Thursday, April 5, 2012
40k Skimmer Indy 500 Test Run
A couple days ago my game fell apart due to tornado (Dallas area). After the craziness passed I was sitting around the store and wrangled a couple of guys together to test out the Indy 500 rules I had made a while back. We tested one lap and quickly found out a couple of things. Terrain rolls on 1 and 2 are ridiculous. In the first half of the lap I think we immobilized on terrain a total of five times combined. That's been changed to 1. Overall the flow and balance of the game seemed alright. Nothing seemed overpowered but I really liked the feel of it. I'm going to try to test it out a couple more times before I try starting a league. One thing I do want to do is have a faction based upgrade Chaos, Imperial etc. If anyone has any suggestions I'd really appreciate it.
Saturday, March 3, 2012
Finalized Bile List
Alright well I've come back to using Chaos and after testing I've come to the following list. It is a little self destructive but here we go:
HQ:
Fabius Bile 160pts
Chaos Lord w/MoK, Daemon Weapon 140pts
Greater Daemon 100pts
Elites:
5 Chosen w/5 Plasmaguns 165pts
Chaos Dreadnought w/2*CC Weapons, Extra Armor 115pts
Troops:
10 Bile Upgraded Chaos Space Marines w/Champ w/Combi-Plas, 2x Plasmaguns w/Rhino w/TL Bolter 270pts
10 Bile Upgraded Chaos Space Marines w/Champ w/Combi-Plas, 2x Plasmaguns w/Rhino w/TL Bolter 270pts
5 Bile upgraded Chaos Space Marines w/Champ w/Combi-Plas, Plasmagun w/Rhino 165pts
5 Bile upgraded Chaos Space Marines w/Champ w/Combi-Plas, Plasmagun w/Rhino 165pts
Heavy Support:
2 Obliterators 150pts
2 Obliterators 150pts
2 Obliterators 150pts
So Bile and the Lord will ride in the smaller rhinos and I've done double CC weapons on the Dread to ease up on the crazy shoot your own troops thing. Thoughts?
HQ:
Fabius Bile 160pts
Chaos Lord w/MoK, Daemon Weapon 140pts
Greater Daemon 100pts
Elites:
5 Chosen w/5 Plasmaguns 165pts
Chaos Dreadnought w/2*CC Weapons, Extra Armor 115pts
Troops:
10 Bile Upgraded Chaos Space Marines w/Champ w/Combi-Plas, 2x Plasmaguns w/Rhino w/TL Bolter 270pts
10 Bile Upgraded Chaos Space Marines w/Champ w/Combi-Plas, 2x Plasmaguns w/Rhino w/TL Bolter 270pts
5 Bile upgraded Chaos Space Marines w/Champ w/Combi-Plas, Plasmagun w/Rhino 165pts
5 Bile upgraded Chaos Space Marines w/Champ w/Combi-Plas, Plasmagun w/Rhino 165pts
Heavy Support:
2 Obliterators 150pts
2 Obliterators 150pts
2 Obliterators 150pts
So Bile and the Lord will ride in the smaller rhinos and I've done double CC weapons on the Dread to ease up on the crazy shoot your own troops thing. Thoughts?
Tuesday, December 13, 2011
40k Skimmer Indy 500
So I wanted to come up with a racing game for 40k and well... I did. Here's the preliminary rules:
40k SKIMMER INDY 500
Each player begins with 55 points to spend on a variety of gear for a skimmer vehicle. The model can be any skimmer so long as it is modeled with all of it's appropriate upgrades. All vehicles have the following profile-
BS Armor
Front Side Rear
3 12 11 10
If you build/paint a pilot you are allowed 5 more points.
If you paint a corporate sponsor on your vehicle you are allowed 5 more points.
Each vehicle must move at least 6" each turn and may move up to 12". It may make one turn at any point of it's movement 6" or more.
Each vehicle may fire it's weapons regardless of what speed it moves unless it's specific gear says otherwise.
Every vehicle may make ram attacks or may chose to move past opposing vehicles. No vehicle may end its move within 1" of another vehicle. If a vehicle is rammed it is pushed 1" away after the attack is resolved
Each vehicle may choose one of the following pilot upgrades for free and the subsequent upgrades for the points cost listed:
Marksman- +1BS
Turreted Weapon (15pts)- The vehicle's weapon has 360 degree field of fire.
