Calculate expected hits, wounds & damage for any AoS 3rd/4th Edition warscroll attack profile
Mortal wounds bypass hit rolls, wound rolls, and save rolls entirely. Enter the number of mortal wounds dealt.
Combine standard attack damage with separate mortal wound output for complete profile analysis.
| Roll Required | Success Faces | Hit Probability | Save 2+ | Save 3+ | Save 4+ | Save 5+ | Save 6+ | No Save |
|---|---|---|---|---|---|---|---|---|
| 2+ | 5/6 | 83.3% | 16.7% | 33.3% | 50.0% | 66.7% | 83.3% | 100% |
| 3+ | 4/6 | 66.7% | 16.7% | 33.3% | 50.0% | 66.7% | 83.3% | 100% |
| 4+ | 3/6 | 50.0% | 16.7% | 33.3% | 50.0% | 66.7% | 83.3% | 100% |
| 5+ | 2/6 | 33.3% | 16.7% | 33.3% | 50.0% | 66.7% | 83.3% | 100% |
| 6+ | 1/6 | 16.7% | 16.7% | 33.3% | 50.0% | 66.7% | 83.3% | 100% |
| Base Save | Rend 0 | Rend -1 | Rend -2 | Rend -3 |
|---|---|---|---|---|
| 2+ Save | Saves 83.3% | 3+ → 66.7% | 4+ → 50.0% | 5+ → 33.3% |
| 3+ Save | Saves 66.7% | 4+ → 50.0% | 5+ → 33.3% | 6+ → 16.7% |
| 4+ Save | Saves 50.0% | 5+ → 33.3% | 6+ → 16.7% | No Save → 0% |
| 5+ Save | Saves 33.3% | 6+ → 16.7% | No Save → 0% | No Save → 0% |
| 6+ Save | Saves 16.7% | No Save → 0% | No Save → 0% | No Save → 0% |
Warhammer Age of Sigmar is a skirmish game for two or more players. Players lead armies from a huge range of races, for instance Humans, Dwarves, High Elves, Undead Vampires, Orcs, Beastman and much more. It is not only a game, it is a hobby.
You build armies of plastic warriors from the many fighting factions that live in the Mortal Realms paint the models to personalise your collection, and later bring them to the tabletop for fast-paced games of strategy and action.
For newer players, one of the trickiest parts of the rules is understanding how damage works. You assign damage to the unit as a whole, not to separate models. Every time the assigned damage reaches the health of that unit, you remove a model.
This way you no longer need to track damage on particular models.
Damage also carries over. For instance, imagine a unit of three models, that each does two damage in each hit and wound, so totally six damage against an enemy unit, where every model has one wound. Then six of those enemeis would die.
The rules for that are found in sections 13.3.1 and 14.1 of the core rules. If at any point the total damage passes the health characteristic of the unit, you remove a model.
That differs from Warhammer 40K. In 40K, damage is dealt by model. Excess damage does not spill over, so hitting a one-wound Guardsman with a ten-damage Harpoon is basically a waste. In Age of Sigmar, you count damage by units, and the excess damage can spill over to other models in the same unit.
In Sigmar, the only commonly changeable number usually comes from saves. Because of that the health needs to go up, and big blocks of troops maybe could not really exist, if the game would have the same kinds of attack characteristics as other games. Mortal wounds also spill over, just as all wounds do in Age of Sigmar.
There are online tools for counting and comparing damage outputs for units in Age of Sigmar; you sometimes call that Mathhammer. One tool allows you to enter the attributes of units and make single rolls. When you did three or more rolls, it gives means, variances, deviations and a graph to show the most likely results.
The result always is the wounds forced, with fatal wounds counted and all saves and safeguards applied. Another tool lets players count combat statistics for a combination of models or for models with several attack profiles, including options for to-hit, wound, saves, damage and attacks. Some tools show the percentage chance to dew average damage or more or less, while others show cumulative damage curves.
In the prior edition of Age of Sigmar, companions, crew and mounts all had slightly different rules, and the rule that you treat all of them the same became confusing. The newer damagesystem cleans things up quite a bit.