Archive for May 2014
Factions on Halo Tactics: UNSC
By : LeonDelgado
The United Nations Space
Command, more commonly known as UNSC, is the military, exploratory, and
scientific agency of the Unified Earth Government. The UNSC formed halfway
through the 22nd century as remnants of old cultural ideologies clashed for
supremacy in the Sol System and mainly oversaw United Nations military
operations in space. The UN massively militarizing its off-world colonies via
propaganda and then defeated communist and fascist forces in the
"Interplanetary War" which consisted of several side-battles that
took place on Mars, the Jovian Moons, and the South American rainforests.
Although the Interplanetary War brought great suffering and death unto Earth and
its colonies, it united humanity's militaries into a common, armed force by the
end of the 22nd century.
Humanity was in chaos before
the Covenant attack on Harvest in 2525. The
UN was waging a bloody struggle against groups of terrorists (or freedom
fighters) called the Insurrectionists, who wanted independence from the
Unified Earth Government. The UNSCDF, a branch of the UNSC, constantly
battled the Insurrectionists. In an attempt to help end the long-running war
against the rebels, the UEG commissioned the ORION Project (also known
as the SPARTAN-I project) and later the SPARTAN-II Program, which created
a group of elite super-soldiers to combat the separatists and the insurrections
that they spawned. When the Human-Covenant war began, and the
technologically superior aliens began decimating the Outer colonies, these
Spartans became humanity's best hope for survival. Faced with genocide on an
unprecedented scale, the UNSC mobilized for total war.
The dire circumstances of the
Covenant conflict allowed the UNSC to override civilian rule and establish
itself as humanity's primary government. Although the Unified Earth Government
was more open to step down, the Colonial Administration, the arm of the
UEG ruling over the colonies, resisted the UNSC's rise to power, and was thus
stripped of its power.
By the time the war began, humanity
had reached Tier 3 of the Forerunner civilization ranking
system. Technological improvements continued to rise due to the capture of
advanced Covenant equipment, which was studied and adapted for human needs. The
very best and cutting edge of UNSC war assets were supplied to the SPARTAN-II
Program. Other enhancements geared towards mass production were distributed to
the SPARTAN-IIIs and -IVs. One such example of war time
innovation was the energy shielding adapted and improved for use on the MJOLNIR armor.
As a player, you jump just in the
middle of the dark days of the conflict, right before the fall of Reach, the
humans are losing the war and desperate times require desperate measures. The
UNSC is in war for decades with two deadly enemies, the Covenant and the Insurrectionist,
but a new threat emerge from the vaults of an lost civilization: the flood.
Team
ability: UNITED NATIONS SPACE COMMAND (UNSC)
When this character is adjacent to a
friendly UNSC characters modify his range values by +2". Give this
character a power action and choose an adjacent UNSC friendly character. The
chosen character modifies its damage value by +1 while adjacent to this
character and making ranged combat attacks this turn. Uncopyable.
Characters
in the UNSC squats
You have 3 common character to
select in a UNSC squat: Marines, OSDT and Spartans. You can make a group of
just one type, but a good general know that a balance squat with a good mix of
specialist, is the key to success.
Marine
Speed: 6/5
Defence: 14/15
Attack: +8/+7
Damage: 3/2
Health: 5/2
Special rules
UNSC Team ability.
Combat reflexes: modify this character’s
defense value by +2 against close combat attacks. When this character takes
damage from an attack, it may choose to be knocked back. This character ignores
knock back damage.
Equipment: Marines has access to a
vast arsenal of weapons in the USNC, only surpassed by Spartans.
The good: Marines are Cheap and reliable troops. This are great for having a large team of character that
can capture objectives and deal damage to the enemy. With the UNSC team ability
you can increase the range of their weapons and even increase the damage that
they can deliver. Good vs. Grunts, Jackals.
The bad: Marines are fragile. With only 5
heath points two shot of an elite character or one heavy weapon can destroy
your marines.
ODST
Speed: 6/7
Defence: 15/ 14
Attack: +8/+9
Damage: 3/2
Health: 7/3
Special Abilities
UNSC
Team ability. Infiltration.
DEFLECTION (Def 1): Modify this character’s defense value by +2 against ranged
combat attacks.
