Right, I've worked up some numbers for revision three of the Transport rules. Any and all feedback is appreciated. I've also rearranged things a bit into what, I hope, is a somewhat clearer order of operations. __________________________________
Transport Adding the Transport ability to a model means that it is able to carry other models about the battlefield in relative safety. Generally this is given to models that move faster than the carried stands/models do, but this is not required. The Transport ability requires that the model with Transport be Vehicle class or higher. Exceptions will be noted.
To determine the cost of Transport, you must know a few things. 1. What do you want this model to carry? 2. How much does it carry? 3. What is the Move of the model?
The initial cost of Transport is one (1) point.
1. This model carries: Cost _ Stand or Model type to be Transported (Select up to one option from each category) A. Infantry A1 _ Non Bulky only _0.5 __ may carry one stand per slot _0.75 _ may carry three stands per two slots _ 1 ___ may carry two stands per slot _ 1 ___ may carry one stand per slot, including Greater Daemon A2 _ Bulky when also carries Non-Bulky (requires any Non-Bulky capacity) _0.5 __ may carry one stand per two slots _0.75 _ may carry three stands per four slots _ 1 ___ may carry one stand per slot A3 _ Bulky only (does not carry Non-Bulky Infantry) _0.75 _ may carry one stand per two slots _ 1 ___ may carry three stands per four slots _ 1.5 _ may carry one stand per slot B. Support Weapon / Light Artillery _0.25 _ may carry/tow one stand without using any slots (if this is the only type carried, must purchase 1 slot of capacity) _0.5 __ may carry/tow one stand per two slots _0.75 _ may carry/tow one stand per slot C. Walker _0.5 __ may carry one stand per two slots _0.75 _ may carry two stands per three slots _ 1 ___ may carry one stand per slot D. Cavalry _0.5 __ may carry one stand per two slots _ 1 ___ may carry one stand per slot E. Vehicle, including Heavy Artillery (requires Super Heavy) _ 1 ___ may carry one model per four slots _ 2 ___ may carry one model per three slots _ 4 ___ may carry one model per two slots F. Flyer or Floater, but not Super Heavy (requires Super Heavy type and Vehicle carried) _ 1 ___ may carry one model per four slots _ 2 ___ may carry one model per three slots _ 4 ___ may carry one model per two slots G. Knight (requires Praetorian type) _ 2 ___ may carry one model per six slots or three per detachment H. Super Heavy (requires Praetorian type) _ 2 ___ may carry one model per Detachment I. Titan (requires Praetorian type) _ 2 ___ Scout (Warhound, Revenant, Mekboy, etc) may carry one model per Detachment _ 3 ___ Battle (Reaver, Warlord, Phantom, Slasha, etc) may carry one model per Company _ 4 ___ Mega (Imperator, Mega-Gargant) may carry one model per Company
2. This model's capacity is: (Select one of the following) _ Cost _ Capacity (type required if higher than Vehicle) _ 0.25 _ one slot _ 0.5 __ two slots _ 0.75 _ three slots _ 1 ____ four slots _ 1.25 _ five slots (Super Heavy) _ 1.5 __ five slots _ 1.5 __ six slots (Super Heavy) _ 1.75 _ six slots _ 3 ____ one Detachment (Super Heavy) _ 4 ____ one Detachment _ 6 ____ one Company (Praetorian) add Cost again for each additional Company _ 9 ____ one Company (Super Heavy) add Cost again for each additional Company
3. Movement rate. The modifier for Move is equal to the Move of the model with Transport divided by ten. Add the following to the Move value before multiplying: Skimmer (no pop-up): 1.5 Skimmer: 2 Support Craft: 2.5 Flyer: 3 Floater: 3 Agile: 2 Tunneler: 1.5 Command or always on Charge: 2 does not double Move on Charge: 0.5 Assault Ramp: 2 Deep Strike: 2
Once all modifiers are known / selected, add together the base of one point and all values from 1 and 2 above, then multiply that sum by the value from 3.
Examples A NEG Rhino can carry: Infantry @ 1 per slot: 0.5 (as the Bulky ability does not exist in Gold, it ignores those) Light Artillery @ 1 per 2 slots: 0.5 Walker @ 1 per 2 slots: 0.5 It has 2 slots: 0.5 Thus it's base cost (before Move adjustment) is 3 (1 + 0.5+ 0.5+ 0.5+ 0.5). It's Move is 25cm. Dividing Move by 10 equals 2.5. Final cost of Transport is 7.5 (3 * 2.5).
A NetEpic Platinum Rhino can carry: Non-Bulky Infantry @ 1 per slot: 0.5 It has 2 slots: 0.5 Base cost is 2 (1 + 0.5 + 0.5). Move is 25cm, so 2.5 is the Move modifier. Final cost (of Transport) is 5 (2 * 2.5).
A NetEpic Gold Thunderhawk can carry: Infantry @ 1 per slot: 0.5 Light Artillery @ 1 per two slots: 0.5 Walker @ two per three slots: 0.75 It has six slots and is a Vehicle: 1.75 Base cost is 4.5 (1 + 0.5 + 0.5 + 0.75 + 1.75). Move is 100cm, so 10 for base to which we add +3 for Flyer for a value of 13. Final Transport cost is 58.5 (4.5 * 13).
A NetEpic Platinum Thunderhawk (Assault Gunship) can carry: Non-Bulky Infantry @ 1 per slot: 0.5 Bulky Infantry @ 1 per 2 slots: 0.5 Cavalry @ 1 stand per slot: 1 Walker @ 1 stand per slot: 1 Support Weapon @ 1 per slot: 0.75 It has six slots and is a Vehicle: 1.75 Base cost is 6.5 (1 + 0.5 + 0.5 + 1 + 1 + 0.75 + 1.75). Move is 100cm, so 10 to which we add +3 for Flyer & +2 for Assault Ramp for a value of 15. Final Transport cost is 97.5 (6.5 * 15). Mattman's example Thunderhawk at the top of page five of the "NEP Space Marine Formations and Stats" thread does not specify which sub-type of Thunderhawk it applies to, thus the above may be slightly wrong.
_________________ Net Epic Coordinator
Last edited by MagnusIlluminus on Fri Jan 09, 2015 1:26 am, edited 3 times in total.
|