Adjusted Unit costs system [Base system by Primarch, tweaked by Magnus. Some values are tested, some are offthecuff, and all are up for debate.]
The total cost of a unit is made up from several factors, each based on a basic stat of the unit. These stats are:
A: Movement (how fast the unit can move modified by how it interacts with terrain and other units) B: Armor Save (how resistant the unit is to taking damage) C: Close Assault Factor: CAF (how good the unit is in Close Combat) D: Ranged Weapons (shooting foes) E: other (any other Special Ability not already taken into account above)
Calculated costs for each of these stats are added together to determine the final cost of the unit. No rounding of values takes place until the final value for the Formation is determined and then only to the nearest multiple of 5.
A: Movement
Movement cost consists of three factors. Unit Type, Movement rate, and Move type. Once the values for each of these is determined, they are multipled together.
_ Unit Type
The Unit type cost consists of two factors: pinning and movement restrictions.
The Unit Type categories for pinning in NetEpic Gold are:
1. Infantry & Light Artillery 2. Cavalry & Walkers 3. Vehicle & Heavy Artillery (also includes most Flyers, except any that specify otherwise) 4. Super Heavy & Knights 5. Praetorians & Titans
Since each category can pin that category and any lower, the cost for each level is that level's number and the numbers of each lower level added together. Thus Pinning costs are:
Infantry & Light Artillery: 1 Cavalry & Walkers: 3 (1+2) Vehicle & Heavy Artillery: 6 Super Heavy & Knight: 10 Praetorian & Titan: 15
Movement Restrictions are arranged slightly differently. Based on the chart on page 30 of the NetEpic Gold pdf, counting each green box as +1 and each red box as 1 (yellow are 0), costs are:
Infantry & Light Artillery: 2 (3 Green, 1 Red) Cavalry, Walker, & Knight: 1 (1 Green, 2 Red) Vehicles & Heavy Artillery: 4 (1 Green, 5 Red) Titans & Praetorians: 3 (7 Green, 4 Red)
I'm currently including Super Heavy and Flyers in the 'Vehicles' category. The chart on page 30 does not specify where Super Heavy should be included.
Thus, assuming we are going to restrict people to using the Types in NetEpic Gold*, the costs are as follows. [*: If someone really wants to make up a new type, it shouldn't be a problem. They would just have to specify which boxes of the chart on page 30 are which colors, determine which pinning class it occupies, and determine cost from there.]
Infantry & Light Artillery: 3 (1+2) Cavalry & Walker: 2 (31) Vehicle & Heavy Artillery: 2 (64) Super Heavy: 6 (104) Knight: 9 (101) Praetorian & Titan: 18 (15+3)
_ Movement rate.
This value is very simple to determine. Simply take the Move of the unit in cm and divide by 5. To put that another way, this value is 1 point per 5cm of Move.
_ Movement Type
The manner in which the unit interacts with the terrain it travels over is very important. Most units use wheels, tracks, legs, or some combination thereof. All units have a base Move Type value of 1. The value is then multiplied by any modifiers.
_Modifiers: Jump: 1.5 Skimmer (no popup): 1.5 Skimmer: 2 Support Craft: 2.5 Flyer: 3 Floater: 3 Agile: 2 Tunneler: 1.5 Command: 2 if winning, 3x Move: 2 (Khorne Berserkers) always on Charge Orders: 1.5 (Khorne Berserkers) does not double Move on Charge: 0.5 (Obliterators, many Super Heavy)
As examples of Movement values, let's consider a Tactical Marine squad, a Land Speeder, and a Thunderbolt.
The Tactical Marine is Infantry (3), with a Move of 10cm (2), and walks (1), thus its Move value is 3 times 2 times 1 for a total of 6.
The Land Speeder is Cavalry (2), with a Move of 30cm (6), and is a Skimmer (2). Its Move value is 2 times 6 times 2 for a total of 24.