COMBAT REFLEXES (Def 2): Modify this character’s
defense value by +2 against close combat attacks. When this character takes
damage from an attack, it may choose to be knocked back. This character ignores
knock back damage.
Equipment: ODST has access to Pistols,
SMG and Sniper rifles.
The good: Hard to hit, elite unit
capable of being deployed anywhere in the battlefield (with a minimum distance
of 14" of an enemy). This can be useful to capture objective of kill
priority targets. Better life and stats
than marines, make them really powerful characters in any squat.
The bad: High price. A squat of only ODST is
a small squat. They can deliver pain to the enemy but you can be outnumbered if
your are not careful.
Spartan
Speed: 8/7
Defence: 16/ 15
Attack: +9/9
Damage: 3/2
Health: 8/4
Special Abilities
UNSC
Team ability. Inhuman Strength, Ambidexterity.
Shields (Def 1): Damage dealt to this
character is reduced by 1.
Dodge (Def 2): When this character is hit by an
attack, you may roll a d6 before damage is dealt. On a result of 5-6, this
character evades the attack.
Equipment: Spartan has unlimited access
to all military equipment from the UNSC, including decomisioned Covenant weapons
and even heavy weapons.
The good: Super elite unit. Basically
all Spartans are like living tanks protected with shields, fast on the battlefield (with Speed 8 they move faster on the board) and with a good selection of gear.
The bad: High price. Just like ODST , an all
Spartan squat is quite small.
Examples of an UNSC squats
Mix squat
Spartan
with Battle rifle 75
ODST
with Sniper rifle 60
ODST
with SMG 60
Marine
with Missile Launcher 50
Marine
with Sniper rifle 50
Marine
with Battle Rifle 25
Marine
with Battle Rifle 25
Marine
with Battle SMG 25
Marine
with Shockgun 15
Marine
with Pistol 15
Total 400
This squat has a god range power,
and a good selection of decent cheap fighters and elite troopers. The Spartan and
the ODST has the mission of destroying the most powerful character in the opposite
squat while the marines give support and capture victory areas or hard points.
Elite squat
Spartan
with Battle rifle 75
Spartan
with Missile Launcher 95
ODST
with Sniper rifle 60
ODST
with SMG 60
ODST
with Battle Rifle 60
Marine
with Sniper rifle 50
Total 400
With
great power but few in numbers, this is a hard to kill squat, but will have
trouble to capture hard points and victory areas. This type of squat play to
destroy or cripple the enemy before they can do the same.
Rules Complete!
By : LeonDelgado
Finally, after several weeks I manage to build a complete
set of rules for Halo Tactics. This is not a final version (I imagine that this
can be improved) but is a good solid set of rules that will bring you a great experience.
You can Download the rules and Cards from the "rules and Cards" tap, but here is also the links:
You can Download the Rules here:
http://www.mediafire.com/view/h42yc3404wv3nr0/Halo_Tactics_rulebook.pdf
And the Character cards here:
UNSC cards
http://www.mediafire.com/view/eucmkevcve0xqx6/Halo_Tactics_Card_V3_UNSC.pdf
UNSC Heroes
http://www.mediafire.com/view/wj2qdybkb41b4k2/Halo_Tactics_Card_V3_UNSC_Heroes.pdf
Covenant Cards
http://www.mediafire.com/view/5gm0gl184o63umd/Halo_Tactics_Card_V3_Covenant.pdf
Covenant Heroes
http://www.mediafire.com/view/8sd09w7q622hk19/Halo_Tactics_Card_V3_Covenant_Heores.pdf
Flood Cards
http://www.mediafire.com/view/9pbtbw4pvbvrg29/Halo_Tactics_Card_V3_Flood.pdf
Vehicles Cards
http://www.mediafire.com/view/1tulprwy65bd9jj/Halo_Tactics_Card_V3_Vehicles.pdf
Reference cards
http://www.mediafire.com/view/c8ka99bsnblcyr2/Halo_Tactics_Reference_Card.pdf
http://www.mediafire.com/view/eucmkevcve0xqx6/Halo_Tactics_Card_V3_UNSC.pdf
UNSC Heroes
http://www.mediafire.com/view/wj2qdybkb41b4k2/Halo_Tactics_Card_V3_UNSC_Heroes.pdf
Covenant Cards
http://www.mediafire.com/view/5gm0gl184o63umd/Halo_Tactics_Card_V3_Covenant.pdf
Covenant Heroes
http://www.mediafire.com/view/8sd09w7q622hk19/Halo_Tactics_Card_V3_Covenant_Heores.pdf
Flood Cards
http://www.mediafire.com/view/9pbtbw4pvbvrg29/Halo_Tactics_Card_V3_Flood.pdf
Vehicles Cards
http://www.mediafire.com/view/1tulprwy65bd9jj/Halo_Tactics_Card_V3_Vehicles.pdf
Reference cards
http://www.mediafire.com/view/c8ka99bsnblcyr2/Halo_Tactics_Reference_Card.pdf
Dev Diaries: Weapons
By : LeonDelgado
During
the Covenant and human wars,
warfare spawned innumerable weapons, ranging in capability from the simple but
efficient Magnum pistol to the barely controllable energies of the plasma
cannon. In this section we describe how characteristics and special rules
reflect the differences between different weapons.
