52]
Frag Grenades; Jump Packs; Close Combat Weapon (x1); Close Combat Weapon; Power Fist (x1)
Exorcist (Heavy Support) 1 BS: 4 Front: 13 Side: 11 Rear: 10 135
Exorcist Missile Launcher
Exorcist (Heavy Support) 1 BS: 4 Front: 13 Side: 11 Rear: 10 135
Exorcist Missile Launcher
Option Footnotes:
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  C'tan Phase Sword No armour saves in close combat, not even from Invulnerable saves!
  CC Weapon +1A if used with another CCW / pistol.
  Exorcist Missile Launcher R48", S8, AP1, Heavy D6.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Grenade Launcher 24"R, (S3, AP6, Assault 1, Blast) OR (S6, AP4, Assault 1).
  Hellgun 24"R, S3, AP5, Rapid Fire.
  Infilitrate Skill May infiltrate
  Iron Will An Inquisitor Lord can choose whether to pass or fail any Morale check or Pinning test he is called upon to make. This ability os confered to any unit he joins. Even if failure is normally automatic, the lord may still choose whether to pass or fail the test..
  Krak Grenades When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6.
  Lascannon 48"R, S9, AP2, Heavy 1.
  Neural Shredder Template, S8, AP1, Assault 1. Use your opponent's Ld value instead of their T to determine wounds.
  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 Fist Always go last. No armour save. Doubles strength.
  Power Weapon No armour save in close combat.
  Suppression Shield 2+ armour save in close combat.
Total Army Cost: 1481 Pts.
Notes:
The Witch Hunters of the Ordo Hereticus are perhaps the most sinister of all Inquisitors as the threats they must face lurk not in the depths of space or the Warp, but among the everyday citizenry of the Imperium: the witch, the mutant, the heretic, and the fallen cleric. Such abominations are an affront to the Emperor and together with their Chamber Militant, the Sisters of Battle, the Witch Hunters purge evil from the worlds of Man with the cleansing fire of purity.
Certain Sisters of Battle units generate Faith points, which can be used for Acts of Faith.
All Sisters of Battle units get a save against psychic powers. Every power used against Sisters of Battle is dispelled on a 5+. Minor psychic powers have no effect, including beneficial powers.
Shield of Faith - Against Sisters of Battle Force Weapons lose their ability to kill outright, simply count them as power weapons.
Martydom - Every time a faithful character is removed as a casualty, or a faithful unit loses its last model, the number of faith points originally contributed by it is added back to the pool of faith points. Faithful units that leave the table as a result of falling back do not contribute faith points.
Sentries - When required to deploy sentries you may either deploy 8 Storm Trooper or 6 Sisters of Battle.
Witch Hunters have a strategy rating of 3.

Starting Faith: 1
Models in Army: 61


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 1 1 187 1313 12%
Elite (<=3unit) 2 1 181 1319 12%
Troops (>=2unit <=6unit) 5 1 637 863 42%
Fst. Atck. (<=3unit) 1 2 206 1294 13%
Hvy. Supp. (<=3unit) 2 1 270 1230 18%
Other (N/A) 0 n/a 0 1500 0%
Equipment Summary 4 n/a 95 n/a 6%

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