Category Archives: Warscroll Statistics

Cities of Sigmar – Warscroll Datacards

Reading the Datacards

Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.

Charge Chance

This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.

Resilience

This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.

This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.

Average Damage Output

This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.

Change Log

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Leaders

Battleline

Artillery

Behemoth

Other

Blades of Khorne – Warscroll Datacards

Reading the Datacards

Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.

Charge Chance

This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.

Resilience

This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.

This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.

Average Damage Output

This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.

Change Log

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Leaders

Battleline

Artillery

Other

Lumineth Realm-Lords Datacards

Reading the Datacards

Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.

Charge Chance

This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.

Resilience

This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.

This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.

Average Damage Output

This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.

Change Log

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Leaders

Battleline

Artillery

Behemoth

Other

Gloomspite Gitz Datacards

Reading the Datacards

Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.

Charge Chance

This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.

Resilience

This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.

This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.

Average Damage Output

This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.

Change Log

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Leaders

Battleline

Behemoth

Other

Ogor Mawtribes Datacards

Reading the Datacards

Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.

Charge Chance

This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.

Resilience

This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.

This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.

Average Damage Output

This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.

Change Log

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Leaders

Battleline

Artillery

Behemoth

Other

Slaves to Darkness Datacards

This one has taken a while! But I’m pleased to say that all of the warscrolls for Slaves to Darkness have now been translated into Datacards.

Reading the Datacards

Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.

Charge Chance

This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.

Resilience

This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.

This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.

Average Damage Output

This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.

Change Log

16th February 2023Chaos Spawn resilience corrected. Thanks to Max in the comments for pointing it out.

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Leaders

Archaon, The Everchosen

Battleline

Behemoth

Other

Nighthaunt Data Cards

Change Log

  • 29th December 2022 – Update to correct name on Chainrasps
  • 29th December 2022 – Correction to the damage output of Bladegheist Revenants

It’s taken a while, but thanks to the help of Patrick our first faction data cards are now ready!

We’ve started with Nighthaunt but have a lot of others in the pipeline and close to completion.

Each card shows the following information:

Resilience – Specifies how much damage is requited at the various rend values to destroy the unit or to destroy the unit via battleshick (if this is possible).

Threat Range – This will tell you how far the unit can move and then charge. If the unit had any missile weapons, then the card will also show how far the unit can move and then shoot.

Average Damage Output – The main focus of each card, this shows how much damage a unit should cause (as an average) to each of the save values. I.e. how much damage is unsaved.

Leaders

Battleline

Behemoth

Black Coach

Other

Who’s Next?

Next up will be the Slaves to Darkness. Keep an eye out!

Like what we do? Why not buy us a Kofi?

Unit Stat Cards

I’ve often visited the idea of creating unit stat cards for reference purposes. These would show things like a units resilience (i.e. How much damage should be allocated to it on average before saves are made to have a chance of destroying it in the battleshock phase). What the units threat range is and how much damage it does on average.

I’ve knocked a few designs up over the last few months but have started to settle on the ones below.

Eventually I’m hoping to do these for each unit in the game……

I would love any feedback you may have.

Warscroll Review – Rogue Idol

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Murknob with Belcha-banna
Grand AllianceDestruction
BattletomeNone
SubfactionOrruk Warclans
Cost430 Points

Army Role

Possibly one of the most loved units in the Orruk factions. The Rogue Idol looks great as a model and hits like a tonne of bricks on the tabletop. Averaging out at roughly 12.6 on its damage output per turn (15.8 when it charges), plus a 50% chance of doing a mortal wound to each unit within 3″ at the end of the combat phase, it’s hard overlook in a fight. Then even if he is killed by your opponent he still has another 50% chance to do an additional D3 mortal wounds to every unit within 3″ when he’s slain (Ok, that includes yours too, but even so)!

His other benefit is giving nearby friendly casters +1 on their casting roll. This is particularly good for models like Gobsprakk The “That’s right, there’s no bonus to casting!” Mouth of Mork. Your Swampcalla Shamans won’t benefit as much because most of the time you’ll be using them to get poison on nearby units.