Every weapon has a profile that consists
of several elements, for example
Weapon special rules
Weapons have several common rules that apply to them.
Assault weapon: a character using a weapon with
this rule can move more than 4" and don't suffer penalties.
Barrage (X): place a counter of on the
battlefield (a small dice of 1cm is fine). Make an attack roll against defence
14. If you attack roll hit, leave the counter in that position. At the
beginning of your next face (before you activate your own characters) place the
blast marker center over the counter, all miniatures under the marker are hit
and takes damage equal to X. If the attack misses the attack then roll 2d6,
pick the highest result and disregard the other roll, your opponent can place
the marker anywhere on the battlefield distance equal to the result of the roll
in inches.
Barrage and ruins: Barrage weapons work by lobbing
munitions high into the air, bringing death to the enemy from above. The
advantage of these indirect fire weapons is that they can be used to engage
targets beyond the limited lines of sight. The disadvantage is that they
explode the moment they strike a structure, meaning warriors can shelter deep
within ruins.
Barrage
weapons always strike the highest level that is under the hole in the centre of
the marker. Only models on this level and under the template are actually hit.
Blast: This rule always have a number in
brackets, like Blast (1). When you hit a character with a weapon with this rule
you must place a blast marker (a circle with 3" radius with a hole of 1 cm
in the centre) in a way that the centre of the marker is inside the base. Any
miniature touched by the marker receive damage equal to the number on brackets,
this damage cannot be Penetrating or Unavoidable.
Burst of fire: A character using a weapon with
this special rule can reroll the attack roll.
Heavy: This is a massive weapon and need a
special support to be fired, only characters with inhuman strength special rule
can carry a Heavy weapon.
Overheat: a character that rolls a double 1
using a weapon with this rule cannot make another attack with this weapon for a
complete round.
Slow: Slow weapons require time to aim
and makes impossible to move and shoot at the same time. A weapon with this
rule cannot be shoot at the same face that the character move.
Precision: +2 to attack if the target is at
4" or more.
Penetrating: the damage from this weapon is
penetrating damage (see special powers).
Unavoidable: the damage from this weapon is
Unavoidable damage (See special powers).
Grenades
Some characters
start the game with grenades, as indicated by the icon respective grenade icon
their character cards. If a character gets a grenade, put a Grenade token on
its character card; a character can throw a grenade only if it has a Grenade
token on its card.
Frag: Range 8". Area (3), Damage 4. Targets
hit by this weapon are knock back 4". Deal 2 extra damage to the target if
its knock back path is blocked.
Flashbang: Range 8", No
damage, Area (no damage). Put an action token on all hit characters that have
zero action tokens.
Plasma: Range 8", Area (3) (Especial).
On a hit mark the hit character. At the beginning of your next turn, deal 4
damage to the character marked in this way and apply the area damage. Targets hit
by this weapon are knock back 4". Deal 2 extra damage to the target if its
knock back path is blocked.
Thermite: Armor Piercing, Penetrating, damage
4, Blast (3), Targets hit by this weapon are knock back 4". Deal 2 extra
damage to the target if its knock back path is blocked. A character with this
grenade can use it to clear an area of 4" of blocking terrain or walls
UNSC
weapons
Range: 12"
Cost: +10
Properties: Assault weapon. Precision.
Range: 12"
Cost: +10
Properties: Assault weapon. Deal +1 damage at
8" or less.
