Okay, so I used the table from the
Predator Honor Guide thread to establish a basis of what each Human/Synthetic character would "cost" if they used the same system as the Predators do. I am not saying they should, I just use it as a point of reference, mainly to point out the drastic difference in apparent power level between them. Note that most characters have a negative value, a value either one point above or below what they're "worth" (2 Honor, base), or extremely high (5+ points of "Value").
This is the information from the above thread, slightly appended:
CARD VALUE INDEX
Baseline: Speed 3, Power 3, Species Resource, Faction Resource, two additional Resources
*Alien Lineage is part of their free Species Resource; additional Resources typically include type/function (Drone, Guard, Queen) and Lethal
Speed +1 = +2 Value
Power +1 = +1 Value
Specific Resources:
Leader = +3 Value
Lucky = +2 Value
Unlucky = -2 Value
Effect Text Examples:
Armor +1 = +0.5 Value
Defense +1 = +1 Value
Move +1 = +1 Value
+1 Damage/CC/any = +0.5 Value
+1 Damage/Range/any = +3 Value
+1 Damage/CC/specific = +0.5 Value; gain additional +1 Damage/CC/specific for free (ie Aliens)
+1 Damage/Range/specific = +0.5 Value
+1 To-Hit/CC/any = +1 Value
+1 To-Hit/Range/any = +5 Value
+1 To-Hit/CC/specific = +1 Value
+1 To-Hit/Range/specific = +2 Value
The difference is that I broke down the +Damage and +To-Hit into +1 increments, and applied a value for the half-effects from added Ability/Attribute Points. The only one of these I'm not sure about is the Armor one. Armor is part of Power, which technically has 3 uses: CC/Thrown damage, Resistance, and Health.
And here are the character costs, based on the above table, and a bit of ad-hoc judgement based on unique card text::
Ash = Value 2.25
SP3/PW4 = +1 Value
3rd general Resource = +.25 Value
Free RP each turn = +1 Value (based on
Breathrough having no cost but double the effect)
Bishop = Value 4.75
SP4/PW5 = 4 Value
3rd general Resource = +.25 value
Rotate for 1 RP = +.5 Value
Carter Burke = Value -1
SP2/PW2 = -3 Value
Unlucky Resource = -2 Value
Expanded search text = +4 Value (based on Honor value of a Military Arms item)
*CPL Ackels = Value -1.5
SP2/PW3 = -2 Value
3rd/4th general Resource = +.5 Value
CPL Brown = Value 3.25
3rd general Resource = +.25 Value
+1 To-Hit/any = +6 Value
Weapon Damage on “1” = -3 Value (cost based on CP cost of
Malfunction + permanence w/o Unlucky)
CPL Hicks = Value 7.5
SP3/PW4 = +1 Value
3rd/4th general Resource = +.5 Value
+1 To-Hit/Ranged = +5 Value
Rotate: Ready a Marine = +1 Value (cost based on CP cost of
Wake Up Hicks)
CPL Myler = Value 1.5
SP2/PW3 = -2 Value
3rd/4th general Resource = +.5 Value
+1 To-Hit/Ranged/specific = +3 Value
Dallas = Value 4
SP3/PW3 = +0 Value
Resource: Leader = +3 Value
“Can use Military Arms” = +1 Value (based on
Marine Short Course requiring 2 Resources)
Kane = Value -3
SP2/PW2 = -3 Value
Resource: Unlucky = -2 Value
Play/Explore new Location = +2 Value (no basis, based on Locations being in own deck in Premiere)
Lambert = Value -2
SP2/PW2 = -3 Value
Two general Resources = 0 Value
MP*2 for Defense 0 = +1 Value (reversal of
Sprint, which has no costs to play)
LT Campbell = Value 3
SP2/PW4 = -1 Value
Resource: Leader = +3 Value
Rotate to gain 1CP = +1 Value (based on
Meditation card, which has no other costs to play)
Marine Private = Value -2
SP2/PW3 = -2 Value
Keyword: Generic = 0 Value
Parker = Value 0
SP2/PW4 = -1 Value
Rotate: Find specific card = +1 Value (specific card which imitates, at best, a
Shotgun and the -1/-1 penalties)
PVT Hewitt = Value 0.25
SP2/PW4 = -1 Value
3rd general Resource = +.25 Value
Group immune: Outnumber = +1 Value (based on similarity, and lack of, with
Access Tunnel)
PVT Hudson = Value 2.5
SP2/PW4 = -1 Value
Resource: Unlucky = -2 Value
3rd/4th general Resource = +.5 Value
+1 To-Hit/Ranged/any = +5 Value
PVT Masters = Value 0.25
SP3/PW3 = 0 Value
3rd general Resource = +.25 Value
*PVT McIntyre = Value -2
SP2/PW3 = -2 Value
*PVT Rogers = Value -2.75
SP2/PW4 = -1 Value
Resource: Unlucky = -2 Value
3rd general Resource = +.25 Value
PVT Von Gries = Value -1
SP2/PW4 = -1 Value
Ripley = Value 3
SP3/PW3 = 0 Value
Resource: Lucky = +2 Value
Rotate: Move 1 Location = +1 Value (half the usefulness of SP+1; usable anytime; req rotate)
SGT Bass = Value 7.75
SP2/PW4 = -1 Value
Resource: Leader = +3 Value
3rd general Resource = +.25 Value
Rotate: All Marines +1 To-Hit = +6 Value (cost of +1 To-Hit/any, req rotate, affect self, AoE)
SGT Hart = Value 8.5
SP3/PW3 = 0 Value
3rd/4th general Resource = +.5 Value
+1 To-Hit/any = +6 Value
No CP-cost cards = +2 Value (based on number/effect of cards that can't affect)
WO Kraver = Value 1.25
SP2/PW4 = -1 Value
3rd general Resource = +.25 Value
Search deck for S.Characters = +2 Value (based on similarity/lack of to
Where There's One)
If anyone spots any glaring problems (besides that its based on Predator mains), please point them out so I can fix them. My biggest issue with the current state of the Premiere Humans is that they've got a couple
really high value characters (Bass, Hart, Hicks), and the rest are either negative or near-zero... The starter deck squad clock in at -1, -1.5, -2, and -2.75; if you ignore the cost for the "general" Resources (not Leader, Lucky, Unlucky), then they become -1, -2, -2, -3, for a total value of -8 Honor for killing off the opposing team.....