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40kR Points Creation II

The document outlines the point creation system for units and characters in the 40kR game, detailing how statistics and point costs are calculated based on a baseline model. It includes comprehensive tables for various statistics, point increases, and examples of troop profiles and weapon creation. Additionally, it provides guidelines for creating ranged and hand-to-hand weapons, including special rules and modifiers.

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Francisco Cosme
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0% found this document useful (0 votes)
42 views7 pages

40kR Points Creation II

The document outlines the point creation system for units and characters in the 40kR game, detailing how statistics and point costs are calculated based on a baseline model. It includes comprehensive tables for various statistics, point increases, and examples of troop profiles and weapon creation. Additionally, it provides guidelines for creating ranged and hand-to-hand weapons, including special rules and modifiers.

Uploaded by

Francisco Cosme
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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40kR Points Creation...

The tables below show how all pts in 40kR are worked out. Many are close to 2 nd Edition, but you
will notice some increase (like Assault Cannons) as new rules are taken into account etc. With this
series of tables it’s possible to create almost anything.

To create a unit or character follow the process below:

i. A base set of Statistics


ii. Define Unit Type

The table below shows the basic formula, as liberated from Inquisitor Magazine#18. Credit must go
to its original writers – Alan Carey & Tim DuPertuis. The creation table does not allow for statistics
lower than the baseline (a basic Guardsman) which costs 5pts. The point increases below are for the
model’s basic form, no wargear, armour or weapons are included.

Statistic M WS BS S T W I A LD
Baseline 4 3 3 3 3 1 3 1 7
Pts increase +1 +22* +22* +1 +2 +4** +0.5 +2 +1
*To the power of 2. To increase deduct 3 from the new WS/BS and
increase by 2, then multiply by 2 until the new number is reached. For
example WS8 is +2x2x2x2x2 = 32pts.
**To increase wounds it’s +4 for the first and then +12 for the rest.

Point totals are always rounded up or down to the nearest 1pts. Where pts are split to n.5, always
round up to the nearest number – for example a model that adds up to 32.5pts would cost 33pts.

The table below is a comprehensive table of each increased statistic to its ‘maximum’ of 10 (you may
wish to go beyond 10, as with some movement etc). The first number is the statistic, while the
second number after the / is the related points cost – there’s no need to add each stage, just add the
number next to the statistic you wish the model to have:

Statistic M* WS BS S T W I A LD
Baseline 4 3 3 3 3 1 3 1 7 5pts
Increase 5/1 4/2 4/2 4/1 4/2 2/4 4/.5 2/2 8/1
6/2 5/4 5/4 5/2 5/4 3/16 5/1 3/4 9/2
7/3 6/8 6/8 6/3 6/6 4/28 6/1.5 4/6 10/3
8/4 7/16 7/16 7/4 7/8 5/40 7/2 5/8 -
9/5 8/32 8/32 8/5 8/10 6/52 8/2.5 6/10
10/6 9/64 9/64 9/6 9/12 7/64 9/3 7/12
11/7 10/128 10/128 10/7 10/14 8/76 10/3.5 8/14
12/8 9/88 9/16
13* 10/100 10/18
*Movement can increase up to just about anything. If the model has a Jump Pack, Jet Pack, Wings or
similar device/physical trait then additional costs and multipliers will apply. These are all covered
within the wargear section.
Example Profiles

The table below shows a good cross-section of troops from the various races/factions to help give
some idea of the difference in points. Some of these statistics will have changed from 2nd Edition (I’m
looking at you Genestealers) but only to where logic has dictated me – for example more specialised
assault troops will have more WS than BS and vice versa.

