|
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.
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 |
+½ |
|
|
+1 |
|
-1/4 |
|
+½ |
|
+½ |
+½ |
| |
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.
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.
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
|
|

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 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 |
| 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 |
| 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 |
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" |
|

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
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).
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.
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.
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 |
2½ |
4½ |
18 |
78 |
| Ogryn |
21 |
32 |
124 |
210 |
| Squat |
7½ |
9½ |
63 |
90 |
| Eldar |
8 |
10 |
63 |
124 |
| Ork |
5½ |
7½ |
38 |
69 |
| Gretchin |
2½ |
4½ |
32 |
78 |
| Slann |
7 |
9 |
40 |
87 |
| Jokaero |
4½ |
6½ |
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 |
8½ |
| 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 |
8½ |
| Horse (riding) |
5 |
| Horse (draught) |
5 |
| Lashworm |
1 |
| Dinosaur (small) |
34 |
| Dinosaur (medium) |
84 |
| Dinosaur (large) |
152 |
| Ferro-beast |
34 |
| Giant Insectoid (small) |
5½ |
| Giant Insectoid (medium) |
32 |
| Giant Insectoid (large) |
73 |
| Giant Spider (small) |
9 |
| Giant Spider (medium) |
40 |
| Giant Spider (large) |
90 |
| Mimic |
1½ |
| Ptera-squirrel |
2½ |
| Razorwing |
3½ |
| Rippy-fish |
2½ |
| Sunworm |
66 |
| Swarm (10 models) |
120 |
|

60 |