The Thundebolt is a Vehicle (2), with a Move of 100cm (20), and is a Flyer (3). Its Move value is 2 times 20 times 3 for a total of 120!
B: Armor Save
The Armor Save value is represented by the number of higher on 1d6 that the Unit needs to roll in order to not take damage from a successful attack on it. The value of this factor is the number of points of such Save multiplied by 4 for a normal Save or by 8 for a Fixed Save. If the unit has both a normal and a Fixed save, add the values together. As examples, a Save listed as "6+" would have a value of 4; a Save listed as "4+" would be 12; a Save listed as "4+/Fixed 6+" would be 20 (12 for the normal, and 8 for the Fixed). The value is then multiplied by any modifiers.
_ Modifiers: AllAround Armor: 2 Heavy Side armor: 1.5 Super Heavy: 1.5 Imperial Knight Shield: 1.25 modified Titan Head: 4 (not a multiplier)
C: CAF
The CAF is added to the unit's roll in Close Combat. Take the CAF and multiply by 4 to determine this value. The value is then multiplied by any modifiers.
_ CAF modifiers: Elite: 1.5 Fear: 1.5 Terror: 2 Gains +1d6 vs Infantry, Cavalry, & nonrobotic Light Artillery that do not have a Fixed armor save AND loses 1d6 vs all others: 1.1 (Striking Scorpion) Auto kill (on 5+) any charged Infantry, Cavalry, & nonrobotic Light Artillery that does not have a Fixed armor save: 1.2 (Howling Banshee) Auto kill (on 5+) any charged model that does not have an armor save: 1.5 (Kroot Headhunter) single use Terror in 10cm radius: 2 (Calidus Assassin) foe Morale: Fall Back if fail, CAF1 if succeed: 2 (Beast of Nurgle, Plaguebearer) foe Morale: fail=Entranced: rolls no dice in CC; Inorganic immune: 2 (Daemonette) foe Morale: fail=destroyed regardless of CC result, Inorganic immune: 2.5 (Fiend) reroll once per encounter: 2 (Harlequin) Imperial Shock Lance: 1.75 never outnumbered: 2 (Plaguebearer, Nurgle Daemon Engine) always completes Charge and CC: 1.5 (Juggernaut) Psychic, Ethereal: 2 Titan Weapon that adds X to CAF: +X*4 unless adds +1d6 then +3.5*4 (not multiplier)
D: Ranged Attacks
The value for Ranged attacks has five factors per weapon system. Each Weapon System (one line in the stat block) has it's own value calculated independently from the other weapon(s). The factors are: Number of Attacks; Range; To Hit number; TSM; other modifiers. Once these factors are known they are then multiplied together to find the final value for that weapon system.
Weapons that use a Template replace their base value (normally 4) with the value shown below. This value also replaces Range and/or Attacks values if those entries say "Template" rather than having a normal entry. If Range and/or Attacks show a normal entry (for example: 75cm or 2BP) then calculate using the normal modifier for that entry. 6cm Barrage: 4 12cm Barrage: 12 Small Teardrop: 5 Large Teardrop: 15
_ Number of Attacks
The value for this is the base value for each Weapon System. For every attack the value is 4 points. If instead of a number, the attack uses a Barrage template, the value is 4 points per BP. If the number of BP is determined by rolling the Artillery die, then the value is 20 (2 + 4 + 6 + 8 + 10 + 0, divided by 6 equals 5, times 4/BP is 20).
_ Range
The distance that a weapon system can hit targets within is very important. The default Range is considered to be 50cm, thus the Range (in cm) is divided by 50 to find the value for this factor. Standard Ranges and their values are:
15cm: 0.3 25cm: 0.5 35cm: 0.7 50cm: 1 75cm: 1.5 100cm: 2 150cm: 3 200cm: 4 LOS: 6
While these cover all existing, known units to date, there is nothing stopping players creating units with other Range values. Just divide your chosen Range by 50 to find its value. Minimum Range value is 0.1. Models that drop Barrages under them as they Fly overhead have a Range value of 1.
