First off, I'm a great improviser. What follows is as real-time and spontaneous as I can get. This should hopefully cover my whole thought process. But it might be wrong, and you'll have to tell me that. I'll lay down some principles and get to work.
Observation #1: Guns are wargear: I know this seems obvious, but we need to know where we stand on this. The fact that they are wargear is important because of opportunity cost. An Imperial Guardsman and a Space Marine theoretically (Troop Marines get the Tactical 5 Point Discount) pay the same points for the same gun, despite one upgrading a superior weapon. In a way though, this is helpful. If the Guardsman had to pay 15 for a meltagun rather than 10, it leaves a massive imbalance between him (20) and the 26 point Marine. And that's probably the last thing we want.
Observation #2: The Ballistic Skill Ignorance Rule: I don't care if you're BS3 or 4, you pay the same cost for the gun. This helps makes gun cost more formulaic, but I'm still undecided on whether or not this is a good thing.
Observation #3: Range, Range, Range: After a lot of thought, I've decided that range is the most crucial factor in deciding cost. After all, things like melta weapons rarely go above 10 points (except the Heat Lance, which obviously also pays for Lance), whereas lascannons go for ridiculously inflated prices, despite being not quite as efficient, especially at a lower BS.
Observation #B4: Standard units and inflation: I'm considering 12" to be 1 unit of range. So 12" is R1. I know some guns are 6", but they are pistols and so pay for the extra attack opportunity. Which I think inflates because you get a powerful shot and still retain that extra attack, and you can fire before you charge.
So, to the actual working out bit: Unlike vehicles, I don't have a base template to work from...or do I? Gun costing hasn't changed much over the 4th-5th transition. I can reliably cost a bolter as 2 points from the Grey Knights, which means the lasgun must be 1. For that, I lose all AP and 1 point of S.
From bolter to meltagun, I lose 12" range and a potential extra shot and gain Melta, 4S and -4AP. The simplest method says +4, +4, -1, -1, then Melta. So 8, then 2 for Melta.
From bolter to lascannon, I gain 24" range, 5S and -3AP but lose a shot. This says +5, +3, +2, -1, but that makes...11. Where do the other 9 points come from?
And while I'm at it, what on earth do I do with Poison?
Conclusion: The simplest solution isn't the right one.
OK, but I've got one more idea. Top Bryss Maths: Similar to the three wound infantryman, let's upscale it so there's more wiggle room, and then downscale it roughly again. I suspect a factor of 10 is too big, so let's try 5. Conveniently, a bolter is now 10, and a lasgun 5.
To get from lasgun to boltgun, I figure +4 and +1, as AP goes up twice and is more important than S until we reach heights of S5-6 or better (ie. not defensive weapons).
To get from boltgun to meltagun, I have to find 40 points. Nope, I don't, it's shorter range. 45 then. 35 if we take Melta as 10. To get to AP1, hmm, let's try 31, 26, 19 for the inflation at the 1-3 levels. This leaves roughly 5 points per extra bit of S. And points is not an exact science now, is it?
To get from meltagun to lascannon, we need +1, -1, +3, -Melta, with 50 more points to find. 60 once Melta's gone. 55 to S9. Back to 62. This leaves... an average of 20 per point of range. If I previously got to 24" with 5, an average of nearly 30. I know range is inflated, but this is ridiculous.
Aha, but what if I also inflate S? Then I have 26 per point. 11 and 15. Or 10 and 16. That means I leap by about 5 extra per new bit of range above 24". I like this theory, I'll do some more work on it...
|Help...me....my mind....it hurts....|