Ace Pilot- Pilot may re-roll mine activation die rolls.
Thrusters/Vectored Engines (15pts)- The vehicle doesn't make dangerous terrain rolls.
Derby Driver- Targets of this vehicle must re-roll successful skimmer dodge rolls.
Concussive Armor (15pts)- This vehicle counts it's armor as 1 higher when the roll to penetrate it's armor is rolled during a ram. This includes a return roll when the vehicle itself makes a ram attack.
Demonically Possessed Vehicle- This vehicle ignores shaken and stunned results. It also has BS 2.
Tentacle (15pts)- The first vehicle that moves within 6" of this vehicle takes a S5 hit as if shot from that direction.
Living Vehicle- When this vehicle suffers a weapon destroyed result it rolls a dice. On a 4+ the result is repaired it may continue to roll in subsequent rounds if the previous round's roll was a failure.
Spore Launcher- Instead of firing a weapon that round the vehicle may place a mine anywhere along the path the vehicle traveled except within 2 12" of another vehicle.
Every vehicle may choose one of the following defensive gear options for the points listed:
Night fields (15pts) The vehicle has a 5+ invulnerable save.
Smoke (5pts) The vehicle has a 4+ cover save for a whole round against all attacks made against it's rear armor. Chose to activate it at the beginning of any round.
Spirit Stones/Extra Armor (10pts)- Stunned results dropped to shaken.
Decoy Launchers (15pts)- This vehicle may choose to reroll any damage result but must take the second roll even if it is worse.
Every vehicle may take one of the following offensive gear options for the points listed:
Ram(10pts) +1 to ram attacks.
Bumpers(5pts) Ram attacks also push the target 6" in the direction of the ram attack.
Dirge Caster/Laud Hailer/Psychic Scream(15pts)- Enemies within 6" must roll 3+ to move or short. This only takes effect after turn 1).
Tongue/Claw/Tractor Beam/Grappling Hook(15pts)- Vehicles within 2" can be prevented from moving away. When the first vehicle each round tries to move away roll a dice on a 4+ it doesn't. This ability only works once a round.
Talons/Blades(5pts)- When you move over a vehicle you do a S4 hit against the side you pass over.
Every vehicle may take one of the following movement gear for the points listed:
Star Engines(15pts)- Instead of shooting the vehicle may move 7" in addition to it's normal move.
Aethersails(10pts)- Instead of shooting the vehicle may move 2d6" in addition to it's normal move.
Rocket Booster(5pts)- For one round instead of shooting the vehicle may move an additional 4d6" in addition to it's normal move.
Each vehicle may take one of the following weapons for the points listed:
Wraith/Haywire Gun(10pts)- 6" This weapon has no Strength value and instead when you make a hit roll a dice. 1: Nothing Happens 2-5: The target suffers a glancing hit. 6: The target suffers a penetrating hit.
Scatter Laser/Heavy Stubber/Heavy Bolter/Assault Cannon/Big Shoota(10pts) 12" S5 3 Shots
Las-Cannon/Bright Lance/Dark Lance(10pts)- 24" S7 1 Shot
The following changes are made to the damage table:
Shaken- Can't shoot
Stunned- Vehicle can't move more than 6" and it may not shoot.
Weapon Destroyed- The vehicle can't fire it's weapon but if it moves through the pit it's weapon may fire again.
Immobilized- When a vehicle becomes immobilized it is moved to the direct outside of the track. The vehicle may still shoot if it had not suffered a weapon destroyed result. At the beginning of the following turn roll a dice. On a 4+ the pit crew has come out and fixed the vehicle and it may move as normal that turn. If you build and paint your pit crew (3-5 models) your roll is increased to a 3+.
Wrecked/Explodes- The vehicle will respawn with it's rear touching the last waypoint.
To set up the track mark off a lane that is 12" wide around the edge of a 6'x4' table. Mark a waypoint halfway along each table edge. One of the waypoints will be the starting line. Place 2 mines equally spaced along the line from the inside of each corner to the outside of each corner. When a vehicle moves within 2 1/2" of this mine it rolls a dice. On a 5+ the vehicle evades the mine. If the vehicle ends it's movement within 2 1/2" or rolls a 1-4 replace it with a large blast marker. Any vehicle that is hit by this blast will receive a glancing hit on a roll of 2-5 and a penetrate on a roll of 6. Place 2 pieces of terrain along each short edge track side. Place 3 pieces along the long table edge. If a vehicle moves through a piece of terrain roll a dice. On a 1 it becomes immobilized.
