[Epic] [E40k] Specialists / Special Ability Costs

From: Richard Dewsbery <dewsbery_at_...>
Date: Fri, 18 Apr 1997 18:41:06 +0100

Collating the data from the various army lists, there is something of a
pattern to the upgrades. First off, the raw data.
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Cost for special abilities for infantry -
>From chaos lists
daemons base cost 40
Assault 2 pts
Psyker 10 pts
Rampage 2 pts
Skimmer 3 pts
from chaos marines, base 15
Hvy weapons 6 pts
Infiltrators 1 pt

from Eldar - base cost of guardian 8 pts
Assault 1 pt
hvy weapons 10 pts
jump packs 4 pts

from Ork - unit base cost 9 pts
hero 5pts
hvy weapons 8 pts
assault 2 pts
jump packs + assault 3 pts
infiltrate 3 pts.

from Marine - unit base cost 15 pts stand
Assault + jump packs 4 pts
hvy weapons 10 pts
save 4pts
hero 10 pts

Although where two or more abilities are combined, the total upgrade
price is less than the sum of its parts.
---------------------------------------------
Conclusions

Psyker - always adds 10 pts.

For the rest, it appears that the better the basic unit is, the more it
costs to upgrade. There are however, exceptions.

To upgrade to a hero costs about +50%.
Assault adds 1 tp 3 pts. Jumppacks 4 (but marines get a good deal on
these as a package - Orks get a great deal).

To make up options not on the lists, you'll need to feel your way
through, but as a starting suggestion, terminators with the additional
assault ability (as suggested by JJ) should cost about 22 or 23 pts
(either 19 plus 3/4 for assault, or basic marines made heros at 15 +
50%). I'd say 23, looking at them in comparison to Captains (although
if bulleid, I'll concede that you can as easily make a case for them
costing 10pts as they have the same stats as the Captain - but +6 seems
a bit expensive for the assault ability).

Richard
Received on Fri Apr 18 1997 - 17:41:06 UTC

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