Determining the cost of the Armor Save for a model that uses a Hit Location Template takes four steps. These steps are:
A. Base Armor Save value B. Lethality C. Miss Chance D. Final Value
A. Base Armor Save value
This is determined as normal for a model with only one Armor Save, except that you must find the total value for all hit locations. To do this, count how many locations the chart has with each Armor Save rating and sum these. For example, a hit location chart with 5 locations total has 3 locations with an Armor Save of 1+ and 2 with 2+. As a 1+ is worth 6 points and a 2+ is worth 5, this means the cost is three times six plus two times five (3*6+2*5). As multiplication is always done before addition, that means the total is 28 (18+10).
B. Lethality
This step adjusts the value by how likely a hit to each hit location is to kill the model, or otherwise adversly affect it. For each Hit Location you must rate each result on it's damage chart and add together these values. The Lethality of a hit location is rated by three factors: _B1: Location status _B2: Model status _B3: Secondary effects
_B1 Location status measures whether the location survives the hit and whether or not the hit is repairable. Damaged locations can be repaired by Self-Repair systems. Destroyed or Crippled locations cannot be repaired. Blown off means that the location is physically removed from the model by the hit, and it lands on a random spot causing a hit to any model at that spot. See also Secondary Effects. __ Location status: __ No effect __________ 0.2 __ Damaged ____________ 0.1 __ Partial Destroyed __ 0.05 (IE, not destroyed but Secondary Effects cannot be repaired) __ Destroyed/Crippled _ 0 __ Removed/Blown off _ -0.1
_B2 Model status measures whether the model itself is destroyed by the hit, and how directly. Model status: Continuing __________ 0.2 _ Model is not destroyed. May or may not be usable depending on other effects. Minor Blowback ______ 0.1 _ Roll something (generally Aim dice) to see if adjacent location takes a hit at TSM X. Minor Flashback _____ 0 ___ Roll on chart that can roll on chart that can destroy model. Lesser Blowback ____ -0.1 _ Automatic hit on one adjacent location at TSM X. Lesser Flashback ___ -0.2 _ Roll on chart that can directly destroy model after X locations destroyed. Blowback ___________ -0.3 _ Automatic hit on two or three (or 1d3) adjacent locations at TSM X. Critical Flashback _ -0.4 _ Roll on chart that can directly destroy model OR model is destroyed after X of this location are destroyed. Major Blowback _____ -0.5 _ Automatic hit on all adjacent locations at TSM X (& Penetrate +1 per unused Plasma counter if used). Destroyed __________ -0.6 _ Model is destroyed and VP are awarded. Model may or may not remain on table. Values of X are generally -4, but sometimes -3. If you use a value of 0 to -2, increase cost by 0.05 (IE, a -0.3 would become -0.25). Decrease cost by the same amount for every 2 TSM above -3 or -4.
_B3 Secondary Effects are any effect on the model that do not destroy it, though a few arise because of such destruction. Value is per instance for those that can be. Secondary effect(s): none _______ 0.1 rolls +1 ___ 0 temporary _ -0.05 (effect on a Damaged result) Permanent _ -0.1 (effect on a Destroyed/Crippled/Blown Off result)
Note that if the model is Destroyed, most Secondary Effects are ignored (movement penalties, no firing, etc). The only ones that would matter are those that happen as a result of the model being destroyed (Falls and Reactor Explodes! for example).
CAF halved: 1 roll 4+ to give orders: 1 Titan falls: 2 (and damages other models fallen on) Movement restricted: 1/ [Move reduced, cannot turn, cannot enter difficult terrain, etc] looses Command: 2 No Movement: 2 Fire at penalty: 1 No firing: 2 Shields down: 1 Area explosion: 1 per d6cm diameter & 1 per TSM spot attacked: 0.5 per d6cm distance & 0.5 per TSM Ethereal Psychic: 2 (only applies to some Area Explosions) Models Transported in this location hit on 5+: 0.5 Models Transported in this location hit on 3+: 1 Models Transported in this location destroyed: 1.5 Models Transported in this model hit on 5+: 2 May not add Plasma to location: 1 Reactor generates less (energy) per turn: 2 Reactor generates no further (energy) : 5 Psychic Save reduced: 1
For example, the Imperial Titan Leg Location chart. _ 1) Damaged, Move halved and cannot enter difficult terrain. Value is 0.1 (location damaged) +0.2 (model continues to exist) +2*-0.05 (2 temporary effects) = 0.1 +0.2 -0.1 = 0.2 _ 2) Damaged, Move halved and cannot enter difficult terrain. Value is 0.1 (location damaged) +0.2 (model continues to exist) +2*-0.05 (2 temporary effects) = 0.1 +0.2 -0.1 = 0.2 _ 3) Damaged, leg may snap if Titan had orders that allowed movement. Value is 0.1 (location damaged) +0 (I'm counting this as Minor Flashback because it depends both on a roll AND on what orders the player placed on it, thus two steps) -0.1 (half of Falls as it is possible but not likely) = 0.1 +0 -0.1 = 0 _ 4) Damaged, leg may snap if Titan had orders that allowed movement. Value is 0.1 (location damaged) +0 (I'm counting this as Minor Flashback because it depends both on a roll AND on what orders the player placed on it, thus two steps) -0.1 (half of Falls as it is possible but not likely) = 0.1 +0 -0.1 = 0 _ 5) Destroyed. No move or turning. Value is 0 (location destroyed) +0.2 (model continues) -0.3 (permanent No Move and No Turning (move restricted)) = 0 +0.2 -0.3 = -0.1 _ 6) Destroyed and Falls. Value is 0 (location Destroyed) -0.6 (model destroyed) -0.2 (model falls) = 0 -0.6 -0.2 = -0.8 Total value is thus: 0.2 +0.2 +0 +0 -0.1 -0.8 = -0.5 per Leg location.
