Right, I've just finished going through all Factions' models with Hit Location Templates and revising their values. I'll be updating the relevant army list threads shortly.
I'm not quite sure where to append the revised system for this in the main Formula posts, so I'll just post the current state of it here for now. Obviously it will have to be added to the Armor Save section in some way, but I'm not sure if I want it directly there, or just have a note there about it there and have it elsewhere.
I've added a bunch of Secondary Effects and a few more Model Status entries. Review and comment please. ____________
Determining the cost of the Armor Save for a model that uses a Hit Location Template takes four steps. These steps are:
A. Base Armor Save value B. Lethality C. Miss Chance D. Final Value
A. Base Armor Save value
This is determined as normal for a model with only one Armor Save, except that you must find the total value for all hit locations. To do this, count how many locations the chart has with each Armor Save rating and sum these. For example, a hit location chart with 5 locations total has 3 locations with an Armor Save of 1+ and 2 with 2+. As a 1+ is worth 6 points and a 2+ is worth 5, this means the cost is three times six plus two times five (3*6+2*5). As multiplication is always done before addition, that means the total is 28 (18+10).
B. Lethality
This step adjusts the value by how likely a hit to each hit location is to kill the model, or otherwise adversely affect it. For each Hit Location you must rate each result on it's damage chart and add together these values. The Lethality of a hit location is rated by three factors: _B1: Location status _B2: Model status _B3: Secondary effects
_B1 Location status measures whether the location survives the hit and whether or not the hit is repairable. Damaged locations can be repaired by Self-Repair systems. Some Crippled locations can be repaired, others cannot. Destroyed locations cannot be repaired. Blown off means that the location is physically removed from the model by the hit, and it lands on a random spot causing a hit to any model at that spot. See also Secondary Effects. __ Location status: __ No effect __________ 0.2 __ Damaged ____________ 0.1 __ Heavy Damage _______ 0.075 (may not be repaired this turn, but may be in subsequent turns OR may be repaired, but only partially) __ Partial Destroyed __ 0.05 (IE, not destroyed but Secondary Effects cannot be repaired) __ Destroyed/Crippled _ 0 __ Removed/Blown off _ -0.1
_B2 Model status measures whether the model itself is destroyed by the hit, and how directly. Model status: __ Continuing __________ 0.2 _ Model is not destroyed. May or may not be usable depending on other effects. __ Unlikely Flashback __ 0.1 _ Roll on chart that can roll on chart that can roll on chart that can destroy model __ Minor Blowback ______ 0.1 _ Roll something (generally Aim dice) to see if adjacent location takes a hit at TSM X. __ Minor Flashback _____ 0 ___ Roll on chart that can roll on chart that can destroy model. __ Erratic Landing ____ -0.1 _ If any Titan, Praetorian, or Building hit during forced landing, both this model and hit model(s) take d6 hits at TSM -2 to random locations. __ Lesser Blowback ____ -0.1 _ Automatic hit on one adjacent location at TSM X. __ Lesser Flashback ___ -0.2 _ Roll on chart that can directly destroy model after X locations destroyed. __ Crash Landing, Minor -0.3 _ Roll D6 vs each location on template. On 4+ takes a hit at TSM 0. __ Blowback ___________ -0.3 _ Automatic hit on two or three (or 1d3) adjacent locations at TSM X. __ Critical Flashback _ -0.4 _ Roll on chart that can directly destroy model OR model is destroyed after X of this location are destroyed. __ Crash Landing, Major -0.5 _ Roll once on each damage chart. __ Major Blowback _____ -0.5 _ Automatic hit on all adjacent locations at TSM X (& Penetrate +1 per unused Plasma counter if used). __ Destroyed __________ -0.6 _ Model is destroyed and VP are awarded. Model may or may not remain on table. TSM Values of X are generally -4, but sometimes different. Adjust by 0.05 for every TSM of difference; if TSM is lower then add, if TSM is higher then subtract. For example, a TSM of -3 on a Lesser Blowback would instead be -0.05 instead of -0.1, whereas a TSM 0f -6 for Lesser would be -0.2 instead.
_B3 Secondary Effects are any effect on the model that do not destroy it, though a few arise because of such destruction. Value is per instance for those that can be. Secondary effect(s): none _______ 0.1 rolls +1 ___ 0 temporary _ -0.05 (effect on a Damaged result) Permanent _ -0.1 (effect on a Destroyed/Crippled/Blown Off result)
Note that if the model is Destroyed, most Secondary Effects are ignored (movement penalties, no firing, etc). The only ones that would matter are those that happen as a result of the model being destroyed (Falls and Reactor Explodes! for example).
