Just in case it will make your life easier, I've ~rewritten your OP (some of it anyway) with the changes and additions I'm proposing. Hopefully this will be easier to read and follow.
Adjusted Unit costs system [Base system by Primarch, tweaked by Magnus. Some values are tested, some are off-the-cuff, 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, if any E: Morale (how disciplined the units are) F: Command (whether or not the Unit requires an organized Command structure to operate normally) G: other (any other Special Ability not already taken into account above)
Calculated costs for each of these stats are added together (or rarely, multiplied) to determine the final cost of the unit. No rounding of values takes place until the final value 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 (3-1) Vehicle & Heavy Artillery: 2 (6-4) Super Heavy: 6 (10-4) Knight: 9 (10-1) 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. Any unit that uses any of those methods has a Move Type value of 1.
If the unit has the Jump Packs, Skimmer, Flyer, or Floater abilites, their value is higher. Jump: 1.5 Skimmer: 2 Flyer: 3 Floater: 3
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).
A unit with 'All-Around Armor' should double this value.
C: CAF
The CAF is added to the unit's roll in Close Combat, which can happen rather a lot. Take the CAF and multiply by 4 to determine this value.
CAF modifiers:
If the unit gains an extra die in Close Combat against any Unit Type(s), multiply the CAF value by 1.5 for each Unit Type category affected (see A: Unit Type above), even if only one type in that category is affected. If the unit looses a die in CC against any unit type(s), multiply the CAF vlaue by 0.75 for each Unit Type category affected, even if only one type in that category is affected. If the Unit has the Elite ability, multiply the CAF value by 1.5. If the unit has Fear, multiply by 1.5. If the unit has Terror, multiply by 2.
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.
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 it uses another template then the value is [TBD]. 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. This value is multiplied by the base value (see Attacks, above). 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: ? (perhaps 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.
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
A roll of 1 is always a miss.
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. This value is also a multiplier. Thus values are:
0: 1 -1: 2 -2: 3 -3: 4 -4: 5 -5: 6 etc
Other modifiers [possible values, please state opinions]
The values for these abilities are multipliers, but only affect the value of the Weapon System(s) to which they apply, unless otherwise noted.
Barrage template and the BP can be combined with other like units in the same detachment: 1.5 Ignores Cover: 1.5 Psychic: 1.5 Turret: 1.5 required to fire at same target as another Weapon System (affects both Systems): 0.5 AA: 1.5 Quickdraw: 1.5 RoF2: 2 Damages Buildings: 1.5 Destroys Buildings: 2 Fire on the Fly: 1.5 Penetrating: number plus 1 eqauls value (as with TSM)
The values for these abilites are not multipliers.
Point Defense (PDx): I'm treating Point Defense as if it were an additional Weapon System. Doing so means that it has 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 Multi-Melta. 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: Morale
Morale is checked when a Detachment hits its Break Point and in certain other situations. Morale is expressed as the number that must be rolled on 1d6 in order to be successful. We are considering a Morale score of 6+ (one point) to be the default score [even though I don't think there are any units with this score], thus the value is 0. For every point above this, the cost is two points. Thus costs are as follows:
6+: 0 5+: 2 4+: 4 3+: 6 2+: 8 1+: 10 --: 12
[There should, in my opinion, be an adjustment to the value of a Detachment of units based on the Break Point ratio to the total number of units in that formation. The default Break Point should probably be 50% of the total, with values adjusted for every 5% or 10% of difference. This is probably not the best place to address that though.]
F: Command
This is mainly whether the Faction requires that its formations of units be within some distance of a designated Command or HQ unit to be able to receive Order Counters. Generally, if it is required then there are one or more predesignated Instinctive behaviours for those units outside of the distance. As most Factions do not require this, the default value is 0. Factions that do require this will receive some level of discount, but I'm not sure if the discount should apply at the Unit level or the Formation level. Probably the latter. However, a few Special Abilities would fall under this category. These are at least: Command, HQ, Independent, Robotic, and Stupidity.
G: other abilities
These include, but may not be limited to:
Agile AI Combat Leader Combat Engineer Daemonic Daemon Hunter Deep Strike Forward Observer Hard to Hit Hit & Run Infiltration Inorganic Inspirational Medic Mechanic Multiple Wounds Open-Top Vehicle Psychic Save Psyker Regeneration Robotic Sniper Static Artillery Stealth Teleport Transport Tunneler
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