Adjusted Unit costs system [Base system by Primarch, tweaked by Magnus.] V0.43
The total cost of a model is made up from several factors, each based on a basic stat of the model. These stats are:
A: Model Type (the Pinning Class of the model) B: Movement (how fast the model can move modified by how it interacts with terrain) C: Armor Save (how resistant the unit is to taking damage) D: Close Assault Factor: CAF (how good the unit is in Close Combat) E: Ranged Weapons (shooting foes) F: Special Abilities (any other Special Ability not already taken into account above) G: Morale and Command radius / Orders restrictions (see second post) H: Break Point (see second post)
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 whole number.
A: Model Type
The basic cost of a model is determined by it's type. This is the same thing as it's Pinning Class for NetEpic Gold, and these categories are:
1. Infantry & Light Artillery 2. Cavalry & Walkers 3. Vehicle & Heavy Artillery (includes most Flyers, except any that specify otherwise) 4. Super Heavy & Knights 5. Praetorians & Titans
The cost for each level is that level's number. Thus Model Type costs are:
Infantry & Light Artillery: 1 Cavalry & Walkers: 2 Vehicle & Heavy Artillery: 3 Super Heavy & Knight: 4 Praetorian & Titan: 5
B: Movement
Movement cost consists of three factors. Terrain Access, Movement rate, and Move type. Once the values for each of these is determined, they are multiplied together.
_ Terrain Access
Terrain Access rates how well that model interacts with the terrain on the battlefield, based on the Movement Restrictions chart on page 30 of the Core Rules. In that chart, each green box is valued as +0.5, each yellow as +0.25, and each red box as 0. One "imaginary box" is added to each Model Type to simulate "normal" terrain and this is considered green for all types.
Infantry & Light Artillery: 2.75 (4 Green, 3 Yellow, 1 Red) Cavalry, Walker, & Knight: 2 (2 Green, 4 Yellow, 2 Red) Vehicle & SH, Heavy Artillery: 1.75 (2 Green, 3 Yellow, 3 Red) Titans & Praetorians: 3 (6 Green, 0 Yellow, 2 Red)
Barricade, Trench, & Minefield are counted as one box. Same with Light & Standard Building and Fortification.
_ Movement rate.
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 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: 1.25 .Skimmer (no pop-up): 1.25 .Skimmer: 1.5 .Support Craft: 1.75 .Flyer: 2 .Floater: 2 .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)
C: 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 3 for a normal Save or by 6 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 3; a Save listed as "4+" would be 9; a Save listed as "4+/Fixed 6+" would be 15 (9 for the normal, and 6 for the Fixed). The value is then multiplied by any modifiers. If a model with no Save has Wounds, then the value for this factor is half the number of Wounds multiplied by 3.
_ Modifiers: .All-Around Armor: 2 .Heavy Side armor: 1.5 .Super Heavy: 1.5 .Imperial Knight Shield: 1.25 .Wounds: 1 per Wound (IE 2 Wounds is *2, 4 Wounds is *4, etc) .gains additional Save at save rating from one side: +0.5 (*1.5) if Front, +0.25 (*1.25) for Rear or Side, +1 (*2) if all sides
.modified Titan Head: -3 (subtract 3 from the total as the Head's Armor value is reduced by 1. This is not a multiplier)
D: CAF
The CAF is added to the unit's roll in Close Combat. As the CAF value is more useful for a model that is faster, more maneuverable, or of a higher Pinning class, the base value is dependent on these values. Specifically, add together the value for Model Type, Terrain Access, Move Rate, and Move Type, then subtract five. [We subtract five to keep this value from being ridiculously large and 5.75 is the lowest likely total value of these four entries.] Once this value is determined multiply by the CAF value, then multiply by all of the following modifiers that the model may have.
_ CAF modifiers: .Elite: 1.5 .Fear: 1.5 .Terror: 2 .Gains +1d6 vs Infantry, Cavalry, & non-robotic 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, & non-robotic 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, CAF-1 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 Penetrating: +.2 per point, thus: Penetrating 1: 1.2 Penetrating 2: 1.4 etc
.Titan Weapon that adds X to CAF: +X*(Unit type+Move Rate+Move Type-1) unless adds +1d6 then +3.5*(UT+MR+MT-1) (not multiplier)
E: Ranged Attacks
The value for Ranged attacks has six 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: Base; 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.
__ Base value
The base value for direct-fire weapons is 2 points. Weapons that use a Template replace that with the value shown below. The Template value replaces Range and/or Attacks values if those entries say "Template" or a number of BP rather than having a normal entry.
_ Standard Template values: 6cm Barrage: 3.6 12cm Barrage: 14.4 Small Teardrop: 5 Large Teardrop: 15
For templates not found on the list above, multiply the length in cm by the width in cm and divide by 10.
__ Number of Attacks
The value for this is the value shown in the "Attacks" entry in the model's weapon stat line. If this entry says "Template" or a number followed by BP, then ignore this factor as it is included in the Template value. The exception to that is a model with the Weapon Special Ability of RoF (Rate-of-Fire). A weapon with that ability uses that as it's number of attacks in addition to using it's Template/BP value.
__ 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. Weapons that say "Template" ignore this factor as it is included in the Template value.
To find the range value of a weapon with a minimum range, subtract half of the minimum from the maximum and use the value for that range instead. For example, a Siege Mortar has a minimum range of 50cm and a max of 150cm. From 150 subtract half of 50 (IE, 25) to get an effective range of 125cm. The value for a range of 125 would be 2.5.
