AoS Damage Calculator

Welcome to the ultimate **AoS Damage Calculator**! This tool helps Warhammer Age of Sigmar players estimate the average damage output of their units against various opponents. Whether you're planning your army list, analyzing unit matchups, or just curious about dice probabilities, this calculator provides clear, actionable insights into your units' combat potential.

Calculate Your Unit's Average Damage

The number of attacks a unit makes. (Unitless)
The dice roll needed to score a hit. (Unitless)
The dice roll needed to score a wound after hitting. (Unitless)
The Rend characteristic of the attacking weapon. Enter as a negative number (e.g., -1, -2). (Unitless modifier)
The dice roll needed by the opponent to save the wound. (Unitless)
The amount of damage each successful wound inflicts. (Unitless)

Calculation Results

0.00 Average Total Damage
Average Hits: 0.00
Average Wounds (before save): 0.00
Average Wounds (after save): 0.00

These values represent the statistical average damage output and intermediate steps for your unit, considering the probabilities of hitting, wounding, and failing saves. All results are unitless, reflecting discrete events in the game.

Damage Output Visualization

This chart dynamically compares the average damage output against different opponent save characteristics (3+, 4+, 5+) based on your current inputs, assuming all other factors remain constant.

What is an AoS Damage Calculator?

An **AoS Damage Calculator** is an essential digital tool for players of Warhammer Age of Sigmar, a popular fantasy miniatures wargame by Games Workshop. Its primary function is to estimate the average damage a unit can expect to inflict during the combat phase against a specified opponent. By inputting key statistics like Attacks, To Hit, To Wound, Rend, Save, and Damage per Wound, the calculator provides a statistical projection of combat effectiveness.

This tool is invaluable for anyone involved in the strategic aspects of Age of Sigmar, including:

  • Army List Builders: To optimize unit choices and understand their offensive capabilities before a game.
  • Tacticians: To predict outcomes of engagements and make informed decisions on the battlefield.
  • New Players: To grasp the core mechanics of combat and how different stats interact.
  • Competitive Players: To fine-tune their strategies and identify optimal target priorities.

A common misunderstanding is that the calculator predicts exact damage. Instead, it provides an *average* based on probabilities. Actual dice rolls will always introduce variance, meaning a unit might perform better or worse than its average in any given turn. This **AoS Damage Calculator** simplifies complex dice probability into an easy-to-understand metric.

AoS Damage Formula and Explanation

The core of any **AoS Damage Calculator** lies in understanding the sequence of dice rolls and their probabilities. The formula accounts for each step of the combat phase:

Average Total Damage = Attacks × P(Hit) × P(Wound) × P(Fail Save) × Damage per Wound

Let's break down each variable and probability:

Key Variables for AoS Damage Calculation
Variable Meaning Unit Typical Range
Attacks (A) The number of dice rolled to hit. Unitless (quantity) 1-20+
To Hit (Hit) The minimum dice roll (e.g., 3+, 4+) required to score a hit. Unitless (dice roll target) 2+ to 6+
P(Hit) Probability of scoring a hit: (7 - To Hit) / 6. (e.g., for 4+, it's (7-4)/6 = 3/6 = 0.5) Unitless (probability) ~0.17 to ~0.83
To Wound (Wound) The minimum dice roll (e.g., 3+, 4+) required to score a wound after hitting. Unitless (dice roll target) 2+ to 6+
P(Wound) Probability of scoring a wound: (7 - To Wound) / 6. Unitless (probability) ~0.17 to ~0.83
Rend (R) A modifier that reduces the opponent's Save characteristic. Represented as a negative number (e.g., -1, -2). Unitless (modifier) 0 to -4
Save (S) The minimum dice roll (e.g., 3+, 4+) required by the opponent to negate a wound. Modified by Rend. Unitless (dice roll target) 2+ to 6+
Effective Save The opponent's Save characteristic adjusted by Rend: Max(2, Min(6, Save - Rend)). A 1 is always a failed save, a 6 is always a successful save unless specified otherwise. Unitless (dice roll target) 2+ to 6+
P(Fail Save) Probability of the opponent failing their save: 1 - ((7 - Effective Save) / 6). (A 1 always fails, a 6 always saves in AoS unless specific rules apply) Unitless (probability) ~0.17 to ~0.83
Damage per Wound (D) The amount of damage inflicted for each wound that is not saved. Unitless (quantity) 1-6+

This sequential probability calculation is key to understanding average damage output in Age of Sigmar.