_ To Hit Number
This is shown as the lowest number that the attacker needs to roll on 1d6 in order to hit the target, ignoring situational modifiers. This value is also a multiplier. For this purpose, a 5+ is considered baseline, thus values are:
6+ 0.5 5+ 1 4+ 1.5 3+ 2 2+ 3 Auto: 4
_ TSM (Total Save Modifier)
This shows how powerful the attack is, adjusting the target's roll to Save by the amount listed. The weakest attack worth representing at this scale has a 0 TSM, and this is considered the baseline. Thus values are:
0: 1 1: 2 2: 3 3: 4 4: 5 5: 6 etc No save allowed: 8
_ Other weapon modifiers (all are multipliers unless division symbol "/" used)
AA: 2 adds 1d6 more Barrages: 3.5 all around: has 360 deg arc when normal unit Type doesn't: 1.5 always FF/Command: 1.5 Barrage weapon that can be combined with other like units in the same detachment: 1.5 Barrage weapon that may not be fired indirect: 0.5 Damages Buildings: 1.5 Destroys Buildings: 2 Fire on the Fly: 1.5 Gauss: 1.5 Grab: 1.5 Guided: 1.5 unless Submunition then no modifier Ignores Cover: 1.5 Improved Grab: 2 (Tyranid Ripper Tentacles) Knockdown: 1.5 Linked: required to fire at same target as another Weapon System (affects both Systems): 0.5 May not fire other weapons: 0.5 May not fire other weapons or move: 0.25 Mole Mortar Special: 1.5 OrdoMalleus Special: 2 Penetrating: +.5 per point, thus: Penetrating 1: 1.5 Penetrating 2: 2 Penetrating 3: 2.5 Penetrating 4: 3 Penetrating 5: 3.5 Psychic, Ethereal: 2 Psychic, Physical: 1.5 Quickdraw: 1.5 Recharge Attacks based on Orders: 0.5 Reduces move by half: 0.5 (also reduces the value of the Titan's Movement value: if a Warlord: Subtract 27 from final weapon value. The 27 is NOT a multiplier.) Restricted Fire Arc; Weapon on a model that normally has 180 arc limited to 30 arc: /3 Restricted Fire Arc; Weapon on a model that normally has 360 arc limited to 180 arc: 0.75 RoF n: n (if RoF is 2, then mod is 2, if 4 then 4, etc) Singleshot weapon: 0.1 per shot (for example, the six missiles on the AMO Golgotha are *0.6) Thudd Gun Special: 2 Turret: 1.5 Vortex: 4
Point Defense (PDx): These are an additional Weapon System. There are two different costs per point of PD. This is because some Unit Types have 360 degree fire arcs and some do not, but PD always fires 360. [See Firing Arc section and chart on page 34 of the NetEpic Gold rules PDF.] Thus, for units that already have 360 fire arc, the cost is 1.35 (4 x0.3 (range) x0.5 (hit on 6+) x1.5 (always FF) x1.5 (fire during movement phase) ), whereas for units that do not the cost is 2.025 (as other plus x1.5 (360 arc) ).
Examples of Ranged Weapon System cost determination. For these examples, we will again look at the Marine Tactical squad, a Marine Land Speeder, and a Marine Thunderbolt.
The Tactical squad uses Bolters. These give 1 attack (value 4) to a Range of 50cm (value 1) with a To Hit of 5+ (value 1) and 0 TSM (value 1). Thus 4 times 1 times 1 times 1 equals 4.
The Land Speeder also has one Weapon System, which is a MultiMelta. It has 1 attack (4) to a Range of 25cm (0.5) with a To Hit of 3+ (2) and a 2 TSM (3). Thus 4 x0.5 x2 x3 equals 12.
