Unit/model statistics

Unit/model stat line

Rick Priestley takes us through a typical stat line.

The following, examples are stat lines taken from the free PDF army lists.

Model Ag Acc Str Res Init Co Special
AI Commander with plasma carbine, X-sling, reflex armour 5 5 5 6(7) 7 9 Command, Follow, Leader 2
AI Trooper with plasma carbine, reflex armour 5 5 5 6(7) 7 8 n/a
Boromite Ganger with mag gun, reflex armour 4 5 6 6(7) 6 9 n/a
Freeborn Household Trooper with mag gun, reflex armour 5 5 5 5(6) 7 8 n/a

The stat line reads as follows:

Algoryn in the snow

Ag (Agility), Acc (Accuracy), Str (Strength) Res (Resist), Init (Initiative) and Co (Command). The value is a base test number for a D10, so you need to roll a D10 and score equal to or under the value shown to pass a test against that particular stat. In other words, to pass an Accuracy test our Boromite would need to roll a 5 or less, assuming no modifiers apply. Most folks will recognise this is a decimal system – a percentage expressed as a single multiple of ten – so a stat of 4 = a 40% chance of success, a stat of 9 = a 90% chance, and so on. I’ve done this deliberately to allow for super-detailing the game in the future by simply multiplying everything by ten and using a D100. That can wait for now though!

‘Special’ lists any particular attributes the model might have. Many commanders have at least the Leader special attribute – which allows for a single reroll of a failed save – and all have Command, which shows their influence extends in a 10″ radius around them. The commander above has Follow, indicating he can issue immediate orders to those within 5″.

In the basic version of the Antares game, all infantry have a move rate of 5″ (M) and a run move rate 10″ (2M). This move rate isn’t included in the stat line.  For now at least, all infantry have the same move rate, so I’ve missed it out to keep the stat line as short as possible. Units with the Slow Special attribute move at 2.5″ whilst units with the Fast Special attribute have a base move of 10″. This base move we refer to as multiples of ‘M’, so ‘1M’ is teh abse move for a unit, 2M twice that, and so on.

The Agility (Ag) value is not the move rate, but the stat we test against when moving through terrain that is hard going, when sprinting, and – in theory at least – in any situation that calls for physical agility and athleticism. So, let’s take the sprint move as an example. Any unit given a run order can either run (2M) or sprint (3M). A unit making a sprint moves three times its normal rate or 15″ over open ground, but once it has moved it must test its Agility. If this test is passed all is well. If the test is failed the unit becomes exhausted and suffers a pin marker. With an Ag value of 4, Boromites are slightly more cumbersome than the average human (the Household Trooper) or the Algoryn with a typical value of 5.

Accuracy (Acc) and Strength (Str) are both used to strike at the enemy. Accuracy is the score required to hit when shooting with a ranged weapon, such as a mag gun. Strength is the score required to strike a blow in hand-to-hand fighting with a hand weapon, such as a tractor maul. We’ll also use the Strength stat for various other things, including simple feats of strength, but primarily it tells us how dangerous a fighter is in a scrap. As you can see our Boromites have stats of 5 and 6, 5 being about average for Antarean combatants such as the Algoryn and Freeborn, and 6 being better than average. Boromites are pretty good at fighting close up when they get the chance.

Boromites springing an ambush

Resist (Res) is a measure of an individual’s likelihood of avoiding or surviving a hit upon his unit. ‘Hits’ from weapons are assumed to be shots that land within the bounds of a unit rather than actual hits upon individuals, although for gaming purposes we allocate hits to individual models. Depending upon his stamina, training, cover, and personal defences an individual has a chance to resist a hit and avoid damage. In the case of our Boromites this value is 6. This is better than the average human because Boromites are naturally tough, but the value is further boosted by +1 to 7 to take account of the reflex shields. If no further modifiers apply, this means the Algoryn and Boromite will survive a hit on a roll of 7 or under whilst the standard, panhuman Freeborn trooper only survives on a roll of 6 or under.

Most weapons do have modifiers to this Res though called strike value (SV) modifiers which reduce the opponents Res. This varies from weapon to weapon and over different ranges in some cases. The plasma carbine, for example, fires a single shot at SV2 or multiple shots at SV0 (no reduction), whilst the mag gun has an SV or 1.

Initiative and Command are the stats used to activate our units. Initiative and Command stats average around 8 in most cases, with a typical panhuman having a value of 7 and 8. These stats average at a higher value than others because they are affected directly by pins, with a –1 penalty per pin, so once a unit has 2 or 3 pins its chances of a successful test come in at around 50/50.

Command (Co) is used to make actions – it is the equivalent of a Bolt Action Order – so a successful test allows the unit to perform a single action. Initiative (Init) is used to make a reaction to an enemy action, and the chance to do this is strictly limited depending upon circumstance. For example, if an enemy unit within 20″ shoots at your unit, your unit can attempt to shoot back by initiating a firefight. If successful, both units get to shoot at each other. Command tests and Initiative tests have penalties for failure. If you fail a Command test your unit fails to act as you wish and goes down instead that turn – this is exactly the same as in Bolt Action. If you fail to make a reaction then your unit fails to react as you wish and takes a pin marker. As you can see, our Boromites are pretty good when it comes to Command with a value of 9 – as good as teh Algoryn commander, in fact! Conversely, Boromites are a bit sluggish when it comes to reacting with a stat of only 6. In summary, Boromites are gritty and determined when you give them orders, but ask them to think on their feet and things may not go quite so well for you. Other panhumans and morphs can typically react a little better.

As we mentioned, Special lists any special attributes. It’s worth going over the Command attribute, again, as it is directly related to the Co stat. Any unit withing 10″ of a model with the Command stat can use the commander’s base stat value when making any test based on command, such as Order tests or Break tests. As you can see, for the Boromites, it makes little difference except if they have a commander nearby with a Co of ’10’, but for the AI Trooper it means his Co gains a bonus when within 10″ of his commander.