Range: 12"
Cost: +10
Properties: Blast (1). Damage +2 against
swarms.
Range: 24"
Cost: +20
Properties: When this unit succeeds at a shot
and the attack roll is doubles, you may shot again at any target.
Range: 24"
Cost: +20
Properties: When this unit succeeds at a shot
and the attack roll is doubles, the shot deals an extra 1 damage.
Range: 24"
Cost: +20
Properties: When this unit succeeds at a shot
and the attack roll is doubles, the shot also deals 1 damage to every enemy
unit adjacent to the target.
Range: 48"
Cost: +45
Properties: Precision. Heavy. When this unit
succeeds at a shot and the attack roll is doubles, deal an extra 2 damage.
Name: M41 SSR MAV/AW (SPNKr) Rocket
launcher
Cost: +50
Properties: Blast (2), Armor Pearcing, +2 Damage, -1 to
attack when attacking non vehicles. Targets hit by this weapon are knock back
4". Deal 2 extra damage to the target if its knock back path is blocked.
Name: M247 GPMG "TURRET"
Range: 36"
Cost: +45
Properties: Penetrating. Burst of fire. +2
Damage. When this unit succeeds at a shot and the attack roll is doubles, you
may shot again at any target.
Covenant
weapons
Range: 0
Cost: +5
Properties: Owner can only attack adjacent
characters. On a hit deal +1d6 extra damage.
Name: Gravity Hammer
Range: 0
Cost: +5
Properties: Penetrating. Owner can only attack
adjacent characters. On a hit deal +1d6 extra damage.
Range: 12"
Cost: +10
Properties: Assault weapon. Penetrating.
Range: 24"
Cost: +20
Properties: Overheating. When this unit
succeeds at a shot and the attack roll is doubles, you may shot again at any
target
Range: 36"
Cost: +50
Properties: Blast (2), Penetrating, +2 Damage, -1 to attack
when attacking non vehicles. Targets hit by this weapon are knock back 4".
Deal 2 extra damage to the target if its knock back path is blocked.
Range: 36"
Cost: +30
Properties: Damage +2. Penetrating.
Name: Spiker Rifle
Range: 24"
Cost: +20
Properties: Penetrating. In close Combat deals
an extra 1 damage.
Range: 24"
Cost: +10/20
Properties: Blast (1). Assault weapon.
Name: Covenant Carabine
Range: 24"
Cost: +10/20
Properties: When this unit succeeds at a shot
and the attack roll is doubles, the shot deals an extra 1 damage.
Name: Brute Shot
Range: 24"
Cost: +25
Properties: Blast (1). When this unit succeeds
at a shot and the attack roll is doubles, deal an extra 1 damage. In close
Combat deals an extra 1 damage.
Name: Particle beam rifle
Range: 48"
Cost: +45
Properties: Precision. Slow. When this unit
succeeds at a shot and the attack roll is doubles, deal an extra 2 damage. Playing the game: the turn
By : LeonDelgado
A tremendous amount of action takes place in a battle:
squads are constantly manoeuvring and shooting, tanks rumble into action and
artillery fire roars overhead in a torrential downpour of destruction.
A game of
Halo Tactics represents the flow of
battle but, in order to turn the chaos into a manageable game, players
alternate taking turns moving and fighting with their characters.
Initiative Roll
A
skirmish begins with an initiative roll to determine who goes first.
Each player rolls 2d6. The player with the higher initiative roll chooses who
goes first. (Reroll ties.) Sometimes you’ll want to go first; other times
you’ll want to see what your opponent is up to before committing your forces.
Rounds, Phases, and Turns
A
skirmish is played in rounds.
One round is divided in several Phases. In each phase, players activate
characters in their squads to take actions, each activating two characters at
time. You can only activate a character once in a round (see pushing below),
and you must active 2 characters in phase. If you do not have any characters to
activate your phase is over.
When both
players have activated all their characters, the round is over.
When you
activate a character you can give him one free action and one action (see
actions below)
First
Player: Activates
two characters, one at a time. Activating two characters this way is called a phase.
Second
Player: Activates
two characters, one at a time.
First
Player: Activates
two more characters. These are characters that have not been activated yet this
round.
Second
Player: Activates
two more characters. These are characters that have not been activated yet this
round.
Repeat
until all the characters have activated. Sometimes a player has more characters
than his or her opponent and activates many characters at the end of the round.
