Created: 1995.07.07
Updated: 2000.03.11
The point cost of an infantry stand is based on its five main game characteristics. They are:
MV rate/type Cost Designation Equip. Restric. Notes 2MF/Infantry 0 Foot none basic Infantry foot mvmt 4MF/Infantry 5 Scout none scout units, light troops 6MF/Infantry 10 Powered, Cav. none space marines, rough riders 8MF/Motorized 15 Mot. no HW motorcycle units (dirtbikes, not Harleys) 8MF/Jump 20 Jump no HW or Eng personal jump packs 8MF/Skimmer 25 Skimmer no HW personal grav skimmers (per Hammers Slammers) 12MF/Flying (+30) Flying no HW or Eng personal flight packs (very high tech) - /Teleport (+40) Teleport none has transporter/teleporter access- Star Fleet Marines, SM Grey Knights
HTK Cost Examples/Notes 3 2.5 No Armor, Militia or Civilians 4 5 Light Body Armor (most line inf), SM Imperial Guard 5 10 Powered Armor, SM Marines 6 30 Superheavy Powered Armor, SM Terminator armor
#of chits drawn cost examples 1 0 Civilians, Manacled POWs, etc. 2 10 Rifles, Pistols 3 15 APSW's, Assault Wpns, Energy Wpns 4 30 Assault Energy Wpns, Warp Grenades (4 chits ONLY FOR CC. In ranged fire, 3 chits)
Range Cost Examples 2"(CC only) 0 Pistols, Grenades, Claws, Karate Kicks, Eye-gouging 4" 2.5 Obsolete Rifles, Molotov Cocktails 6" 5 Standard Rifles, Grenade Launchers, Acid Spitter 8" 10 Hvy Rifles, Laser Rifles, Hvy Blob Thrower 12" 15 APSW's, Sniper Rifles, Alien tail spikOther abilities are according to the costs listed in the Dirtside II rules.
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