He also adds +1 to the Bravery of nearby Orruk units which is nothing to be sniffed at.

He can benefit from the Kruleboyz Command Trait Supa Sneaky meaning he’ll be in your enemies lines in no time of you wanted him there. He can also benefit from the Warchanter’s +1 damage making him particularly tough in Ironjawz and Big Waaagh armies.

Where he’ll really shine is inside Bonesplitterz, Ironjawz and Big Waaagh! armies. If you include him in a Bonesplitterz army you can place him near a Wardokk who can either heal him D3 wounds each turn or give him +1 to his save. Don’t forget that as the Rogue Idol has the Bonesplitterz keyword he can also benefit from exploding 6’s vastly improving his damage output. Similar effects can be done with Ironjawz via the Warchanter as well.

However, I’m going to be controversial here and say that he’s not quite worth his points inside Kruleboyz. In fact if you have 430 points sitting around, you may be better off buying two Breaka-Boss on Mirebrute Troggoth instead as combined they’ll have much more damage output than the Rogue Idol and will be able to cause many more mortal wounds.

Combinations

SourceAbilityDescription
Kragnos, the End of EmpiresThe End of EmpiresIf a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Kruleboyz Command TraitSupa SneakyIf the General is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ away from all enemy units.
Kruleboyz Command TraitEgomaniakIf the General is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wounds to the General or instead of making a ward roll for the General. On a 4+ pick 1 other friendly unit within 3″ of the General. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Battle TraitsKruleboyz Waaagh!Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ General to fight, you can say that they are calling a Kruleboyz Waaagh! If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18″ of that General and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Gosprakk, the Mouth of MorkMouth of MorkIf this unit issues a redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move.
Kruleboyz WizardSneaky MiasmaSneaky Miasma is a spell that has a casting value of 6 and range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.
Savage Big BossLet Me At ‘EmAfter this unit has fought in the combat phase for the first time, you can pick 1 friendly BONESPLITTERZ unit that has not yet fought in that combat phase, that is within 3″ of an enemy unit and that is wholly within 12″ of this unit. That unit fights immediately.
WardokkGrimdokk DancePick 1 friendly BONESPLITTERZ model within 12″ of this unit and roll a dice. On a 3+, heal up to D3 wounds allocated to that model.
WardokkGlyphdokk DancePick 1 friendly BONESPLITTERZ unit wholly within 12″ of this unit and roll a dice. On a 3+, add 1 to save rolls for attacks that target that unit until your next hero phase. A unit cannot be affected by this dance more than once per phase.
Orruk WarchanterViolent FuryIn your hero phase, you can pick 1 friendly IRONJAWZ unit wholly within 15″ of this unit. Until your next hero phase, add 1 to the damage inflicted by attacks made with melee weapons by that unit. A unit cannot benefit from this ability more than once per phase.
Orruk WarchanterFixin’ BeatThis warbeat can be attempted in your hero phase. If the attempt is successful, This unit, pick 1 friendly model within 12″ of this unit and heal up to D3 wounds allocated to that model.
Orruk WarchanterGet ‘Em BeatThis warbeat can be attempted at the start of your charge phase. If the attempt is successful, pick 1 friendly IRONJAWZ unit wholly within 12″ of this unit. In that charge phase, you can attempt a charge with that friendly IRONJAWZ unit if it is within 18″ of an enemy unit instead of 12″. In addition, roll 3D6 instead of 2D6 when making a charge roll for that unit in the charge phase.
Big Waaagh! Battle TraitsMighty DestroyersYou can use this command ability in your hero phase. The model that issues the command must be an IRONJAWZ model and the unit that receives the command must be an IRONJAWZ unit.

– If the unit that received the command is more than 12″ from all enemy units, you must make a normal move with the unit.

– If the unit that received the command is within 3″ of an enemy unit, you must make a pile-in move with each model in that unit.