Roll for initiative with 2d6. Place each vehicle in rows of two with each vehicle 1" behind the previous one. This is the order the vehicles will activate in the first round. No vehicle may fire in the first round and each vehicle must move at least 6" each round. Each vehicle receives 1 pt for every wrecked/explodes result done to another vehicle up to 5 pts. The first vehicle to cross the finish line 3 times receives 7 points, the second 5 and the third 3. Each other vehicle receives 1 pt for competing in the race.
40k SKIMMER INDY 500
Each player begins with 55 points to spend on a variety of gear for a skimmer vehicle. The model can be any skimmer so long as it is modeled with all of it's appropriate upgrades. All vehicles have the following profile-
BS Armor
Front Side Rear
3 12 11 10
If you build/paint a pilot you are allowed 5 more points.
If you paint a corporate sponsor on your vehicle you are allowed 5 more points.
Each vehicle must move at least 6" each turn and may move up to 12". It may make one turn at any point of it's movement 6" or more.
Each vehicle may fire it's weapons regardless of what speed it moves unless it's specific gear says otherwise.
Every vehicle may make ram attacks or may chose to move past opposing vehicles. No vehicle may end its move within 1" of another vehicle. If a vehicle is rammed it is pushed 1" away after the attack is resolved
Each vehicle may choose one of the following pilot upgrades for free and the subsequent upgrades for the points cost listed:
Marksman- +1BS
Turreted Weapon (15pts)- The vehicle's weapon has 360 degree field of fire.
Ace Pilot- Pilot may re-roll mine activation die rolls.
Thrusters/Vectored Engines (15pts)- The vehicle doesn't make dangerous terrain rolls.
Derby Driver- Targets of this vehicle must re-roll successful skimmer dodge rolls.
Concussive Armor (15pts)- This vehicle counts it's armor as 1 higher when the roll to penetrate it's armor is rolled during a ram. This includes a return roll when the vehicle itself makes a ram attack.
Demonically Possessed Vehicle- This vehicle ignores shaken and stunned results. It also has BS 2.
Tentacle (15pts)- The first vehicle that moves within 6" of this vehicle takes a S5 hit as if shot from that direction.
Living Vehicle- When this vehicle suffers a weapon destroyed result it rolls a dice. On a 4+ the result is repaired it may continue to roll in subsequent rounds if the previous round's roll was a failure.
Spore Launcher- Instead of firing a weapon that round the vehicle may place a mine anywhere along the path the vehicle traveled except within 2 12" of another vehicle.
Every vehicle may choose one of the following defensive gear options for the points listed:
Night fields (15pts) The vehicle has a 5+ invulnerable save.
Smoke (5pts) The vehicle has a 4+ cover save for a whole round against all attacks made against it's rear armor. Chose to activate it at the beginning of any round.
Spirit Stones/Extra Armor (10pts)- Stunned results dropped to shaken.
Decoy Launchers (15pts)- This vehicle may choose to reroll any damage result but must take the second roll even if it is worse.
Every vehicle may take one of the following offensive gear options for the points listed:
Ram(10pts) +1 to ram attacks.
Bumpers(5pts) Ram attacks also push the target 6" in the direction of the ram attack.
Dirge Caster/Laud Hailer/Psychic Scream(15pts)- Enemies within 6" must roll 3+ to move or short. This only takes effect after turn 1).
Tongue/Claw/Tractor Beam/Grappling Hook(15pts)- Vehicles within 2" can be prevented from moving away. When the first vehicle each round tries to move away roll a dice on a 4+ it doesn't. This ability only works once a round.
Talons/Blades(5pts)- When you move over a vehicle you do a S4 hit against the side you pass over.
Every vehicle may take one of the following movement gear for the points listed:
Star Engines(15pts)- Instead of shooting the vehicle may move 7" in addition to it's normal move.
Aethersails(10pts)- Instead of shooting the vehicle may move 2d6" in addition to it's normal move.
Rocket Booster(5pts)- For one round instead of shooting the vehicle may move an additional 4d6" in addition to it's normal move.
