Determining Costs:
All soldiers cost a certain amount, as do weapons and armor. Standard soldiers cost exactly 10 points, as they have no special abilities. However, a handful of special troops may be designed and put into battle, allowing you to customize your army. You can design your own heroes and champions by choosing the abilities you want and adding up their total costs.
Base Soldier Cost: 10
Each +1 or -1 to Combat: +-6
Each +1 or -1 to movement/swim/climb/jump: +-1
Each +1 or -1 to Resistance: +-4
Each # of attack beyond 1: 15 points
Each +1 or -1 of Attack, Dodge, or Strength: +-2
Flying: Reserved for monsters. Lets unit fly at base speed of 6". +10, +2 for additional 3" of movement, -2 for -3" of movement.
Grafted Weapon: Reserved for monsters. Unit has attached body part that causes normal damage. 7 points, +2 for each additional +1 of damage, -2 for each -1 of damage, -3 if weapon is not figured in attack rolls (like a knife), +1 for each additional 1" of range.
Equipment Costs and abilities:
Axe: +1 damage, no combat mods, 1". 6 points.
Club: 1D/2 rounds stunning, no combat mods, 1". 1 point.
Hook: No combat mods, short. 1 point.
Knife: No combat mods, short, throwable. 2 points.
Lance: Variable damage, not treated as weapon at close range, -3" move on foot only, 3". 8 points.
Mace: Normal damage, -1 combat, 1", ignores up to 2 points of resistance. 7 points.
Polearm: Normal damage, not treated as weapon at close range, no penalty when attacking mounted foes on foot, 3", -2" move. 5 points.
Spear: Normal damage, no combat mods, 2", throwable. 7 points.
Staff: -2 damage or 1D/2 rounds stunning, +2 defense, 1". 2 points.
Sword: Normal damage, no combat mods, 1". 4 points.
Torch: Fire damage, -1 combat, 1". 2 points.
Bow: Normal damage, no combat mods, 1', 1/rnd. 8 points.
Crossbow: +1 damage, no combat mods, 2', 1/2 rnd. 10 points.
Musket: Normal damage, -1 combat, 9", 1/3 rnd, -1 to move, ignores armor. 12 points.
Pistol: Normal damage, -1 combat, 6", 1/2 rnd, ignores armor. 11 points.
Quiver: Gives archers +1 to hit and damage. 4 points.
Nifty weapons (such as gold swords or feathered bows) get a +1 combat bonus for their niftiness, but they cost 2 points extra.
Helmet: +2 resistance, no move penalties. 3 points.
Great Helmet: +3 resistance, no move penalties. 4 points.
Light Armor: +3 resistance, no move penalties. 4 points.
Heavy Armor: +4 resistance, -1 move. 6 points.
Shield: +1 defense. 3 points.
Great Shield: +2 defense, -1 move. 5 points.
Cloak: Allows unit to hide. 9 points.
Castle Walls: Multiply 1/10 length in pegs by height in inches by width in pegs for each wall to find cost.
Catapults: 30 points.
Cannons: 40 points.
Projectiles: 2 points each.
Battering Ram: 3 points/inch.
Fire Cauldron: 10 points.
Water, Oil, or Lead Cauldron: 5 points.
Boiling Water: 10 points.
Boiling Oil: 15 points.
Molten Lead: 20 points.