Practical Examples

Example 1: Standard Infantry vs. Standard Infantry

Let's calculate the average damage of a unit of 10 Liberators (Stormcast Eternals) attacking a unit of 10 Clanrats (Skaven).

  • Liberator Stats: Attacks = 20 (2 attacks each), To Hit = 4+, To Wound = 3+, Rend = -1, Damage = 1
  • Clanrat Stats (Defender): Save = 5+

Using the **AoS Damage Calculator**:

  • Attacks: 20
  • To Hit: 4+ (P(Hit) = 0.5)
  • To Wound: 3+ (P(Wound) = 0.667)
  • Rend: -1
  • Opponent's Save: 5+
  • Effective Save: 5+ - 1 = 4+ (P(Save) = 0.5, P(Fail Save) = 0.5)
  • Damage per Wound: 1

Results:

  • Average Hits: 20 * 0.5 = 10
  • Average Wounds (before save): 10 * 0.667 = 6.67
  • Average Wounds (after save): 6.67 * 0.5 = 3.34
  • Average Total Damage: 3.34

So, on average, 10 Liberators would inflict about 3.34 damage on 10 Clanrats.

Example 2: Elite Monster vs. Heavily Armored Hero

Consider a Megagargant (Sons of Behemat) attacking a heavily armored Chaos Lord.

  • Megagargant Stats: Attacks = 4, To Hit = 3+, To Wound = 2+, Rend = -2, Damage = 3
  • Chaos Lord Stats (Defender): Save = 3+

Using the **AoS Damage Calculator**:

  • Attacks: 4
  • To Hit: 3+ (P(Hit) = 0.667)
  • To Wound: 2+ (P(Wound) = 0.833)
  • Rend: -2
  • Opponent's Save: 3+
  • Effective Save: 3+ - 2 = 1+ (but a 1+ save is capped at 2+, so it becomes 2+; P(Save) = 0.833, P(Fail Save) = 0.167)
  • Damage per Wound: 3

Results:

  • Average Hits: 4 * 0.667 = 2.67
  • Average Wounds (before save): 2.67 * 0.833 = 2.22
  • Average Wounds (after save): 2.22 * 0.167 = 0.37
  • Average Total Damage: 0.37 * 3 = 1.11

Even a powerful Megagargant might struggle to inflict significant damage against a very resilient hero with a good save and high effective save, averaging just over 1 damage in this scenario. This highlights the importance of Rend and Damage per Wound against elite targets. For more insights on optimizing your army, check out our AoS List Builder.

How to Use This AoS Damage Calculator

Using our **AoS Damage Calculator** is straightforward and designed for quick, accurate results:

  1. Enter Attacks: Input the total number of attacks your unit makes. This is usually the number of models multiplied by their attack characteristic.
  2. Select To Hit Roll: Choose the minimum dice roll (e.g., 3+, 4+) required for your unit to score a hit.
  3. Select To Wound Roll: Choose the minimum dice roll required for your unit to score a wound after hitting.
  4. Enter Rend: Input the Rend characteristic of your weapon. Remember, Rend is typically a negative value (e.g., -1, -2) which reduces the opponent's save roll.
  5. Select Opponent's Save Roll: Choose the minimum dice roll your opponent needs to save a wound.
  6. Enter Damage Per Wound: Input how much damage each successful, unsaved wound inflicts.
  7. Click "Calculate Damage": The calculator will instantly display the average total damage and intermediate probabilities.
  8. Interpret Results: The "Average Total Damage" is your primary output. "Average Hits," "Average Wounds (before save)," and "Average Wounds (after save)" provide insight into each step of the combat process.
  9. Use the Chart: The "Damage Output Visualization" chart helps you quickly compare how your unit performs against different save characteristics, aiding in target prioritization.
  10. Copy Results: Use the "Copy Results" button to easily share or save your calculation details.

There are no complex unit conversions here; all inputs are unitless values directly from the Warhammer Age of Sigmar rulebook or warscrolls. This makes the **AoS Damage Calculator** intuitive and easy to use for all players.