Each vehicle may take one of the following weapons for the points listed:
Wraith/Haywire Gun(10pts)- 6" This weapon has no Strength value and instead when you make a hit roll a dice. 1: Nothing Happens 2-5: The target suffers a glancing hit. 6: The target suffers a penetrating hit.
Scatter Laser/Heavy Stubber/Heavy Bolter/Assault Cannon/Big Shoota(10pts) 12" S5 3 Shots
Las-Cannon/Bright Lance/Dark Lance(10pts)- 24" S7 1 Shot
The following changes are made to the damage table:
Shaken- Can't shoot
Stunned- Vehicle can't move more than 6" and it may not shoot.
Weapon Destroyed- The vehicle can't fire it's weapon but if it moves through the pit it's weapon may fire again.
Immobilized- When a vehicle becomes immobilized it is moved to the direct outside of the track. The vehicle may still shoot if it had not suffered a weapon destroyed result. At the beginning of the following turn roll a dice. On a 4+ the pit crew has come out and fixed the vehicle and it may move as normal that turn. If you build and paint your pit crew (3-5 models) your roll is increased to a 3+.
Wrecked/Explodes- The vehicle will respawn with it's rear touching the last waypoint.
To set up the track mark off a lane that is 12" wide around the edge of a 6'x4' table. Mark a waypoint halfway along each table edge. One of the waypoints will be the starting line. Place 2 mines equally spaced along the line from the inside of each corner to the outside of each corner. When a vehicle moves within 2 1/2" of this mine it rolls a dice. On a 5+ the vehicle evades the mine. If the vehicle ends it's movement within 2 1/2" or rolls a 1-4 replace it with a large blast marker. Any vehicle that is hit by this blast will receive a glancing hit on a roll of 2-5 and a penetrate on a roll of 6. Place 2 pieces of terrain along each short edge track side. Place 3 pieces along the long table edge. If a vehicle moves through a piece of terrain roll a dice. On a 1 it becomes immobilized.
Roll for initiative with 2d6. Place each vehicle in rows of two with each vehicle 1" behind the previous one. This is the order the vehicles will activate in the first round. No vehicle may fire in the first round and each vehicle must move at least 6" each round. Each vehicle receives 1 pt for every wrecked/explodes result done to another vehicle up to 5 pts. The first vehicle to cross the finish line 3 times receives 7 points, the second 5 and the third 3. Each other vehicle receives 1 pt for competing in the race.
Tuesday, November 8, 2011
Codex Review: Necrons-Troops
I'm going to start a review of the Necrons. I'll review each unit only regarding the upgrades/transport options of each unit type. Here we go with troops:
Necron Warriors- Although with some downgrades to their "resurrection protocols/we'll be back" and armor save I believe the Warriors to be a good troops choice. The unit size of 5-20 can be adjusted to fit any situation you want be it foot or mechanized. The gauss ability of their weapons threatens all vehicles within 24" with at least being temporarily disabled. The Ghost Ark is a great support vehicle. Filled with Necron Warriors and fitted with broadsiding Gauss Flayer arrays they can lay down some serious firepower (30 shots to one side at 12"). Combined with the ability to "heal" models back into the squad the Ark is a formidable support vehicle as well. The Night Scythe has it's own benefits as well. A larger transport capability and the ability to deepstrike can bring a larger threat to bear deep into the enemies deployment area/zone of operation. It also sports heavier weaponry in it's Twin-Linked Tesla Destructor which has the capacity to take down light vehicles or transports so the deploying troops can open up on what's inside. Overall I feel the Warrior to be a good troops choice and would suggest it not be overlooked when considering your army.
Necron Immortals- Right out of the gate the 3+ armor and the heavier strength weapons will draw most Necron players to the Necron Immortal as their standard troop. The Immortals do also have the option of switching their blasters for the Tesla Carbine which can be more effective against horde units. While I agree that this is a bargain upgrade for only 4 points more there are some down points to them. The maximum squad size is only 10 and the only transport option is the Night Scythe which while a good option leaves an open section for 5 more models. That seems somewhat of a waste on the transport side. The other down point is a monetary one. Necron Warriors come 12 for $35(US) and Deathmarks/Immortals go for 5 for $33 that comes down to $2.92 a Warrior and $6.60 an Immortal. In a 2000pt army if you ran 4 units of 10 it would total around $116.80 and the same in Immortals would cost you $264.00!
