Armies of Arcana - 4th Printing Point System
Movement Costs
The cost for movement depends on the type of movement. Flying is a much more expensive form of movement.
Ground Movement Cost = (1/2 of movement in inches) - 1 (6" = 2 points)
Flying = Movement in Inches. (20" = 20 points)
Any kind of ability to move through a specific terrain type (forester, rock climbing, swimming) adds 1 VP per 6" of ground movement, so 2 points for 7" - 12", 3 for 13 - 18", etc.
The ability to ignore all terrain multiplies the VP of ground movement by 2.
Defense Costs
The cost of defense starts with the actual armor value, to which is added additional costs for abilities and magic resistance. This is then multiplied by the number of wounds. The base cost for armor level is on the table below, followed by ability costs:
|
Armor |
Normal VP |
Fixed VP |
|
0 |
1 |
X |
|
1 |
2 |
3 |
|
2 |
3 |
5 |
|
3 |
4 |
8 |
|
4 |
7 |
12 |
|
5 |
12 |
24 |
|
6 |
20 |
X |
Element Sensitive (Fire, Water, Air, Earth) –1
Element Immune +1
Slow -4
Magic Resist (1) +1
Magic Resist (2) +2
Magic Resist (3) +3
Magic Resist (4) +4
Magic Resist (5) +6
Evasion (1) +6
Evasion (2) +15
Flying +3 (In addition to movement cost)
Shield or Missile Armor (+1) +0.5
Missile Armor (+2) +1
Missile Armor (+3) +2
Missile Armor (+4) +4
Missile Immune +5
Regenerate +4
Morale Costs:
There is single VP cost for a given morale value:
|
Value |
Natural, Berserk |
Fearless |
|
6 |
0 |
2 |
|
7 |
2 |
4 |
|
8 |
3 |
8 |
|
9 |
5 |
12 |
|
10 |
8 |
18 |
|
11 |
12 |
26 |
Melee Costs
Similar to Defenses, there is a base cost that comes from the strength of the attacks, to which additional abilities add their costs. This number is then multiplied by the number of attacks. Other factors can multiply this number, such as higher skill or attacks causing multiple wounds.
For Sweep attacks, determine the cost for the number of attacks indicated by the Sweep (#) multiplied by 0.66 (2/3)
|
Strength |
Normal VP |
Magical VP |
|
Weak |
1 |
2 |
|
0 |
2 |
3 |
|
1 |
3 |
4 |
|
2 |
4 |
6 |
|
3 |
5 |
9 |
|
4 |
8 |
13 |
|
5 |
13 |
25 |
|
6 |
21 |
40 |
|
Eldritch |
4 |
X |
Long Weapon +5
First Strike +5
Elemental Damage +1
Last Strike – 3
Then multiply based on the Skill of the attack
Skill (1) X 0.5
Skill (2) X 1
Skill (3) X 1.5
Skill (4) X 2
Skill (5) X 3
Also Multiply for multiple hits and wounds
Each d3 of hits X2
Each d3 of wounds X1.5
Missile Costs
This is calculated like melee attacks, except an additional factor based on the weapon's range multiplies the cost. Use same chart as Melee for Base VP from Strength, plus the factors below:
Elemental Damage +1
Natural +2
Artillery +1
Then multiply based on Skill (as melee), multiple hits or wounds, and divide by half for missile weapons that require a turn to reload.
Then multiply by the following factor based on the missile weapon's normal range:
|
Range |
Factor |
|
0" |
1.25 |
|
3" |
1.5 |
|
6" |
2 |
|
9" |
2.5 |
|
12" |
3 |
|
15" |
3.5 |
|
18" |
4 |
|
21" |
4.5 |
|
24" |
5 |
|
27" |
5.5 |
|
30" |
6 |
|
36" |
7 |
|
45" |
8.5 |
Special Ability Costs
Spell Caster +250
Infiltration - multiply the total model's cost by 1.25 if used.
Ramming – determine the value as if it were a normal melee attack, and divide by two.
Fearsome - costs 5 points per melee attack.
Extra Drive - costs 5 points per point of Drive
Mounts for characters that add wounds but use character armor, magic resistance and morale cost 8 points per wound given, plus defensive abilities they may add such as flying, evasion, etc.
Base Size does NOT affect costs, as the benefits and penalties essentially balance out for larger bases.
Elite units are those Base 2 and smaller models costing 50 points or more, or any model costing 100 points or more.