Key Factors That Affect AoS Damage

Understanding the variables that influence damage output is crucial for effective gameplay. Here are the primary factors affecting your unit's average damage, as calculated by the **AoS Damage Calculator**:

  • Number of Attacks: This is often the most impactful factor. More attacks mean more dice rolled, which directly increases the potential for hits and wounds. Units with high attack counts (like hordes) can overwhelm enemies through sheer volume.
  • To Hit Characteristic: A unit's ability to hit directly determines how many dice proceed to the wound roll. Improving a 4+ to a 3+ To Hit significantly increases average damage. Consider abilities that grant hit re-rolls or +1 to hit.
  • To Wound Characteristic: After hitting, the To Wound roll determines if the attack causes a wound. A better To Wound (e.g., 2+ instead of 4+) is crucial against tough targets. Abilities that grant wound re-rolls or +1 to wound are highly valuable.
  • Rend Value: Rend is critical against heavily armored units. Each point of Rend reduces the opponent's Save characteristic by 1, making it harder for them to save wounds. A weapon with -2 Rend against a 3+ Save target is far more effective than a weapon with 0 Rend, transforming the save into a 5+. For more on combat mechanics, see our Warhammer Dice Probability guide.
  • Opponent's Save Characteristic: This is the defender's primary defense. Units with a low Save value (e.g., 6+) are vulnerable, while those with a high Save (e.g., 2+ or 3+) are resilient, especially if the attacker lacks Rend.
  • Damage Per Wound: This value multiplies the number of unsaved wounds. High damage weapons (e.g., Damage 3 or more) are essential for taking down multi-wound models or heroes quickly. Even a few unsaved wounds from such a weapon can be devastating.
  • Special Rules (Not in Basic Calculator): While not explicitly in this basic **AoS Damage Calculator**, special rules like mortal wounds, re-rolls (e.g., re-roll 1s to hit), or abilities that grant extra attacks or damage on specific rolls (e.g., 6s to hit score 2 hits) significantly impact actual damage output. These would require a more advanced calculator.

Frequently Asked Questions (FAQ)

Q: What does "X+" mean for To Hit, To Wound, or Save rolls?

A: "X+" means you need to roll that number or higher on a six-sided dice to succeed. For example, a "3+" means you succeed on a roll of 3, 4, 5, or 6.

Q: Does this AoS Damage Calculator account for re-rolls?

A: This basic version of the **AoS Damage Calculator** does not currently account for re-rolls (e.g., re-roll 1s to hit, re-roll all failed wounds). These are advanced mechanics that would add significant complexity to the calculation. For now, it provides a baseline average without re-rolls.

Q: Does this calculator include Mortal Wounds?

A: No, this calculator focuses on normal damage. Mortal Wounds are a separate type of damage that bypasses save rolls and are often triggered by specific abilities or dice rolls (e.g., 6s to hit causing a mortal wound). Incorporating them would require additional input fields and logic.

Q: What is "Rend" and how does it work?

A: Rend (e.g., -1, -2) is a weapon characteristic that reduces the opponent's Save characteristic. If an opponent has a 4+ Save and is attacked by a weapon with Rend -1, their effective Save roll becomes 5+. Rend is extremely powerful against high-Save units.

Q: Why is the actual damage in my game different from the calculator's average?

A: The calculator provides a statistical *average*. Dice rolls introduce randomness and variance. In any single game turn, your unit might roll exceptionally well or poorly. Over many turns or many games, the actual damage output will tend to converge towards the calculated average. It's a tool for prediction, not a guarantee.

Q: Can I use this calculator to compare different units or weapons?

A: Absolutely! This **AoS Damage Calculator** is ideal for comparing the average damage output of different units or weapons against specific targets. Simply run the calculation for each scenario you want to compare. This can help you make informed decisions for AoS unit comparison and army building.

Q: What are the limits of this AoS Damage Calculator?

A: This calculator provides a solid foundation for average damage. Its limits include not accounting for re-rolls, mortal wounds, special rules (e.g., +1 to hit if charging, specific command abilities), or variable damage (e.g., D3, D6 damage). It assumes standard dice mechanics.

Q: How does a 1 on a Save roll work in Age of Sigmar?

A: A roll of a 1 on a Save roll is always a failure, regardless of any modifiers or the unit's Save characteristic. Similarly, a roll of a 6 is always a success (unless a specific rule states otherwise, which is rare for saves).

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