POINTS VALUES

Many gamers find it difficult if they don’t have a third person to act as their GM, and are forced to do without, relying instead upon their own honesty and knowledge of the rules. Whilst it is a simple matter for two opponents to deal with the mechanics of fighting a battle, designing a scenario for the game is always tricky. In a normal game, it is largely up to the GM to determine the sides, because only the GM is fully aware of the capabilities and objectives of the opponents, or of any special obstacles, problems and other situations in the scenario. Without a GM how can the players ensure that their sides are fair? The obvious answer is to se a points system. Each creature, weapon and piece of equipment is given a points value. When two opponents meet it is possible for each side to consist of an evenly balanced value of troops.

THE POINTS SYSTEM

Points for creatures are worked out from the profile. Points values are given for all the creatures listed in the Background section. The human profile given below is considered to be average and has been given a base value of 5 points. The values of other creatures are worked out relative to this.

Fighting characteristics Personal characteristics
M WS BS S T W I A Ld Int Cl Wp
4 3 3 3 3 1 3 1 7 7 7 7
 

To work out the cost of other creatures, consider each characteristic in turn. For each unit of characteristic that is higher than the base level add the modifier shown. For each unit of characteristic below the base level subtract the modifier shown.

Fighting characteristics Personal characteristics
M WS BS S T W I A Ld Int Cl Wp
1/4 ½ 1/4 1 1 4 1/4 4 1/4 1/4 1/4 1/4
 

For example – a Squat has a profile as given below and has a points value modifier as indicated.

Fighting characteristics Personal characteristics
M WS BS S T W I A Ld Int Cl Wp
3 4 3 3 4 1 2 1 9 7 9 9
-1/4     +1   -1/4    
 
Total 5 - ¼ + ½ + 1 – ¼ +1/2 + ½ + ½ = 7 ½ points.

Minimum points value. The minimum points value for creatures is 1.

Maximum points value. There is no maximum points value.

POINTS VALUE MODIFIERS

Values worked out from the formula given above tend to undervalue the larger creatures. To compensate for this, a modifier is applied to any creature whose points value works out greater than 10. This is done before adding up weapons, equipment or other factors. Firstly, round the value up to the nearest whole number. Then apply the following multiplier.

Score as formula Multiplier
11-15 1 ½
16-20 2
21-30 3
31-40 4
41-50 5
51-60 6
61-70 7
71-80 8
81-90 9
91-100 10
Per +1 +1

The result gives the actual points value of the creature. It does not include weapons, equipment, armor, vehicles, or mounts.

Flying creatures are subject to an extra cost of +5 of the total (or +10% of the total including modifiers – whichever is the greater). Round fractions from the flying bonus down to give a whole number.

Burrowing creatures such as Crawlers are subject tot he same modifier as flying creatures.

Creatures with saves similar to armor saves but given to take into account horny skin, etc, cost an additional +½ point per ‘pip’ before the modifiers are applied. So a 5 or 6 save is +1, for example.

Riding/draught creatures such as horses have a minimum value of 5 points.

WEAPONS

The basic cost is assumed to include a single non-ranged close-combat weapon. This will usually be a sword, combat knife, club, a combat attachment, or other comparable weapon. It may not be a pistol or any weapon which has a range effect. Other weapons, including small close-combat weapons, cost additional points. The points values are summarized below.

 

Weapon

Points Value

Basic

Auto-gun

1 ½

 

Bolt gun

2

 

Bow

½

 

Crossbow

1

 

Flamer

2

 

Graviton gun

2

 

Handbow

½

 

Lasgun

1 ½

 

Melta-gun

7

 

Musket

1

 

Needle gun

1

 

Plasma gun

5 ½

 

Shotgun

1

 

Shuriken catapult

2

 

Sling

½

Close Combat

Antique pistol

½

 

Auto-pistol

1

 

Bolt pistol

1 ½

 

Chainsword

1 ½

 

Combat accessory

½

 

Force rod

40

 

Force sword

40

 

Hafted weapon

½

 

Hand flamer

2

 

Hand weapon

½

 