__ 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
If a weapon has a number of BP instead of a normal entry, use the value that corresponds to the To Hit value for that BP. Those are: _ BP _ To Hit _ 1-2 _ 6+ _ 3-4 _ 5+ _ 5-6 _ 4+ _ 7-8 _ 3+ _ 9+ __ 2+
If a weapon has a BP number in the Attacks area and combines fire, but has a normal entry in the To Hit area, then ignore the entry in the To Hit area as the combining BP will override that value (it is the only reason to have combining BP after all). If a weapon has a BP number in the Attacks area and does not combine fire, but has a normal entry in the To Hit area, then use the value for the listed To Hit regardless of what the BP rating would give.
_ 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:
+1: 0.5 0: 1 -1: 2 -2: 3 -3: 4 -4: 5 -5: 6 etc No save allowed: 8 No TSM, but targets with no save get one at 6+: 0.75
_ Other weapon modifiers (all are multipliers unless division symbol "/" used)
Arc of fire 360: 1.5 Arc of fire 270: 1.25 Arc of fire 180: 1 Arc of fire 135: 0.75 Arc of fire 90: 0.5 Arc of fire 45: 0.25 Arc of fire 30: 0.1666 AA: 2 adds 1d6 more Barrages: 4.5 always FF/Command: 1.5 Barrage that affects targets just partly covered (normal is half or more): 1.5 Barrage that always scatters even when fired directly: 0.5 (in addition to the Indirect modifier) Barrage that can be combined with other like units in the same detachment: 1.5 Barrage that may be fired Indirect, and does not scatter: 1.5 (in addition to the Indirect modifier above) Battlesuit: (2/3x) 1.5 Includes Quickdraw and "May fire at Stealth models more than 25cm away if on FF", also includes Fire on the Fly IF the model has the Jump ability. Can be fired either Direct or Indirect: 1.5 (mostly these are Barrage weapons, but a few others as well) Continues so long as targets keep dying: 2 Damages Buildings: 1.5 Depends on another effect happening to fire: 0.5 Destroys Buildings: 2 Doubles TSM vs Buildings: 1.5 Effect happens during the End Phase: 0.5 Fire on the Fly: 1.5 Fires at the beginning of Advance: 0.75 Gauss: 1.5 Grab: 1.5 Guided: 1.5 unless Submunition then no modifier Ignores Cover: 1.5 Ignores Shields: 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 fire at Stealth models that are more than 25cm away if on First Fire: 1.5 May not fire other weapons: 0.5 May not fire other weapons or move: 0.25 May only be fired if on FF orders: 0.5 Mole Mortar Special: 1.1 Move or shoot: 0.5 Negates after-death effects (Regeneration, Living Metal, etc): 1.5 Ordo-Malleus 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 Cover modifier by 1 point, but not below -1: 1.25 Reduces move by half: 0.5 (also reduces the value of the Titan's Movement value: if a Warlord: Subtract 4.5 from final weapon value. The -4.5 is NOT a multiplier.) Required to shoot at nearest model, even if an ally: 0.5 RoF n: n (if RoF is 2, then mod is 2, if 4 then 4, etc) Single-shot weapon: 0.2 per shot (for example, the six missiles on the AMO Golgotha are *0.2*6) Smart: 2 may be fired at any model within range so long as one model from this army can see the target (allies do not count). This is similar to Indirect fire, except there is no scatter and the spotting model may still fire it's own weapons. Target only dies on 4+: 0.5 Template or effects remains in play: 2 Turret: 1.5 Unable to use First Fire orders: 0.5 Vortex: 4
Point Defense (PDx): These are an additional Weapon System. The cost is 0.675 (2 x0.3 (range) x0.5 (hit on 6+) x1.5 (always FF) x1.5 (360 arc) ).
F: Special Abilities
The values for the following abilities 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 - 10 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 - 25 (If winning: Armor Saves & to-hit +1, +1d6 CAF) _ Slaanesh - 30 (Hard to Hit and Psychic Save of 4+) _ Tzeentch - 0 (see 'Chaos Reward card' above) Daemon Hunter - 10 Daemon Prince - see below Deathrolla - 10 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, non-Titan: 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) Inorganic - 5 Inspirational - 10 Inspirational 25cm - 25 Leading Presence - 40 Markerlights for Infantry/Walker - 10 Markerlights for other - 15 Medic - 15 Mechanic - 15 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 Rerolls "1" in Close Combat, rerolls "1 or 2" against specific foe - 10 Robotic - see morale Static Artillery - see morale Titan Weapon Hardpoint (Praetorian or Titan only) - 15 per Tow - 2 Transport - see below Void Shield - 10 per shield
The values for the following are multipliers. Determine value of all factors up to this point (Movement, Save, CAF, Weapon(s), and non-multiplier SA; not Morale or Command/Orders) before applying these.
Deep Strike: 1.2 Infiltrate: 1.2 Living Metal: 1.15 Regeneration: 1.2 Repair, automated: 1.15 (Imperial Titans) Repair, manual: 1.05 (Ork Gargants) Sniper: 1.2 Stealth: 1.2 Stealth, Improved: 1.3 (does not require being in cover) Teleport: 1.2
_________________ Net Epic Coordinator
Last edited by MagnusIlluminus on Sat Feb 13, 2016 4:53 am, edited 15 times in total.
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