N18 "Cost" increases when taking advancements.

Thammut

Juve
Apr 29, 2023
25
22
3
Oh my god, it's that spreadsheet lunatic again. I have found some very kind souls who are willing to mess around with my spreadsheet and playtest things a bit to help out! yay!
It has brought a (possible) issue up though, unsurprisingly in the way rules for a gangers cost, or rating, is worded.

RAW I`m told the book says page 149 core rulebook: "advances, skills included, add to the fighter's cost".

So if i buy a Helot Chaos Demagogue (100), reclaimed autogun for him (10), and some Flak armour (10). Then he costs 120 credits. So good so far.

The confusion with the rules lie in when he takes an advancement, movement +1 for example, the amount of credits spent stays the same (120), yet his rating raises by 10 credits.

One party seems to think the cost, is the same as the rating of a fighter. The spreadsheet does not take any credits for this advancement, only xp, then it adds +10 to the fighters rating, and the whole gang rating as a result.

This is correct right? the "Credit cost Increase" cited for advancements is just rating added to a fighter, not actual credits to be paid by a gang for the skill advance. Is that right?

Maybe I am miswording things and causing confusion here. Things seem to work the way I think they should as on every list builder i can get my hands on. Wanted to double check here, due to brain burn out. Your clarity would be of great help.
 
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Thanks mate! I knew it like but got brow-beat a little bit, thanks for confirming for me! being able to say, one of the main guys on Yaks confirmed it ends that conversation in my head haha. thanks TopsyKrett!
 
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The Original editions (1995 and 2003) tracked Gang Rating by adding up credits spent and all experience gained, but the new editions' experience system would not fit that math, so they instead applied a "credit value increase" to the already hired ganger for each advancement. Cost was already paid, so cannot really change, but value goes up. The spreadsheet should not charge any credits for the advancement*, but the "credits" value of the fighter should increase.

* There are of course caveats to all this. The skill advance chosen on hire for Champions and leaders doesn't change the value at all, nor does the initial wyrd power for a hired psyker. On the other end of the spectrum, Mutant archetype Outcast gangers can purchase a mutation Advance when hired, for actual credits paid.
 
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The Original editions (1995 and 2003) tracked Gang Rating by adding up credits spent and all experience gained, but the new editions' experience system would not fit that math, so they instead applied a "credit value increase" to the already hired ganger for each advancement. Cost was already paid, so cannot really change, but value goes up. The spreadsheet should not charge any credits for the advancement*, but the "credits" value of the fighter should increase.

* There are of course caveats to all this. The skill advance chosen on hire for Champions and leaders doesn't change the value at all, nor does the initial wyrd power for a hired psyker. On the other end of the spectrum, Mutant archetype Outcast gangers can purchase a mutation Advance when hired, for actual credits paid.
Thanks Aulenback! So glad to know im going down the right path, as per new editions. I have had to leave the skills value changes as a manual input, as some are free and temporary, some cost more if from secondary or primary skill set, some are costing less for random etc. so i just left that to the user to figure out depending on what rules are in play. you guys are great! thanks for clarification.
 
The confusion with the rules lie in when he takes an advancement, movement +1 for example, the amount of credits spent stays the same (120), yet his rating raises by 10 credits.

One party seems to think the cost, is the same as the rating of a fighter. The spreadsheet does not take any credits for this advancement, only xp, then it adds +10 to the fighters rating, and the whole gang rating as a result.

This is correct right? the "Credit cost Increase" cited for advancements is just rating added to a fighter, not actual credits to be paid by a gang for the skill advance. Is that right?

Maybe I am miswording things and causing confusion here. Things seem to work the way I think they should as on every list builder i can get my hands on. Wanted to double check here, due to brain burn out. Your clarity would be of great help.
It doesn't apply a credit cost to the gang that has presently hired them. They've just appreciated in value, like a stock that's doing well.

There is a stat called "gang rating" which is the total credit value of your gang (including weapons and upgrades). That stat is often referenced by the rules.

Additionally, the credit value of an individual fighter matters in sections like:
-Hiring Existing Fighters and Vehicles
-Sell to The Guilders
 
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yeah i thought so. it was getting argued over a bit in our group. now i have three people on the yaks who confirm what i thought it was! yay! i dont have to re-wrtite that part of the spreadsheet at least. just the other stupid bugs i created lol. ah well, it all got sorted last night.
seems the cost, value, rating thing could be worded better in the rules, i understand where their confusion came from. buy hey-ho, it is what it is.
we were in the middle of some heavy spreadsheet maths double checking, so i was confused and exhausted too to be honest haha.