CAF halved: 1 CAF -1d6: 0.5 roll 4+ to give orders: 1 must have XX orders: 1 Titan falls: 2 (and damages other models fallen on) Movement restricted: 1/ [Move reduced, cannot turn, cannot enter difficult terrain, etc] looses Command: 2 Model blinded: 4 [may not fire any weapons in the turn this result happens or in the following turn. During Mandatory Movement, moves 5d6cm in a straight line and fights CC with any and all models in it's path. If it runs into impassible terrain, it stops and roll for damage on the Reactor.] Model Staggers: 2 [moves D6+4 cm in random direction. Any models it moves onto take a hit on a 4+ with a 0 TSM. If the bio-titan staggers into difficult or impassable terrain it suffers D6 hits with 0 TSM.] No Movement: 2 all weapons on model have to-hit penalty: 1 all weapons on model ranges halved: 1 one weapon at this location cannot fire: 0.5 only/all weapon(s) at this location cannot fire: 1 all weapons on model cannot fire: 2 equipment at this location cannot be used: 1 (Holo Fields, Jump Jets, etc) equipment at this location triggered by the hit in a way that might damage the model: 2 equipment at this location triggered by the hit in a way that might destroy the model: 4 Shields down: 1 Area explosion: 1 per d6cm diameter & 1 per TSM spot attacked: 0.5 per d6cm distance & 0.5 per TSM Ethereal Psychic: 2 (only applies to some Area Explosions) Models Transported in this location unharmed but unloaded within 5cm: 0.25 Models Transported in this location hit on 5+, TSM 0: 0.5 Models Transported in this location hit on 3+, TSM 0: 1 Models Transported in this location hit, TSM 0, models with no save get one at 6+: 1.25 Models Transported in this location hit, TSM 0: 1.5 for every point TSM improves, increase cost by 0.1 Models Transported in this location hit, no save: 2 Models Transported in this model hit on 5+: 2 1d3 Models Transported in this model auto hit @ 0 TSM: 3 (assuming this model Transports at least 10 models, increase by +1 for every 2 fewer models Transported) May not add Plasma to location: 1 Reactor generates less (energy) per turn: 2 Reactor generates no further (energy) : 5 Psychic Save reduced: 1 starts a fire: 1 (fires are always considered temporary)
For example, the Imperial Titan Leg Location chart. _ 1) Damaged, Move halved and cannot enter difficult terrain. Value is 0.1 (location damaged) +0.2 (model continues to exist) +2*-0.05 (2 temporary effects) = 0.1 +0.2 -0.1 = 0.2 _ 2) Damaged, Move halved and cannot enter difficult terrain. Value is 0.1 (location damaged) +0.2 (model continues to exist) +2*-0.05 (2 temporary effects) = 0.1 +0.2 -0.1 = 0.2 _ 3) Damaged, leg may snap if Titan had orders that allowed movement. Value is 0.1 (location damaged) +0 (I'm counting this as Minor Flashback because it depends both on a roll AND on what orders the player placed on it, thus two steps) -0.1 (half of Falls as it is possible but not likely) = 0.1 +0 -0.1 = 0 _ 4) Damaged, leg may snap if Titan had orders that allowed movement. Value is 0.1 (location damaged) +0 (I'm counting this as Minor Flashback because it depends both on a roll AND on what orders the player placed on it, thus two steps) -0.1 (half of Falls as it is possible but not likely) = 0.1 +0 -0.1 = 0 _ 5) Destroyed. No move or turning. Value is 0 (location destroyed) +0.2 (model continues) -0.3 (permanent No Move and No Turning (move restricted)) = 0 +0.2 -0.3 = -0.1 _ 6) Destroyed and Falls. Value is 0 (location Destroyed) -0.6 (model destroyed) -0.2 (model falls) = 0 -0.6 -0.2 = -0.8 Total value is thus: 0.2 +0.2 +0 +0 -0.1 -0.8 = -0.5 per Leg location.
If a particular model had 8 Leg locations, the value for those would be -4 (8*-0.5).
C. Miss Chance
This adjusts the cost by a factor determined by how likely it is to deviate from the model's hit locations. For this rating, having seven empty adjacent squares is considered baseline with adjustments for every additional occupied hit location. To determine this rating, count up how many hit locations there are on the chart that have the same number of empty adjacent squares and multiply that number by the value for that many empty squares.
_ Empty Squares _ modifier __ 0 ______ -3.5 __ 1 ______ -3 __ 2 ______ -2.5 __ 3 ______ -2 __ 4 ______ -1.5 __ 5 ______ -1 __ 6 ______ -0.5 __ 7 _______ 0
In other words, the more actual hit locations that surround a given location bring down the effective cost, as a hit is more likely to actually hit and not deviate into an empty square.
For example, a model with 9 locations is arranged neatly as a three by three grid. This means that there is one location with zero empty squares (the center one), four with five empty (NE, SE, SW, NW), and four with three empty (N, E, S, W). Thus (1 * -3.5) + (4 * -1) + (4 * -2) = -3.5 -4 -8 = - ( 3.5 + 4 + 8 ) = -15.5
D. Final Value
To find the Final Value, first add up the totals for parts A, B, & C. Next, take the total number of hit locations that the model has and divide by 5. [Why 5? Based on a limited sample, five seems to be the average number of hits needed to destroy a Titan or Praetorian.] Then take the sum of A, B, & C and divide that by the hit locations divided by 5. Mathematically, that would be: (A + B + C) / (HL / 5)
The final value is then inserted into the overall Points Formula as that model's Armor Save value.
_________________ Net Epic Coordinator
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