Each
character can be activated only once in a round. When a character activates,
that is the character’s turn. To indicate that a character has been
activated in a round, put an action token or turn its stat card.
A round
ends when all players have activated all their characters once. Then a new
round begins with a new initiative roll.
As we see before both
players alternate phases in a turn. The order that a Turn must be played is
this:
1. Roll for initiative
2. Phase A: Player A
activate 2 characters.
3. Phase B: Player B
activate 2 characters.
4. Repeat Phase A and B
until all Characters are activated or has an Action token (see action Tokens
later).
5. Repeat Step 1.
GIVING ACTIONS TO
CHARACTERS
During
your phase, you must activate two characters, when you activate a character you
can give him any number of free actions and one action. When a character is
given an action, that action can be used for only one power or ability that requires
that type of action to activate.
You must
completely resolve the activation of one character before you activate the next
character, also you must completely resolve one action before you begin the
next action.
Resolving
an action includes resolving any free actions or game effects that action
allows followed by applying action tokens and then pushing damage to each
character that received a second action token during that action. A character
can never be given more than one non-free action per turn.
ACTIONS
Each phase you must activate two characters per turn, until
all your characters have being activated. You can give a unit only one action
per turn. Some actions involve moving your unit, attacking with your unit, or
both.
All aspects of these actions are described in this section.
Choose from the following options when assigning actions to your units:
Each phase you get two actions to give to your units. You
can give a unit only one action per turn. Some actions involve moving your
unit, attacking with your unit, or both.
All aspects of these actions are described in this section.
Choose from the following options when assigning actions to your units:
1. MOVE: Move the Character. The character
can move up to his speed value in MU or squares.
2. RUN/ FULL SPEED: The character speed increase in
+6", but he cannot make any attack during this phase.
3. ATTACK: The unit can shoot at (see
“Shooting”), throw a grenade at (see “Grenades”), or use a special ability against
(see “Attacking”) an enemy unit (a unit controlled by an opponent).
4. MOVE AND ATTACK: Move the unit and then attack
(shoot, throw a grenade, or use a special ability). If your unit moves up to 4 MU
(or squares) and attacks, it does not suffer any attack penalties. If your unit
moves more than 4 MU (or squares), it can still attack, but you must subtract -3
from its attack value.
5. ATTACK AND COVER: The unit can attack and then move up
to 4 MU (or squares).
6. Move and OPEN A
DOOR: The character
can move up to his speed value, if at the end of his movement is next to a door
(in base contact) he can open the door. The door will remain open until the
character move away or is KO.
7. OPEN A DOOR and
MOVE: If the
character is next to a door (in base contact) he can open the door and then
move up to 4 MU (or squares). The door will close after this if is no character
in base contact with the door.
8. OPEN A DOOR and ATTACK: If the character is next to a door
(in base contact) he can open the door and then attack, but you must subtract -3
from its attack value.
9. Do a Power/ Special
Action: You can use
one of your powers or special actions.
10. Don't do anything: You can choose to don't make an
action when activate the character.
“Replaces Attacks”: Sometimes the text of a special ability or power says that
it “replaces attacks.” In this case, a character can use that special ability
or power instead of making its usual attack. A character can use this power if
he is able to make an attack and has the same penalties if he moved more than 4
spaces, also if he makes the special ability or power before moving he can only
move up to 4 spaces.
ACTION TOKENS
When you give a character any action (other than a free
action – see below), give the character an action token as the action resolves
and put it near the character’s base on the map. You can use any small object,
such as a coin or bead, as an action token. A token reminds all players that a
character has been given an action.
An action token can be as simple as a dice, coin or
complex as a proper marker that you modelled for this specific event. IN the
end of this rulebook and in the Halo Tactics web site you can find several
tokens that you can print and use for your games.
No game effect can result in more than 2 action tokens on a
character. If part of a game effect would cause this to happen, that part of
the game effect is ignored. Whoever, a character can be activated several times
in a turn, giving him more than one action token, also some powers can confer
an action token in a character. If a player get a second Action token, that
character suffer Pushing damage (see Pushing, below)
CLEARING ACTION TOKENS
At
the end of your turn, after you and your opponent have finished taking and
resolving all of your actions (including free actions that occur “at the end of
your turn”) and declared your turn to be over, remove all action tokens from
each of the characters the battlefield. This is called “clearing” your action
tokens.