Statistic M WS BS S T W I A LD Pts
Baseline Human 4 3 3 3 3 1 3 1 7 5pts
Tau Fire Warrior 4 2 3 3 3 1 2 1 7 4pts
Tau Riptide 6 2 3 7 8 10 2 3 9 125pts
Space Marine 4 4 4 4 4 1 4 1 8 14pts
Tyranid Tervigon 3 3 3 6 8 12 1 3 10 139pts
Tyranid Swarmlord 5 10 5 6 6 5 10 6 10 225pts
Ork Boy 4 3 2 3 4 1 3 2 7 7pts
Necron Warrior 3 4 4 5 5 1 2 1 10 17pts
Howling Banshee 5 5 4 3 3 1 6 1 9 16pts
Dark Reaper 4 3 5 3 3 1 4 1 9 12pts
Wraithguard 4 4 4 5 6 2 4 1 9 25pts
Genestealer 5 6 0 4 4 1 6 2 10 22pts

For example, a ‘basic’ Bloodthirster has the following profile:

Statistic M WS BS S T W I A LD Total
Bloodthirster 6/12 10 10 8 7 10 8 10 10 Pts
Pts increase +2 +128 +128 +5 +8 +100 +2.5 +18 +3 399.5

This would make the Bloodthirster cost a whopping 400pts (rounded up). However the Bloodthirster
doesn’t have access to ranged weapons, therefore we ignore the massive 128pts BS increase giving
us a total of 272, rounded down to 270. It also causes Terror, has Wings (increasing its M to 12), has
the equivalent of Terminator Armour and is armed with an Axe of Khorne. All these additions, listed
below, add to a total of XYZ

If you have access to weapons you pay the cost. Everyone has access to HtH weapons (even if it’s
their fist/claw etc), but not all models have access to ranged weapons. In short if the model cannot
possibly use a ranged weapon it doesn’t matter what its BS is.

WARGEAR POINTS

Wargear points differ to those of statistics, being very different things. Here you will find tables to
create your own Ranged and HtH weapons. As with the statistics all points for weapons and armour
in 40kR have been worked out using these tables.
Ranged Weapons

The statistics for weapons are: Ra. (Range), S (Strength), D (Damage), SM (Save Modifier), AP
(Armour Penetration) and Special (any special rules the weapon has).

Note: Save Modifiers

Save Modifiers have changed slightly from 2nd Edition. Natural Save Modifiers only apply if the model
is classed as either Monstrous Infantry or as a Colossal Construct. Some characters or models may
have a rule which makes them ‘count as’ such a creature. For every other model the Save Modifier
of the weapon is always used.

A weapon’s AP is worked out as D6+D+S. If you wish to add extra dice, then add +X points where X is
equal to the potential total. So an extra D6 would add 6pts to the total.

A weapon that’s range decreases (such as a Meltagun) reduces its cost by .5 for every 6’’ its range is
decreased by.

Ranged weapons must be categorised into Pistol, Basic, Special and Heavy – these have no pts
increases or decreases per se, but are used for selection purposes. Heavy weapons cannot move and
fire and their designation should be obvious. As a general guide any weapon that costs, before any
multipliers, 12pts or more is considered to be Heavy, with exceptions being

The baseline for all ranged weapons is the humble Autogun and costs 1pts:

Statistic Ra. S D SM AP Special


Baseline 24’’ 3 1 - 1D6+3 -
Pts +0.5 for every 6’’ +1 +1 D3, +1.5 D4, +2 D6, +3 D8, +.5 ** See below
+4 D10, +5 D12, +6 D20

SPECIAL: Some weapons have special abilities, such as Blast, a Template, Sustained Fire or some
other special ability. These costs are given below:

Sustained Fire: Sustained Fire weapons add +Xpts for each level of sustained fire they have, where X
is equal to the weapon’s Damage increase. For example an Autocannon would add +2pts for its
Sustained Fire of 1, whilst an Assault Cannon would add +12pts for its Sustained Fire of 3. Weapons
which have a Damage of 1 always add +1ps for every Sustained Fire dice they have. Weapons with a
Sustained Fire of more than 2 always count as Heavy.