Jokaero digital

50

 

Laspistol

½

 

Needle pistol

½

 

Neuro-disruptor

5

 

Plasma pistol

4 ½

 

Power axe

6

 

Power glove

15

 

Power sword

7

 

Sawn-off shotgun

½

 

Stub gun

½

 

Sword

½

 

Web gun

2

Heavy

Auto-cannon

35

 

Conversion Beamer

50

 

Distortion cannon

40

 

Grenade launcher

15

 

Heavy plasma gun

50

 

Heavy bolter

15

 

Heavy stub

10

 

Heavy webber

20

 

Las-cannon

45

 

Missile launcher

30

 

Multi-laser

40

 

Multi-melta

50

Pagenumber
58
Very Heavy Defense Laser 250
  Macro-cannon 100
  Plasma Cannon 200
Grenades*/shells Anti-plant ½
  Blind 1
  Choke ½
  Crack-normal 2
  Crack-powerful 4
  Frag 1
  Hallucinogen 2
  Haywire 4
  Knock-out ½
  Melta-bomb 4
  Photon 1
  Plasma (1) 1
  Psyk-out 10
  Rad 4
  Scare gas 1
  Smoke ½
  Stasis 4
  Stumm ½
  Tanglefoot 1
  Toxin gas ½
  Virus (4) 4
  Vortex (1) 25
Mines As per shell type for 1 individual mine. Double cost for 2x2" area.
Support Barrage bomb (1) 250
  Bio-wire bomb (1) 85
  Disruptor beacon (1) 35
  Holographs (1) 10
  Homing beacon (1) 20
  Mine missile (1) 50+10 x shell cost
  Missile (1) 50+(shell cost x size)
  Nightlight (1) 10
  Plasma bomb (1) 500
  Scatter missile (1) 50+(shell cost x 6)
*Except for grenades and shells marked with a number, the points cost buys a sufficient quantity so that there is no need to record expenditure during a normal game. These grenades and shells are tiny compared to their modern equivalents, and a trooper might easily carry 20 or 30 with no more effort than a single 20th century grenade or shell. If necessary roll 5D10 or assume 25. Those shells/grenades marked with a number are more expensive, larger, or available only in limited quantities. The amount shown is the quantity carried for the points indicated. Expenditure is normally recorded for such items.

EQUIPMENT

Equipment also has to be added to the basic cost. The cost of equipment is as follows.

Item Points value
Auto sense ½
Auto-system 10 each
Bio-scanner 5
Bombot 5
Breathing apparatus Artificial gill Filters Gills Mask Respirator 1½5½½
Cameleoline ½
Communicator ½
Ejector seats (vehicles) 5
Eye protectors Visors Contacts Drops Injections ½1½5
Flight pack 4
Frenzon (dose) ½
Gravity chute 1
Immune (dose) 1
Infra-vision Surgery Visor Contacts 301½
Jump pack 2
Las-cutter 35
Medi-pack 5
Needler chemical 1
Parawing 1
Phase-field generator 50
Polymorphine (dose) 15
Porta-rack 7
Power board 3
Power canopy (vehicle) 5
Power field generator 10*
Rad-counter 3
Rad-suit 2
Sealed suit 1
Stimulant (dose) ½
Stumm antidote (dose) ½
Syn-skin (each use) 100
Suspensor 2
Targeter 5
Teleport homer 20
Tendril sensors 25
Web anaesthetic 5
Web solvent (each use) 1

ARMOR

Item Points value
Carapace 1 ½
Conversion field 3
Chainmail ½
Displacer field 2
Flak ½
Mesh 1
Plate 1
Powered armor 6
Refractor field 1 ½
Shield ½
Stasis field 25

BIONICS

Item Points value
Arm (each) 30
Ears 30
Eyes If targeter If bio-scanner If energy scanner 30+10+10+10
Legs 30
Lungs 50

DREADNOUGHTS AND VEHICLES

Points for dreadnoughts and vehicles are worked out from the basic profile with equipment and weaponry added. The points for dreadnoughts are worked out in the same way as for creatures, with the additional modifier given.

