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Calculating a Libby is a bit more complicated.

A base libby is cheaper than a captain by a bit (since they drop a wound and the invuln save), but then you've got to stack in Mastery Levels.

t's not o!!icial, but in general !ollow"

# $or %ounds" &' points !or the (nd and )rd wounds, )* !or the +th. ,ou probably don't need to go higher than that.

# $or Attacks" ' points per attack above & up until you have ), then ten points per attack a!ter that. Ma- out at +, unless you're going !ull beatstick, then maybe to '.

# $or %eapon .kill" ' points per %. (or /. depending on i! you want a shooty guy) up until %. 0. 1hen &' points per a!ter that. $or .Ms, you should maout at 0 usually. 1he 2ump !rom ' points to &' is due to the !act that almost no .Ms have %.3, which is usually reserved !or truly ridiculous things in the game. ,ou can raise the other stat by one !rom base (o! +) !or !ree $ you've raised the other stat by at least ( (so basically, i! you raised %. to 0, you could raise /. to ' !or !ree), but you need to pay !or raising the other stat a!ter that.

# 4verything else is pretty standard. .+ and 1+, .v is )5 unless you buy wargear, L6&*. 1he only thing that varies is nitiative, CMs are usually ' and Libbies are usually +. 4ven 1iggy is striking at +, so think Chie! Libbies are good there, unless you're making him a beatstick Libby (in which case his army utility should decrease).

# ,ou can raise ., 1, and !rom the base amount i! you really want to, and !or those, generally think &* points !or the !irst point increase is !air, with it going up to &' !or the ne-t point in . and . 1oughness should increase by (* points per point o! 1 a!ter 1' (so )* points total to get to 10) (then )* !or 13, then +* !or 17), because you make yoursel! less and less capable o! being instant deathed as well as 2ust hurt in general.

# 8bviously, saves are tied to wargear, unless you're doing something like 9agnar's save (which 2ust stands in !or wargear). nvuln saves !ind tend to develop where !or a 055 it's ' points, and then it's &* points per a!ter that, and should ma- out at )55 ((55s are very rare and .Ms usually shouldn't have them, e-cept in very special circumstances). 1he one place this doesn't hold is with the stormshield, where it's cheaper than the !ormula, but that's because you're losing an attack:weapon !or the shield.

.o doing that, with a &' point base !or a standard marine, let's say you wanted a base captain statline, so %.0 /.' .+ 1+ %) ' A) L6&* .v)5:+55. &' (base marine) 5 &' ((nd wound) 5 &' ()rd wound) 5 &* (/.+ to 0) 5 * (!ree increase to /.'), 5 ' ((nd A) 5 ' ()rd A) 5 ;' (055) 5 &* (to '55) 5 &* (to +55)< = ...well you can do the math ( 've broken things up so as to not put any >% de!inite rules so they don't get angry), but it e?uals what a captain does in the new book, and i! you wanted to go to a CM it would end up working out to the same cost as the book too. .o in general the !ormula holds.

As !or @sychic powers, each mastery level e?uals the same in cost as a +55 save, based on the !ormula.

.o now you've got your statlines. $rom there, grab base wargear o!! the wargear list. ,ou can make them special by adding rules. >enerally speaking, adding 5&., or #&A@, or special rules that always are around or activate very o!ten (like rampage or rage) are &* points each, while things that are more situational (like @re!erred 4nemy" 4ldar, or something that only activates once in a while) you can make ' points, since its utility is limited. $or a (nd copy o! a weapon (!or e-ample, two Lightning Claws), pay the cost o! adding a +th attack !or the (nd version, since that's basically what you're doing, adding another attack.

1hen you get to army utility rules, like A>ive army .coutA or A4veryone within &(A gets 5&AA or AMakes 1erminators 1roops.A

1hat stu!! is hard to gauge. >enerally speaking, think people say &* points per rule is good, unless it's very limited, in which case, ' points might be ok. /ut it is a very ine-act science, and some things might be better to cost more than &*, closer to (*.

.o brie!ly, since this has been long, let's look at your CM idea. Let's start with a base CM build, and then add a powermaul with A@( (base cost is powerweapon, plus (* to get down to A@(). 1hen you want to add in a plasmagun, but guess make it Assault ( instead o! rapid !ire, so maybe add ' points to the cost o! it.

/y the way, 4% as a base cost is very e-pensive as a blanket ability. t's de!initely B81 &* points, but rather generally comes in at ).' times that.

/ut anyways, he gives dedicated transports something special, so 5&*, giving tacticals in!iltrate or scout is another 5&*, and 6eathwing as troops would be another &* (though 1erminators as troops is one o! those situations where it might be good to cost it more than &* points).

.o all told, cost would be around (+* points !or that think.

1he one thing though is usually guys help promote 8B4 type o! unit's abilities (like 1ermies as 1roops 89 1acticals get scout), not multiple, unless it's army wide (in which case it might cost more). 'd probably impose a ta- there, but again, ine-act science.

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