PUSHING
You can activate a character more than one time in a round,
this is called PUSHING a character. To PUSH a character you must select a
character that is at no more than 12" from the character you want to
"push" and activate that character that has no action tokens (is not
yet activated in the turn), this character is "given up" his
activation for his teammate.
One character can Push a teammate that is not more than
12" of distance. Doing this put another action token on the target
teammate and allow him to activate immediately for a second (or even more)
time.
When a character is activated a second (or more) time, receives
one pushing damage after his action is resolve. Game effects that evade,
reduce, ignore, or transfer damage do not affect pushing damage unless the
effect specifically says it does.
Dev Diaries: Building a Halo miniature game
By : LeonDelgado
Since last year when I was able to buy my first Halo
ActionClix miniatures my mind was working on bringing the Halo Universe to the
table top gaming. I liked some things from halo Actionclix (later Halo Heroclix)
but the game was lacking of that quality of strategic that games like D&D
miniatures or warhammer 40K had, so I started this year with my own set of
rules (with the help of some great friends) to make a system that was fast and
fun.
The basic idea
This game is build around of small squats of soldiers (also
called characters in this system) that move in small battlefields with abundance
of terrain to take cover.
There is some vehicles in this game but the main goal is to
have small groups that move trying to capture objective and in the same time
trying to wipe out the enemy squat.
The system
This system was build using as starting point the rules
presented by Actionclix. In this system the characters have five stats (speed, defence,
attack value, damage, health), this stats have two numbers, one in blue that is
called fresh stat value and one in red, also called Fatigued stat value.
The idea of the game is that Health represent both the life
and energy of the character (or stamina), and when he is wounded or damaged
become more fatigued and less optimal for combat.
When the character reach half of his original life (rounded
down) he become fatigued, changed his stats value (usually for the worst). This
change can make that the character loose or acquire power or abilities. An
example is Spartans, when they are fresh they have shields that absorbed the
damage that they take, when they become fatigued they loose their shields, but
instead gain the ability to dodge income attacks.
To make attacks you use 2d6, this mean that the base number
for this roll is 7, so a character with +7 to attack, making an attack to a
Defense 14 will hit 50% of the time.
Building profiles
As a starting point I created a base creature as reference:
the humble human civil.
Name: Human Civil (Non Military) - Base
creature
Faction: UNSC
Cost: 10
Speed: 6/5
Defence: 13/ 12
Attack: +7/+7
Damage: 2/2
Health: 5/2
Special Abilities: None.
With this creature in mind and with the help of my friend
Camilo Valencia, we created a point system to improve the stats of this
character increasing his point value.
Increasing Speed
= +1 for each extra 1"
Increasing Defence
= +2.5 for each point over 13.
Increasing Attack
value = +2 for each point over 7.
Increasing Damage
value = +3 for each point over 2.
Increasing Health
value = +3 for each point over 5.
Each extra special ability increases the cost in +5, and at
the each we approach the final value to the next multiple of 5.
To define the value of the stat of many characters I made
this table:
Civilian or non-trained characters = Defence 13, Attack +7
Combat oriented characters (Like Marines, Jackals, Brutes) =
Defence 14, Attack +8
Elite Soldiers (Like Spartans, ODST, Elites, Mayor Brutes) =
Defence 15, Attack +9
Heroes (Like Master chief, Arbiter, Fist of Rock) = Defence
16, Attack +10
This was just one guide, and some characters have differences,
but many follow this concept.
Having this in mind, we can calculate the probability of a
character to hit another, as in the following tables.
Defence 14: 50%
Defence 15: 41%
Defence 16: 33%
Defence 17: 25%
Character with attack value +8 against:
Defence 14: 58%
Defence 15: 50%
Defence 16: 41%
Defence 17: 33%
Character with attack value +9 against:
Defence 14: 66%
Defence 15: 58%
Defence 16: 50%
Defence 17: 41%
This process was just a starting point and during the game
testing was necessary to make corrections into specific cases. One example was
the grunts.
At the beginning a grunt with plasma pistol cost 35 points. Two
of this small guys had the same price of one Spartan, and the Spartan was more deadlier.
After some battles was clear that grunts must be reduced his cost to be more
point efficient, that is the reason why now a grunt cost 20 points.