Dreadnought +25

The points for vehicles are worked out as follows.

Maximum land speed ¼ per 1"
Acc/dec rate ½ per 1"
Maximum air speed 1 per 1"
Minimum air speed -1 per 1"

Pagenumber
59

Acc/dec air speed

½ per 1"

Turn radius ratio

½

1

2

+10

+5

+2

Capacity

x2

Toughness

x3

Damage

x5

Save

10 per ‘pip’

Example: The Vincent Black Shadow bike without rider, weapons or equipment works out as follows.
LAND AIR   TRR Cp T D Sv Eq W
Max speed Acc/dec Max speed Min speed Acc/dec
32 16       ½ 1 5 1 5 2 2
+8 +8       +10 +2 +15 +5 +20    
Total 8+8+10+2+15+5+20 = 68 + equipment/weapons

ROBOTS

Points for robots are based on their individual profile and any weaponry as if they were normal living creatures. Most robots have their own built-in save costed at +½ per saving roll ‘pip’ before modifiers are applied (i.e. 6 is +½).

PSIONICS

The points for psychic creatures are worked out in the same way as other troops and then modified by psychic mastery, psi-level and the number of abilities they have.

Each level of psychic mastery 10
Each point of psi-level 1
Each level 1 ability 5
Each level 2 ability 10
Each level 3 ability 20
Each level 4 ability 40
Example. A basic psyker with a normal human profile and a psychic mastery of 1, with psi-level of 12 and 3 abilities works out as follows.

Basic human 5
Psychic mastery of 1 10
Psi-level of 12 12
3 level 1 abilities 15
Total 42 points
A creature which has psychic abilities not expressed in terms of levels and points (such as the Psychneulen) is given a bonus of +5 points or 10% of the total cost (whichever is greater). Round fractions from this bonus downto give a whole number.

USING POINTS VALUES

Points values have been included as an alternative to experience and intelligence consideration on the part of the GM. If you don’t have a GM then a points system does at least provide a basis for what should be a fair game. Similarly, if the GM is new to Warhammer 40,000 the points values will help towards his selection of sides. However, the points values do not (and indeed cannot) guarantee to give a fair game in all situations. There are so many special effects and special vulnerabilities that it is impossible for any points system to cope. The best method of setting up a game is for the GM to design his scenario and then carefully think about the forces involved. This is easy to do once you have played Warhammer 40,000 a few times, and should enable the GM to produce a fairer, more evenly balanced and more satisfying result than any points based system.

BASIC POINTS FOR COMMON CREATURES

This chart summarizes the points values of creatures described in the rules. Additional points must be added for equipment, etc.

Creature Basic Champion MinorHero MajorHero
Human 5 7 36 84
Human Marine 8 9 69 124
Beastman 6 8 38 87
Halfling 18 78
Ogryn 21 32 124 210
Squat 63 90
Eldar 8 10 63 124
Ork 38 69
Gretchin 32 78
Slann 7 9 40 87
Jokaero 34 78
Tyranid 32 36 152 235
Zoat 75 81 152 235
Astral hound 24½
Enslaver 69
Psychneuein (adult) 83
Psychneuein (grub) 3
Vampire 124 + points for psychic powers
Ambull 78
Bouncer
Carniverous sandclam 1
Catachan Devil (small) 144
Catachan Devil (medium) 348
Catachan Devil (large) 600 – male 747
Catachan Face-eater 1
Crawler 1
Crotalid 63
Cthellean Cudbear 128
Genestealer 38
Grox 78
Gryrinx
Horse (riding) 5
Horse (draught) 5
Lashworm 1
Dinosaur (small) 34
Dinosaur (medium) 84
Dinosaur (large) 152
Ferro-beast 34
Giant Insectoid (small)
Giant Insectoid (medium) 32
Giant Insectoid (large) 73
Giant Spider (small) 9
Giant Spider (medium) 40
Giant Spider (large) 90
Mimic
Ptera-squirrel
Razorwing
Rippy-fish
Sunworm 66
Swarm (10 models) 120

Pagenumber
60
Pagenumber
61