The Lab › Points ledger
Each unit is ranked at its best single-unit form (squad size, detachment, loadout; with "Compare as single units" off, a leader too), picked again live as the sliders move. Value is the weighted sum of its lines, each an exchange rate into points: Kill (enemy points it removes from the typical army, a kill into a class the army is short of counting more), Soak (the points the enemy would have removed elsewhere while it spends fire on this unit, as far as it threatens enough to draw that fire, longer when it leaves the table or heals itself), Score (OC), Actions, Hold (OC that stays), Spawn (points it puts on the table) and Presence (bodies for the unit-count secondaries), times the army-wide rules; and Carry (what a transport carries forward), a Your call that starts at 0. Every line is already per 100 points, so Value is the tier. Each line is divided by the median unit's, so the weights share one scale. Auspex's letter is beside each unit; the Hivemind, second creator and Maelstrom Gaming lists are faded (Maelstrom grades S to F, F below D). A test page, not the published tiers.
Melee lands = the form's own share from the charge model (the average of its chances of having charged by the end of our turns 1, 2 and 3, with its move, Scouts, Infiltrators, Deep Strike and the like counted in) × the lands scale × its unmeasured rules on melee lands, never past 1. Kill = ranged + melee × melee lands, times its rules on melee Kill, on Kill and the Kill premium; with role scarcity on, × the form's scarcity factor (its kill into each class weighted by how short the army is of good killers into that class, ÷ its kill) ÷ the army's median factor, so the median killing form keeps its Kill. Soak = (enemy points per 100 that must shoot it + those that must fight it × 0.6 × the lands scale, never past 1) × the typical army's kill rate, times its rules on Soak; with the Soak effects on, ÷ the share of enemy turns it stands on the table (the Red Terror 0.5) and × its own healing ((wounds + its own heals a round) ÷ wounds; a Tervigon's or Feed the Swarm's heals are the healer's Spawn line, so not counted again); then × threat^t: the enemy only spends fire on a unit that threatens it, so threat = the form's Kill + Score + Actions + Presence (at the current weights, never Soak itself) ÷ the median of that over every unit's best row, never past 1; t is the threat weighting (0 off, 1 full). Hold = OC per 100 × the enemy shooting points it soaks ÷ 100. Spawn = the points it places per 100 a battle round, rounds 1 to 3 averaged (× its melee lands when the spawn needs a kill in melee), × the spawned worth. Presence = its own bodies per 100 points (one unit; aircraft count none) + the units it spawns per 100 (× placed anywhere when it can put them anywhere) + the Subterranean Assault tunnel markers it leaves by round 3 × the tunnel credit, per 100 points, × the Presence weight; placed anywhere, Better Overwatch and the tunnel credit are Your calls, Jordan's judgement, which the slider search never moves; spawned units are OC 0, so they add nothing to Score or Actions. A form that can arrive or be re-placed far from its own zone (the charge model's Deep Strike, Infiltrators, Scouts, tunnels and the like, or going back into reserves) counts its own bodies × the arrival reach. Every line is divided by its scale, the median of that line over every unit's best solo form at the page defaults (worked out when the data loads), so a weight of 1 is a typical unit's worth of that line whatever the line's own units; Raw lines switches that off, for comparison with settings saved before it. Value = the weights times the scaled lines, times the army-wide rules. The rule multipliers are one per kind of rule (Command points, Synapse, Fights First and so on): a form counts each kind once on each line it acts on, however many rules of that kind it has. Rules the charge model or the spawning count (arrival, spawning) are measured, so they take no multiplier. Target choice (β) picks which of the engine's precomputed runs the Kill and Soak come from: 3 spreads fire by what is in front, ∞ sends every gun to its ideal target. The Model changes are the queued steps, each a switch measured on its own (design/ledger.md section 12): Kill read against the typical army with its characters joined, or at the margin of a typical list of its army (the margin first when both are on); a Synapse unit's Kill + what one more Synapse source adds to its army, in place of the Synapse multiplier; the lands scale on the charge odds, 1 − (1 − chance)^scale (the enemy's 0.6 likewise), in place of × scale held at 1; Kill × its conditional abilities' shares of the game; a character that can lead ranked at its best form leading; and Kill over the game. Each but the last reads numbers the engine writes per form; where a form has none, its switch changes nothing there. Kill over the game needs nothing new: Kill counts one turn, but a unit the enemy removes on its first turn doesn't fight the next, so Kill × the share of a five-round game it is still fighting. Each enemy turn B enemy points shoot it (Your calls: the enemy army's 2,000 points ÷ the 12 units of a typical list of ours, so about 167; set by hand, never