If a particular model had 8 Leg locations, the value for those would be -4 (8*-0.5).
C. Miss Chance
This adjusts the cost by a factor determined by how likely it is to deviate from the model's hit locations. For this rating, having seven empty adjacent squares is considered baseline with adjustments for every additional occupied hit location. To determine this rating, count up how many hit locations there are on the chart that have the same number of empty adjacent squares and multiply that number by the value for that many empty squares.
_ Empty Squares _ modifier __ 0 ______ -3.5 __ 1 ______ -3 __ 2 ______ -2.5 __ 3 ______ -2 __ 4 ______ -1.5 __ 5 ______ -1 __ 6 ______ -0.5 __ 7 _______ 0
In other words, the more actual hit locations that surround a given location bring down the effective cost, as a hit is more likely to actually hit and not deviate into an empty square.
For example, a model with 9 locations is arranged neatly as a three by three grid. This means that there is one location with zero empty squares (the center one), four with five empty (NE, SE, SW, NW), and four with three empty (N, E, S, W). Thus (1 * -3.5) + (4 * -1) + (4 * -2) = -3.5 -4 -8 = - ( 3.5 + 4 + 8 ) = -15.5
D. Final Value
To find the Final Value, first add up the totals for parts A, B, & C. Next, take the total number of hit locations that the model has and divide by 5. [Why 5? Based on a limited sample, five seems to be the average number of hits needed to destroy a Titan or Praetorian.] Then take the sum of A, B, & C and divide that by the hit locations divided by 5. Mathematically, that would be: (A + B + C) / (HL / 5)
The final value is then inserted into the overall Points Formula as that model's Armor Save value. __________________
Full Example.
Imperial Warlord Titan
Well, nearly full example. I'm not going to go through every result for every damage chart just now. I may later if requested.
A. This model has 10 locations with 1+, 31 with 2+, & 3 with 3+. Thus 10 * 6 + 31 * 5 + 3 * 4 = 60 + 155 + 12 = 227 B. This model has 3 Head (-1.1), 1 Reactor (-3.5), 22 Weapon (0.1), 13 Leg (-0.5), & 5 Carapace (-0.5). Thus 3 * -1.1 = -3.3, 1 * -3.5 = -3.5, 22 * 0.1 = 2.2, 13 * -0.5 = -6.5, 5 * -0.5 = -2.5; -3.3 + -3.5 + 2.2 + -6.5 + -2.5 = -13.6 C. This model has 6 locations with 1 Empty Adjacent (EA: -3), 6 with 3 EA (-2), 10 with 4 EA (-1.5), 12 with 5 EA (-1), 4 with 6 EA (-0.5), and 6 with 7 EA (0). Thus 6 * -3 = -18, 6 * -2 = -12, 10 * -1.5 = -15, 12 * -1 = -12, 4 * -0.5 = -2, 6 * 0 = 0; thus -18 + -12 + -15 + -12 + -2 + 0 = -59 A + B + C = 154.4 Total number of locations is 44, 44 divided by 5 is 8.8, 154.4 divided by 8.8 is 17.5454 for the Final Value.
Placing this in the Armor Save entry for the Warlord gives it a model cost of 434.6.
The Adeptus Mechanicus models I've processed so far: __ Model _ Final Value _ Model cost _ Company _ Special _ Support _ Warlord ___ 17.5454 ____ 434.6 ______ 1643 ____ 487 _____ 608 _ Reaver ____ 16.119 _____ 376.4 ______ 1423 ____ 422 _____ 527 _ Warhound __ 18.7272 ____ 326.2 _____________ 365 / 731 _ 457 / 913 _ Psy Titan _ 16.8152 ____ 675.4 ________________ 756 ImpDropship _ 17.5391 ____ 562 __________________ 629 Armageddon __ 13.0048 ____ 420.4 ________________ 471 AMO Golgotha_ 10.575 _____ 271.5 ________________ 304 _ AMO Mars __ 13.615 _____ 986.9 _______________ 1105 _ Imperator _ 40.089 ____ 1276 ________ 1608
_________________ Net Epic Coordinator
Last edited by MagnusIlluminus on Sun Jun 14, 2015 1:48 am, edited 4 times in total.
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