The system as I currently have it is as follows: note that I keep tweaking things as I go, so this is NOT final by any means. However, you (primarch) asked for it to be posted in it's current state. _______________________
Adjusted Unit costs system
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 (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. All units have a base Move Type value of 1. The value is then multiplied by any modifiers.
_Modifiers: Jump: 1.5 Skimmer: 2 Flyer: 3 Floater: 3 Agile: 2 Tunneler: 1.5 Command: 2
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: All-Around Armor: *2 Super Heavy: *1.5 Imperial Knight Shield: *1.25
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: 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 do not have a Fixed armor save: 1.2 (Howling Banshee) Elite: 1.5 Fear: 1.5 Terror: 2 Beast of Nurgle Special: 2 Daemonette Special: 2 reroll once per encounter: 2 (Harlequin) Imperial Shock Lance: 1.75
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 Range value (and Attacks if not a number of Barrage Points) with the following value: 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
AA: 2 all around: has 360 deg arc when normal unit Type doesn't: 1.5 always FF/Command: 1.5 Barrage template and the BP can be combined with other like units in the same detachment: 1.5 Damages Buildings: 1.5 Destroys Buildings: 2 Fire on the Fly: 1.5 Ignores Cover: 1.5 Linked: required to fire at same target as another Weapon System (affects both Systems): 0.5 Mole Mortar Special: 1.5 Ordo-Malleus Special: 2 Penetrating: number plus 1 eqauls value (as with TSM) Psychic: 1.5 Quickdraw: 1.5 RoF n: n (if RoF is 2, then mod is 2, if 4 then 4, etc) Single-shot weapon: 0.1 per shot (for example, the six missile AMO Golgotha is *0.6) Thudd Gun Special: 2 Turret: 1.5
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 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.
Titan Weapon modifiers: (if a modifier is different here then in the general modifiers, use the one listed here for any Titan or Praetorian weapon)
One-Shot weapon: *0.1 1d6 more Barrages: *3 +1d6 to CAF: +(3.5*4) to CAF cost +X to CAF: +X*4 to CAF cost Penetrating 1: *1.5 Penetrating 2: *2 Penetrating 3: *2.5 etc Recharge Attacks based on Orders: *0.5 May not fire other weapons: *0.5 May not fire other weapons or move: *0.25 Grab: *1.5 Knockdown: *1.5 no indirect fire: *0.5 Vortex: *4 restricted to 30 deg arc: *0.33 move/2: *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.) Head modification (Warlord only): -4 to Save value
E: Special Abilities
The values for the following abilites are not multipliers.
Artificial Intelligence - 2 and see Morale Chapter Master Special - 15 Combat Leader - 10 Combat Engineer - 10 Daemon Hunter - 10 Deathrolla - 10 Deep Strike - 20 Forward Observer Special - 10 Hard to Hit - 15 Hit & Run - 10 Headquarters (HQ) - 10 Immune Ethereal Psychic - 15 Infiltration - 20 Inorganic - 5 Inquisitor Special - 15 Inspirational - 10 Medic - 15 Mechanic - 15 Multiple Wounds - 20 per wound Power Shield - 5 per Shield Psychic Save 6+ - 5 Psychic Save 5+ - 10 Psychic Save 4+ - 15 Psyker - 20 Regeneration - 20 Robotic - see morale Sniper - 20 Static Artillery - see morale Stealth - 20 Teleport - 20 Titan Weapon Hardpoint (Praetorian or Titan only) - 15 per Transport - 4 points per model/capacity of transport - Open-Top Vehicle - reduce cost by -2 per slot - may carry Vehicles as three slots - increases cost by +2 per slot - may carry models larger than Vehicle - increase cost by +2 per slot Void Shield - 10 per shield
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.
Formation building
_ Break Point: Adjust the cost of a formation by the percentage that the Break Point varies from 50%. For example, a formation with three models generally has a BP of 2. As this is 66% of the formation, the cost is adjusted by +16%.
_ Morale: The default Morale value is 4 (Guardsman / Ork) so that the few formations with values of 5 would get a 10% discount, whereas those with better values would cost more in increments of 10%. Thus: Morale 5: -10% Morale 4: no change Morale 3: +10% Morale 2: +20% Morale 1: +30% Fearless, AI or Morale "--": +40% Independent -10% Static Artillery -10% Fearless vs one Faction (usually Chaos): +20% (Harlequin)
_ Command/Orders: Models with Robotic or Independent ignore any proximity discount. May only be given orders if within 25cm of Command unit: -10% (Guard) May only be given orders if within 15cm of Command unit: -15% (Tyranid) May only be given orders if within 10cm of Command unit: -20% (Ork, Tz Automation) Chaos Android Special: -10% Non-default Instinctive behavior: -10% (Automation, Ork, Tyranid, Waystone Spirit) Duplicates orders of ally within 10cm: -10% (Waystone Spirit) - Ally must be living: -5% (Waystone Spirit) - May be given orders if within 10cm of Command unit: +5% (Waystone Spirit)
_ Formation type:
A Company receives a 10% discount on the cost of the Formations that comprise it. This discount applies to any Command or HQ models.
A Special Formation receives a 20% discount to the final formation cost IF the primary model (excluding transport) is not found in any other formation in that Faction. If it does contain non-unique non-transport models, it receives a discount just because of being a Special, but is just 10% in that case, and in any event should have some difference from a Support Formation.
_________________ Net Epic Coordinator
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