1500 Pts - Ulthwé Army No Name

Unit Name ## WS BS St To Wo In At Ld Save Cost
Seer Council (HQ) 0 No Stats: - 259
  Farseer 1 5 5 3 4 3 5 1/2 10 4(I)+ [76]
Independent Character; Psyker; Shuriken Pistol (x1); Witchblade (x1)
    Runes of Witnessing When making Psychic tests, roll 3D6 and discard the highest dice. [5]
    Mind War Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound. [15]
  Farseer 1 5 5 3 4 3 5 1/2 10 4(I)+ [76]
Independent Character; Psyker; Shuriken Pistol (x1); Witchblade (x1)
    Runes of Witnessing When making Psychic tests, roll 3D6 and discard the highest dice. [5]
    Mind War Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound. [15]
  Warlocks 1 4 4 3 3 1 4 1/2 8 4(I)+ [54]
Psychic Powers; CC Weapon (x1); Shuriken Pistol (x1)
    Augment When a Farseer in the Seer Council uses a psychic power, the Warlock can make a Psychic test. If he succeeds, the Farseers range is doubled (note that you can't double a double or use this power more than once per turn). A warlock must be in the Seer Council to use this power. If one warlock fails his psychic test, another with Augment can try instead. [5]
    Warlocks #2 1 4 4 3 3 1 4 1/2 8 4(I)+ [18]
CC Weapon (x1); Shuriken Pistol (x1)
      Augment When a Farseer in the Seer Council uses a psychic power, the Warlock can make a Psychic test. If he succeeds, the Farseers range is doubled (note that you can't double a double or use this power more than once per turn). A warlock must be in the Seer Council to use this power. If one warlock fails his psychic test, another with Augment can try instead. [5]
    Warlocks #3 1 4 4 3 3 1 4 1/2 8 4(I)+ [18]
CC Weapon (x1); Shuriken Pistol (x1)
      Augment When a Farseer in the Seer Council uses a psychic power, the Warlock can make a Psychic test. If he succeeds, the Farseers range is doubled (note that you can't double a double or use this power more than once per turn). A warlock must be in the Seer Council to use this power. If one warlock fails his psychic test, another with Augment can try instead. [5]
  Farseer #1 1 5 5 3 4 3 5 1/2 10 4(I)+ [76]
Independent Character; Psyker; Shuriken Pistol (x1); Witchblade (x1)
    Mind War Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound. [15]
    Runes of Witnessing When making Psychic tests, roll 3D6 and discard the highest dice. [5]
Striking Scorpions (Elites) 7 4 4 4 3 1 5 1/2 9 3+ 189
Mandiblasters; Shuriken Pistol & CCW; Plasma & Haywire Grenades
  Exarch 1 5 5 4 3 1 6 2/3 9 3+ [56]
Biting Blade; Mandiblasters; Shuriken Pistol; Plasma & Haywire Grenades
    Stealth The Exarch and his squad may Infiltrate if allowed. [20]
Guardian Defender Squad (Troops) 10 3 3 3 3 1 4 1 8 5+ 197
Shuriken Catapult; Plasma Grenades
  Grav Platform & Crew 2 3 3 3 3 1 4 1 8 5+ [50]
Move and fire; Shuriken Catapult (x2); Star Cannon (x1)
  Warlock 1 4 4 3 3 1 4 1/2 8 4(I)+ [47]
Shuriken Pistol (x1); Witchblade (x1)
    Conceal The Warlock's whole squad always has a 5+ cover save. [20]
Black Guardian Storm Squad (Troops) 20 4 3 3 3 1 4 1/2* 8 5+ 249
Shuriken Pistol & CCW (x18); Flamer (x1); Fusion Gun (x1); Plasma & Krak Grenades
  Warlock 1 4 4 3 3 1 4 1/2 8 4(I)+ [42]
Shuriken Pistol (x1); Witchblade (x1)
    Enhance The Warlock's squad gain +1WS and +1I (Not shown on profile). [15]
Black Guardian Defender Squad (Troops) 10 3 4 3 3 1 4 1 8 5+ 197
Shuriken Catapult; Plasma Grenades
  Black Grav Platform & Crew 2 3 4 3 3 1 4 1 8 5+ [50]
Move and fire; Shuriken Catapult (x2); Star Cannon (x1)
  Warlock 1 4 4 3 3 1 4 1/2 8 4(I)+ [47]
Shuriken Pistol (x1); Witchblade (x1)
    Conceal The Warlock's whole squad always has a 5+ cover save. [20]
Dark Reapers (Heavy Support) 4 4 4 3 3 1 5 1 9 4+ 148
Reaper Launcher
Dark Reapers (Heavy Support) 5 4 4 3 3 1 5 1 9 4+ 185
Reaper Launcher
Rangers (Troops) 4 3 4 3 3 1 4 1 8 5+ 76
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
Option Footnotes:
  Biting Blade If an enemy with more than 1 wound is wounded, continue rolling to wound until you fail to do so.
  CC Weapon +1A if used with another CCW / pistol.
  Flamer Template, S4, AP5, Assault 1.
  Fusion Gun 12"R, S6, AP1, Assault 1. +D6 AP at 6".
  Haywire Grenades Use against vehicles or immobilised Dreadnoughts. Each model using the grenades rolls 1D6: 1 = no effect, 2-5 = glancing hit, 6 = penetrating hit.
  Krak Grenades When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6.
  Mandiblasters Mandiblasters can be used in close combat if their wearer is within 2" of an enemy. They strike at +2 Initiative, inflicting an S4 hit on a roll of 4+.
  Plasma Grenades Negates effects of cover in combat.
  Ranger Long Rifle 36"R, Hits on 2+, Wounds on 4+, AP6, Heavy 1. If a '6' is rolled to hit, the shot has AP1.
  Reaper Launcher 48"R, S5, AP3, Heavy 2.
  Shuriken Catapult 12"R, S4, AP5, Assault 2.
  Shuriken Pistol 12"R, S4, AP5, Pistol.
  Star Cannon 36"R, S6, AP2, Heavy 3.
  Witchblade Wounds on 2+. 3 * St + D6 AP.
Total Army Cost: 1500 Pts.
Notes:
All units with a save of 4+ or worse are Fleet of Foot.

Models in Army: 74


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 1 1 395 1105 26%
Elite (<=3unit) 1 2 189 1311 12%
Troops (>=2unit <=6unit) 4 2 583 917 38%
Fst. Atck. (<=3unit) 0 3 0 1500 0%
Hvy. Supp. (<=3unit) 2 1 333 1167 22%
Other (N/A) 0 n/a 0 1500 0%
Equipment Summary 13 n/a 150 n/a 10%

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