In the end it really depends on what you want your troop units to do for you. Next I'll focus on the Heavy Support section.
Necron Warriors- Although with some downgrades to their "resurrection protocols/we'll be back" and armor save I believe the Warriors to be a good troops choice. The unit size of 5-20 can be adjusted to fit any situation you want be it foot or mechanized. The gauss ability of their weapons threatens all vehicles within 24" with at least being temporarily disabled. The Ghost Ark is a great support vehicle. Filled with Necron Warriors and fitted with broadsiding Gauss Flayer arrays they can lay down some serious firepower (30 shots to one side at 12"). Combined with the ability to "heal" models back into the squad the Ark is a formidable support vehicle as well. The Night Scythe has it's own benefits as well. A larger transport capability and the ability to deepstrike can bring a larger threat to bear deep into the enemies deployment area/zone of operation. It also sports heavier weaponry in it's Twin-Linked Tesla Destructor which has the capacity to take down light vehicles or transports so the deploying troops can open up on what's inside. Overall I feel the Warrior to be a good troops choice and would suggest it not be overlooked when considering your army.
Necron Immortals- Right out of the gate the 3+ armor and the heavier strength weapons will draw most Necron players to the Necron Immortal as their standard troop. The Immortals do also have the option of switching their blasters for the Tesla Carbine which can be more effective against horde units. While I agree that this is a bargain upgrade for only 4 points more there are some down points to them. The maximum squad size is only 10 and the only transport option is the Night Scythe which while a good option leaves an open section for 5 more models. That seems somewhat of a waste on the transport side. The other down point is a monetary one. Necron Warriors come 12 for $35(US) and Deathmarks/Immortals go for 5 for $33 that comes down to $2.92 a Warrior and $6.60 an Immortal. In a 2000pt army if you ran 4 units of 10 it would total around $116.80 and the same in Immortals would cost you $264.00!
In the end it really depends on what you want your troop units to do for you. Next I'll focus on the Heavy Support section.
Saturday, November 5, 2011
Necrons! Martians! Another Counts As!
Well the Necrons are here and I've blasted through the codex. Swanky new rules, cool new units, awesome new kits. Life's all good in the 40k universe. I really like the way these rules feel but I can't get Martians out of my head. Good old Pulp Sci-Fi Silver Saucer "War of the Worlds" or "Mars Attacks" style aliens. So in that vein here is my "counts as" Martian invaders:
Overlord w/Res Orb, Warscythe 130pts
4 Crypteks 2 Storm, 2 Transmog 110
9 Necron Warriors 117pts
9 Necron Warriors 117pts
9 Necron Warriors w/Ghost Ark 232pts
9 Necron Warriors w/Ghost Ark
232pts
C'tan Shard w/Writhing Worldscape, Pyreshards 235pts
Triarch Stalker 150pts
Triarch Stalker 150pts
Doom scythe 175pts
Doom scythe 175pts
Doomsday Ark 175pts
1998pts
It is a little lacking in troops but it does bring a huge ammount of Death Machines to bear. The Doom Scythe's Death Ray is like a dream and the doomsday arc brings the ranged death to bear. Thoughts on the list?
Overlord w/Res Orb, Warscythe 130pts
4 Crypteks 2 Storm, 2 Transmog 110
9 Necron Warriors 117pts
9 Necron Warriors 117pts
9 Necron Warriors w/Ghost Ark 232pts
9 Necron Warriors w/Ghost Ark
232pts
C'tan Shard w/Writhing Worldscape, Pyreshards 235pts
Triarch Stalker 150pts
Triarch Stalker 150pts
Doom scythe 175pts
Doom scythe 175pts
Doomsday Ark 175pts
1998pts
It is a little lacking in troops but it does bring a huge ammount of Death Machines to bear. The Doom Scythe's Death Ray is like a dream and the doomsday arc brings the ranged death to bear. Thoughts on the list?
Thursday, October 27, 2011
Underdogs
I've had many conversations with gamer friends over the years about my bad luck when it comes to dice rolling. There's been suggestions that I start a Lamentors army so it at least made sense. I have takn it a step further if my dice are going to betray me why not let them do so in a more spectacular fashion? I've looked around and settled on the Chaos Space Marines. Who else is more self destructive? Daemon weapons, plasma weapons and Bile upgrades. Let's do this!