fitted), their best guns first; the share of it they remove is B ÷ the points its Soak says must shoot it to remove it (× its rules on Soak, and with the Soak effects on ÷ its share of enemy turns on the table × its own heals), never past all of it. A squad fights at what is left of it each turn; a single model fights at full strength until its damage adds up, then not at all. Kill × its share ÷ the median unit's share, so the median unit keeps its Kill. Kill ranked by job (T-626) splits Kill by what it lands on, in four jobs: anti-tank (heavy vehicles, monsters), anti-elite (elite and heavy infantry, cavalry and beasts, characters), anti-horde (chaff) and anti-light (light vehicles); in each job the form stands at its percentile among its army's units; its job score is its best job's standing, plus 0.2 (one tier's width) when its second job is in the top quarter too, and a hundredth of its other jobs' mean standing as a tie-break; and that score's place among the army's units is read off the army's Kill at the same place, so the units are reordered by job but the median unit keeps its Kill. It takes the place of role scarcity, which also weighs Kill by what it lands on. Kill on arrival (T-633) credits a unit that can be placed forward with the turn it arrives: its ranged Kill plus its melee Kill × the charge model's chance its charge lands that same turn (Infiltrators and Scouts in our turn 1, Deep Strike in our turn 2, its own Rapid Ingress in the turn after it comes in, none for Meteoric Descent), × the share of it still there to strike (Infiltrators and Scouts face the enemy's shooting first half the time, its own Rapid Ingress always, the rest none), at its best way; a unit that goes back into reserves arrives twice. A third of that is added to Kill (one strike spread over the three opening turns the lands average over). A tunnel another burrower opened isn't counted. It takes the place of the arrival reach on Presence. Scarce answers (T-634) asks how much the army's ability to kill each kind of target falls without the unit: in four answer groups (armour: heavy and light vehicles and monsters; tough infantry: heavy infantry, cavalry and beasts; infantry: elite infantry and chaff; characters), its kill into the group less the third-best of the army's other units there (the unit that would replace it), counted × need ÷ (need + that bench), need being the group's share of the typical army × the median unit's Kill: a half when the bench is just a good killer, near all when nothing else reaches the group, near none when the army already over-kills it. Added to Kill, in place of role scarcity.
Carry (T-629, Transports in Your calls): a transport is worth what it carries forward, and nothing else in the ledger sees that, so transports ranked on their own guns and armour alone sit low. Carry = the models it can carry (BSData's transport capacity) per 100 of its points, ÷ the typical transport's (the median over the army's transports only, as Spawn's scale is over the units that spawn), × the Transports slider × the Kill weight: at 1, a typical transport's carrying is worth what a typical unit's Kill is worth. It is in Kill's units because Kill carries most of a unit's Value at the saved settings (its weight is about 500, the other lines' 1 to 20), so a weight of 1 on the line's own scale would barely move anything. Every unit with the TRANSPORT keyword counts, dedicated or not (a Land Raider, a Gorkanaut, a Harridan carrying Gargoyles too); a big, expensive transport carries less per 100 points. It counts the space, not who would ride in it. Set by hand, never fitted; at 0 nothing moves. Over every army's reviewer lists, 0.25 puts the transports, as a group, where the reviewers put them (reports/tiers/2026-10-03-transports.md).
Compared as single units (the default), each unit ranks at its best solo form, and the ρ lines are worked out on those; off, at its best form of all, joined ones included. Both sets of ρ show under each reviewer. A joined form is listed under both its members either way. A combo is a joined form worth more in a turn (Value × points ÷ 100) than its members' points would earn at each member's best rate alone, by the threshold. Variants are other forms within one tier of the best that differ in size, loadout or leader (not only detachment). Bands are cut on Value; with no cuts in the data they start at the default Values' 10%, 30%, 60% and 85% marks. Spearman's ρ is over the units each list grades; S counts highest.
A joined form's tier and Value are always the whole joined unit's, leader and squad together (marked pair under Every form), so Gargoyles led by a Winged Tyranid Prime mostly show the Prime. Worth at the margin inside a joined unit (T-624, a Model change) asks what the unit itself adds: the joined unit's worth in a turn, less what each partner would be worth alone for the same points (its solo form at the same size in the same detachment, or its best solo form when the data has none there), divided by the unit's own points. Squads and leaders both get it; each ranks at the better of that and its best alone. With it on, the unit's row shows "at the margin", and its ledger has the sum line by line before the joined unit's own ledger.