Template: Template weapons either use the Hand Flamer, Flamer, Heavy Flamer or Immolator
templates. Their cost is a base multiplier onto the weapons cost, as follows:

Template Hand Flamer Flamer Heavy Flamer Immolator


Cost Multiplier X1.5 X2.5 X3.5 X4.5

If a model you control dies carrying a Template weapon to a shooting attack then roll a D6. On a roll
of 1 the model’s ammunition ruptures, causing an explosion of flame, energy, poisonous gas etc.
Place a blast template centred on the model before removing it from play, where the blast equals 1’’
for every level of template weapon (so a Flamer template would equate to 2’’ etc). Models hit by the
blast take a hit as if targeted with the weapon in question. Models may make a Reaction if they
haven’t done so this turn. Casualties inflicted in this way do not count for the purposes of LD tests.

Note: Template Weapons cannot be mixed with Blast or Sustained Fire.

Burn: Weapons which have this rule may re-roll failed To Wound rolls of 1. This ability costs the
equal of the weapon’s Strength, Damage and Save Modifier ÷ 1.5, to a minimum of 1pts (even if it
would be lower).

Torrent (Template weapons only): Template weapons with Torrent can fire their Template up to a
maximum of 12’’ away in a straight line. Torrent is bought in batches of 2’’ at a cost of 2pts each and
is added onto the weapon’s base cost before any multiplication. Immolator template weapons
cannot normally use Torrent, though some created exceptions may be possible. In such an instance
the weapon will usually be restricted to a certain amount of uses or some other negative drawback.

Poison: Poison weapons always wound on a certain roll, regardless of a target’s Toughness value or
the weapon’s strength. Poisoned weapons cost the following:

Poison Roll Cost


6+ 1pts
5+ 2pts
4+ 3pts
3+ 4pts
2+ 5pts
Auto 10pts

Poisoned Weapons can never have a Save Modifier better than -1.

Blast: Blast weapons are lethal and their cost corresponds to their capacity for damage. A Blast
weapon adds X, where X equals the extra points spent on Strength for a 1’’ blast, adding X again for
every 0.5’’ added onto the blast template.

For example: A Multi-melta has a 2’’ Blast. Its base cost, without a Blast, is 18pts. The Multi-melta
then adds an additional 15pts onto its costs, for a total of 33pts.

Targeters: Targeters are almost universal across all known races and add +1 To Hit onto any weapon
which they are fitted. To fit a weapon with a Targeter increase its points by 5pts for Pistols, Basic and
Special weapons and by 50% for Heavy weapons.

Master-crafted: Master-crafted weapons increase the chance to hit by either +2 or +1 depending on


range. In effect these weapons count as having super targeters; unless otherwise stated only
Characters may purchase Master-crafted weapons. Master-crafted Blast or Template weapons hit
any model not wholly under the template on a 3+. Master-crafted weapons have +2 To Hit at up to
half their Range and +1 To Hit at over half their Range. They cost an additional 10pts for Pistols, Basic
and Special weapons and an additional 100% of the base weapon cost for Heavy weapons. This cost
is added before any multiplier is applied.

Strength (As User): Some weapons can only use their own Strength, while others can use the
Strength of the user as well or instead of the weapon’s inherent strength. Such weapons have no
points increase for strength, as the model has already paid for it in its profile.

Using the table above a Meltagun would cost 7pts, but as it can now re-roll its lowest penetration
dice it costs 9pts.

Any weapon which costs a total of 16 or more (remember costs of 15.5 count as 16) is multiplied by
between 1.1 to 1.5, to better represent its power or relative scarcity.

Weapon Base Cost Multiplier Modified Cost


16 1.1 18
17 1.25 21
18 1.35 24
19+ 1.5 29+

CHEESE ALERT: In order to stop stupidly powerful weapons, lest they be on a Titan, in normal games
players should stick to those already created. However they should feel free to create their own
weapons for Characters, perhaps a Bolter with a 1.5’’ Blast? As a general rule any such item would
count as Rare and cannot have a base cost of more than 20pts.