The Underdogs (Loyalist Chapter)
Fabius Bile 160pts
Chaos Lord w/Mark of Khorne, Daemon Weapon, Personal Icon, Plasma Pistol 160pts
5 Chosen w/5 Plasmaguns 165pts
10 Upgraded Chaos Space Marines w/Champion w/Combi-Plas, 2x Plasmaguns, IoN, Rhino 320pts
10 Upgraded Chaos Space Marines w/Champion w/Combi-Plas, 2x Plasmaguns, IoN, Rhino 320pts
9 Upgraded Chaos Space Marines w/Champion w/Combi-Plas, 1x Plasmagun, IoN, Rhino 287pts
9 Upgraded Chaos Space Marines w/Champion w/Combi-Plas, 1x Plasmagun, IoN, Rhino 287pts
2 Obliterators 150pts
2 Obliterators 150pts
So here we have a self destructing army. Dying to Bile upgrades before the game even begins and to its own weaponry during the game. Regardless though my whole army is fearless and the upgraded marines end up being S5-6 and T5(at least for a while). The lord as well killing himself with his daemon weapon on any roll of a 1 on 2d6! Utter self-inflicted calamity! Complete underdogs! If I win the victory will be all that sweeter. Although at full strength there's 10 plasma guns, a plasma pistol and 4 plasma cannons. Which is nothing to sneeze at. Thoughts?
The Underdogs (Loyalist Chapter)
Fabius Bile 160pts
Chaos Lord w/Mark of Khorne, Daemon Weapon, Personal Icon, Plasma Pistol 160pts
5 Chosen w/5 Plasmaguns 165pts
10 Upgraded Chaos Space Marines w/Champion w/Combi-Plas, 2x Plasmaguns, IoN, Rhino 320pts
10 Upgraded Chaos Space Marines w/Champion w/Combi-Plas, 2x Plasmaguns, IoN, Rhino 320pts
9 Upgraded Chaos Space Marines w/Champion w/Combi-Plas, 1x Plasmagun, IoN, Rhino 287pts
9 Upgraded Chaos Space Marines w/Champion w/Combi-Plas, 1x Plasmagun, IoN, Rhino 287pts
2 Obliterators 150pts
2 Obliterators 150pts
So here we have a self destructing army. Dying to Bile upgrades before the game even begins and to its own weaponry during the game. Regardless though my whole army is fearless and the upgraded marines end up being S5-6 and T5(at least for a while). The lord as well killing himself with his daemon weapon on any roll of a 1 on 2d6! Utter self-inflicted calamity! Complete underdogs! If I win the victory will be all that sweeter. Although at full strength there's 10 plasma guns, a plasma pistol and 4 plasma cannons. Which is nothing to sneeze at. Thoughts?
Wednesday, October 12, 2011
Armylist Exercise
As before I gave our friends over at our sister blog http://dissentingdice.blogspot.com a theme or an army list "Guard, Boots on the Ground, No vehicles." In response they gave me "Sisters, Heels on the Ground, no vehicles and nothing flying." So here's the list:
Uriah Jocobs w/10 Crusaders 240pts
Priest w/Combi-Melta 55pts
20 Sisters Simulacra Imperialis, 2x Meltaguns, Combi-Melta 295pts
20 Sisters Simulacra Imperialis, 2x Meltaguns, Combi-Melta 295pts
20 Sisters Simulacra Imperialis, 2x Meltaguns, Combi-Melta 295pts
20 Sisters Simulacra Imperialis, 2x Meltaguns, Combi-Melta 295pts
5 Retributors 4 Heavy Bolters, Simulacra Imperialis 105pts
5 Retributors 4 Multi-Meltas, Simulacra Imperialis 125pts
Uriah Jocobs w/10 Crusaders 240pts
Priest w/Combi-Melta 55pts
20 Sisters Simulacra Imperialis, 2x Meltaguns, Combi-Melta 295pts
20 Sisters Simulacra Imperialis, 2x Meltaguns, Combi-Melta 295pts
20 Sisters Simulacra Imperialis, 2x Meltaguns, Combi-Melta 295pts
20 Sisters Simulacra Imperialis, 2x Meltaguns, Combi-Melta 295pts
5 Retributors 4 Heavy Bolters, Simulacra Imperialis 105pts
5 Retributors 4 Multi-Meltas, Simulacra Imperialis 125pts
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