The Thunderbolt has two Weapon Systems. The first is Autocannon. It has 3 attacks (3x4=12) to a Range of 25cm (0.5) with a To Hit of 5+ (1) and a 1 TSM (2). Thus 12 x0.5 x1 x2 equals 12. The second is Rockets. They have a Barrage of 4 BP (4x4=16) that does not combine (1) to a Range of 25cm (0.5) with a To Hit of 5+ (1) and a 1 TSM (2). Thus 16 x1 x0.5 x1 x2 equals 16.
E: Special Abilities
The values for the following abilites are not multipliers.
Artificial Intelligence  2 and see Morale C'tan  5 (Psychic Vulnerability 10; Regenerate CC hits 15) Chapter Master Special  15 Change Orders  15 (Colonel, Major) Chaos Reward card  15 per card, add to Formation cost after number of models is determined, but before any other Formation modifier is applied. Combat Leader  10 (allies in 10cm gain CAF+1) Combat Engineer  10 Confessor Special  50 Daemon Engine: _ Khorne  6 _ Slaanesh  30 _ Tzeentch  0 (see 'Chaos Reward card' above) Daemon Hunter  10 Daemon Prince  see below Deathrolla  10 Deep Strike  20 Deflector Shield  12.5 per Shield Disrupt Psychic  15 Duplication (on death becomes one or more other models)  cost of the model(s) Eldar Knight Psychic Lance: 10 Forward Observer Special  10 Greater Daemon  see below Hard to Hit  15 Hit & Run  10 Headquarters (HQ)  10 Holo Field, nonTitan: 20 Holo Field, Titan: 25 Holy Rage  10 Ignore Stealth if on First Fire  10 Immune Ethereal Psychic  15 Immune to Morale checks to 25cm (allies of same faction only: ie Imperial, Tyranid, etc)  50 (Inquisitor, Hive Queen) Infiltration  20 Inorganic  5 Inspirational  10 Inspirational 25cm  25 Leading Presence  40 Living Metal  15 Markerlights for Infantry/Walker  10 Markerlights for other  15 Medic  15 Mechanic  15 Multiple Wounds  20 per wound above 1 No coherency  10 Orb of Resurrection  10 Power Shield  5 per Shield Prevents Greater Daemons from using Chaos Cards to negate damage within 25cm  25 Produce Fear in radius 1 per turn: (Angron, Hive Queen)  base cost is equal to radius  default use is during Combat Phase, +10 to base if usable at any time  multiply base by 1.5 if Ethereal Psychic ability Psychic Save 6+  5 Psychic Save 5+  10 Psychic Save 4+  15 Psyker  20 Regeneration  20 Rerolls "1" in Close Combat, rerolls "1 or 2" against specific foe  10 Robotic  see morale Sniper  20 Static Artillery  see morale Stealth  20 Stealth, Improved  30 (does not require being in cover) Teleport  20 Titan Weapon Hardpoint (Praetorian or Titan only)  15 per Tow  2 Transport  see below Void Shield  10 per shield
The Greater Daemon ability is too complicated to give a fixed value to. Apply as follows: _ 1. Command: apply the modifiers for Command to Move (*2) and all Weapons (*1.5) as normal. _ 2. Pinning: Instead of the normal Movement value for a Knight (9), we combine the pinning value for Knights (10) with the terrain value for Infantry (2), for a Movement value of 12. _ 3. Fearless: applies the normal modifier (*1.4) to the Formation cost. _ 4. "That didn't hurt": While it's an automatic success to rescue the model from a failed save, it is limited by the number of Chaos Cards the player has. Thus I'm giving it a value of 20. EXCEPTION: Greater Daemon Engines do not benefit from this ability. However, the cost of this feature is still applied to them. Why? Because Chaos. _ 5. Terror: applies the modifier to CAF for Terror (*2) _ 6. Inspire Minions: better than Inspirational, but has a major downside. Value 15. _ 7. Psychic Vulnerability: Value 10. _ 8. Required Support: Value 30. Thus while the fixed cost value is 5, the other features will increase the cost of the model.