Example Weapon Creations:

Statistic Ra. S D SM AP Special Pts


Baseline Autogun 24’’ 3 1 - 1D6+3 - 1
Tau Pulse Rifle 30’’ (+0.5) 5(+2) 1 -1 (+0.5) 1D6+5 - 4
Splinter Rifle 24’’ X (+3) 1 - 1D6+1 Poison (4+) 4
Bolter 24’’ 4 (+1) 1 -1 (+0.5) 1D6+4 - 3
Rail Rifle* 30’’ (+0.5) 6 (+3) 1 -5 (2.5) 1D6+5 Heavy 7
*The Rail Rifle may become an exception and be subject to a tax or restrictions in the Tau army list
to stop mass-spamming.
HtH Weapons

HtH weapons have a different points structure to ranged weapons. The baseline HtH weapon is
nothing, but starts at a cost of 0.5pts. Any HtH weapon, other than a model’s fists, claws, teeth etc,
costs at least 1pts. HtH weapons are also rounded up if there is a 0.5 total (2.5 becomes 3 etc).

This set of tables only works for the creation of ‘normal’ HtH weapons. More exotic weapons, such
as a Harlequin’s Kiss, should be based around 2nd Edition costs. If a HtH weapon costs more than
15pts, it counts as a Rare item of Wargear.

Statistic S D SM AP Special
Baseline 3 1 - 1D6+3 -
Pts +0.5 D3 + 2, D4 + 3, D6 +4 +.5 +1 D3, D4, D6 See below
+2 D8, D10
+3 D12, +4 D20

SM: No HtH weapon may have a higher SM than its Strength.

Ability Points Ability Points


Parry Total x 1.5 Poison +1 per ‘+’ score
Re-roll Wound* +1 Unblockable +2
Re-roll Armour Pen* +1 Cannot be Parried +3
*Re-roll rolls of 1 for Wounds or the lowest dice result for armour pen, where tied roll the lowest
denominator.

For example: A Power Mace would roll D6+D12+6 for its AP. It rolls a 6 on the D6 and a 5 on the D12,
so would re-roll the D12 if the player wished.

The Majority of HtH weapons cause a single wound only, however some exceptions are made and
some weapons, though rare, can cause D3, D4 or D6 wounds. A few weapons can cause Instant
Death.

For example an Axe of Khorne adds +1 to the User’s Strength, has a Save Modifier of -3 and causes
D3 wounds for every point of combat it wins by. For a model with a Strength of 4, the Axe would
cost xpts.
Armour Save or equivalents:

All saves vs. a specific weapon type or ability (such as psychic powers) are added together
separately.

Armour Save Pts Ability Pts Ability Pts


6+ 1 +1 vs. Blast +1* vs. Psychic +n ÷ 2
5+ 3 Immune to Flame** +2 +1 vs.
4+ 7 Re-roll*** x1.5
3+ 12 Invulnerable++*** x2
2+ 18 2D6*** x2.5
1+ 25 Daemonic Aura*** x2-2
n = The total value of the save.
*Free for 6+ Armour Save
**Cannot be harmed by the Flame rule – original flame attacks can still hurt!
***A model may have both a normal armour save and an invulnerable save, but not if
they have an armour save on 2D6. No invulnerable save can be better than 3+ (though
some special wargear exists).

For example a suit of Power Armour with a 4++ Save vs. Psychic attacks/powers would cost 19pts –
12 + 7 (7x2÷2)

Generic Special Rules

The table below adds additional points for a host of generic special rules. Not all special rules are
listed (as they vary from race to race and unit by unit), but the more common ones are. Note: there
may be a pts tax increase of x% where x related to the ability of the model. For example a model
with a BS of 6 that can re-roll rolls to hit will cost more than a model with a BS of 3 that can re-roll
rolls to hit. It’s also important to note that some of these rules have their negative sides, so these
have been taken into account as well.

Frenzy is +1 then multiplied by a model’s base number of Attacks. A model with 3 attacks that has
Frenzy would cost +3pts etc.

Ability Pts Ability Pts


Fear +5 Re-roll To Hit 1.5 x BS cost (2pts minimum)
Terror +15 Re-roll to Wound
Hatred +2 +1 Temp. Wound +2
Frenzy +2 x A Teleport x2
Shaken (ATSKNF) +2 Infiltrate
Immune to Psychology +3 (then +2 for every 5 pts Dispersed Formation
above 30
Berserk Charge +5 x A Re-roll 1’s To Hit/Wound

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