PAULO ALEXANDRE CORREIA POMBAL(leic) wrote:
>
> Does anyone knows how to calculate the points value of E40k units?
> I'm interested in inventing new units, but I need to know how to give them
> a value.
>
> Please help
> Paulo Pombal
I had a go at the infantry specialisations a week or so ago. By looking
through all of the lists, it was clear that there is no set value for
something like "heavy weapons", rather it depended on the basic stats of
the original unit. Vehicles are about the same.
Have a go at a few units, then post them here, and we'll all playtest
them / shout about how you got it wrong. You're unlikely to do any
worse than GW with some of the units it's added through White Dwarf in
the past.
Richard
---------------------------------------------------------------
Collating the data from the various army lists, there is something of a
pattern to the upgrades. First off, the raw data.
-------------------------------------------------------
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).
Received on Thu May 08 1997 - 20:04:09 UTC
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