The Daemon Prince ability is similarly complicated, but not quite as bad. _ 1. Command: apply the modifiers for Command to Move and all Weapons. Also has the HQ ability. _ 2. Pinning: these count as Walker for all purposes, so no change. _ 3. Fearless: applies the normal modifier (*1.4) to the Formation cost. _ 4. "That didn't hurt": While it's an automatic success to rescue the model from a failed save, it is limited by the number of Chaos Cards the player has. Thus I'm giving it a value of 20. EXCEPTION: Daemon Prince Daemon Engines do not benefit from this feature. However, the cost of this feature is still applied to them. Why? Because Chaos. _ 5. Psychic Vulnerability: Value 10. Their fixed cost is thus 10, with variable costs from the other features.
_ Transport:
The base cost of Transport is 4 points. For your 4 points that model is allowed to carry 2 squads/stands of Infantry or Light Artillery. Requires Vehicle class or larger.
Modifer 1: Move of unit with Transport The standard Move for a unit with Transport is considered to be 20cm (4). For every 5cm above or below this number, the base cost is adjusted by 1 point.
Modifier 2: Unitclass _To be able to only carry Command models, subtract 1 from the base cost. This is generally only chosen for Transports that accompany Company HQ models or those on Special formations. The default is that such models will not be able to carry any unitclass higher than Infantry. Any exceptions must be noted. _To be able to carry Walker class units, add +2 to base cost. Requires Vehicle class. _To be able to carry Vehicle class units, add another +2 to base cost. Requires Super Heavy class. _To be able to carry Super Heavy class units, add another +2 to base cost. Requires Praetorian class. _To be able to carry Praetorian/Scout Titan class units, add another +2 to base cost. Requires Praetorian class. _To be able to carry Battle Titan class (Reaver, Warlord) class units, add another +2 to base cost. _To be able to carry Imperator or MegaGargant class units, add another +2 to base cost.
Modifier 3: Capacity _To be able to only carry 1 squad/stand, subtract half the base cost.* (Razorback) _To be able to carry 3 squads/stands, add half the base cost.* (Battlewagon) _To be able to carry one Detachment's worth of Infantry (typically 6 to 10 squads/stands), apply the base cost again. This should require the model to be Super Heavy or larger. _To be able to carry one Company's worth of Infantry, apply the base cost again. This should require the model to be a Praetorian. _To be able to carry each additional Company, apply the base cost again. _To be able to bypass one required class of vehicle for capacity, apply the base cost again. For example, a Mole can carry one Detachemnt of Infantry, but is only a Vehicle class model. It would have to apply this modifier.
*: If you select either of these options, you may not add any additional Capacity to this model.
Adjustments to other Special Abilities: _ The Open Top allows the models carried to fire out, but any hit on the unit will also hit a unit carried. This adjusts the base cost by 1. _ The Tow ability is now just a lowestlevel use of Transport. That is, the model with Tow may carry one squad/stand of Infantry or Light Artillery for a cost of 2 points, adjusted by Move.
Let's complete the calculations for the three units above.
The Tactical Marine has a Move value of 6; has a Save of 5+, value is 8; CAF of 2, value 8; Weapon System value of 4; Morale value of 8; no Special Abilities for a total cost of 34 which rounds to 35.
The Land Speeder has a Move value of 24; Save of 5+, value 8; CAF of 3, value 12; Weapon System value 12; Morale value 8; for a total cost of 64, rounds to 65.
The Thunderbolt has a Move value of 120; Save of 4+, value 12; CAF of 4, value 16; Weapon System values of 12 & 16; Morale value 8; for a total of 184, rounds to 185.
_________________ Net Epic Coordinator
Last edited by MagnusIlluminus on Tue Sep 02, 2014 1:09 am, edited 1 time in total.