– If the unit is within 12″ of any enemy unit and more than 3″ from all enemy units, you must attempt a charge with the unit.
Bonesplitterz Battle TraitSpirit of GorkamorkaIf the unmodified hit roll for an attack made with a melee weapon by a friendly BONESPLITTERZ unit is 6, that attack scores 2 hits on the target instead of 1 (make a wound roll and save roll for each hit).
Bonesplitterz Battle TraitTireless TrackersAfter deployment begins but before the first battle round begins, half of the BONESPLITTERZ units in your army (rounding up) can move 5″. If both players can move units before the first battle round begins, they must roll off, and the winner chooses who moves their units first.
Ironjawz Battle TraitsIronjawz Waaagh!Once per battle, at the start of your charge phase, you can pick 1 friendly IRONJAWZ general on the battlefield and say that they are calling an Ironjawz Waaagh! Until the end of that turn, add 1 to charge rolls for friendly IRONJAWZ units and improve the rend characteristic of melee weapons used by friendly IRONJAWZ units by 1.
Ironjawz Battle TraitsSmashing and BashingIn the combat phase, after a friendly IRONJAWZ unit has fought, if any enemy units were destroyed by an attack made by that unit, you can pick 1 friendly IRONJAWZ unit that has not yet fought in that combat phase and that is within 3″ of an enemy unit. That friendly IRONJAWZ unit fights immediately.
Megaboss Command TraitsMighty Waaagh! LeaderIf this general calls an IRONJAWZ Waaagh! You can re-roll charge rolls for friendly IRONJAWZ units wholly within 12″ of them until the end of that turn.
Savage Big Boss Command TraitsGreat HunterIf this general is part of your army, when you use the Tireless Trackers battle trait, you can move eligible units up to 8″ instead of 5″.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

This boy can stomp face! Managing on average 10.5 damage AFTER saves against targets with a 4+ save, everything should be scared of him!

AttackAv Threat RangeAv # of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Boulder Fists 17″21.31.13.8
Stompin’ Feet17″106.64.48.8
Boulder Fists (Charge)17″21.71.44.8
Stompin’ Feet (Charge)17″108.35.511.0
Based on average dice rolls

Looking at the damage after saves:

SaveBoulder FistsStompin’ Feet
3.88.8
6+3.88.8
5+3.88.8
4+3.27.3
3+2.55.8
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
13″97%
14″92%
15″83%
16″72%
17″58%
18″42%
19″28%
20″17%
21″8%
22″3%
Chance of making a charge (including movement)

Resilience

With 16 wounds a 4+ save, and a 5+ ward save, he’ll need on average 48 damage from zero rend weapons allocated to it BEFORE any saves in order to have a chance of destroying this in a single turn.

Final Results

CategoryAmount
Movement10″
Missile Damage Output
Melee Damage Output12.6 (17″ Threat)
Combinations19
Total Wounds16 (26.9pts per wound)
Resilience48 Hits (Pre-Save)
Cost430 Points 430 pts per Model)
Rogue Idol

Warscroll Review – Murknob with Belcha-Banna

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Murknob with Belcha-banna
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost95 Points

Army Role

I don’t think I’ve ever seen a Murknob with Belcha-banna ever used in a competitive list. That’s not to say you shouldn’t, as the cheapest unit the Kruleboyz have available at 95 points he does have the benefit of giving all units within 12″ a 5+ ward save against the effects of spells and endless spells. That’s nothing to be sniffed at. On average it will nullify the effects of one spell in three.

You could pop him next to your big beautiful beasties such as the Snatchaboss on Sludgeraker, who in turn will have a few other units around him to benefit from his Sludgeraker Venom. This means you’ll have a bubble of units benefitting from the Murknob’s ward. This ability only protects Kruleboyz Orruk units, so discounts him as an ally and really limits his use in Big Waaagh!

He’s okaaay in combat with 3 3+/3+ attacks on -1 rend and 2 damage a piece. Meaning on average he should force your opponent into making one save. You’ll find he also causes the occasional mortal wounds through Venom-encrusted Weapons (50% chance of doing 2 mortal wounds in combat), plus his Breath of the Mire-Drakes ability should see him cause another mortal wound on top of the all this.

Should you use him? I wouldn’t go out of my way to buy him personally, but he’s certainly an option that should protect a unit 1/3rd of the time and could frustrate magic heavy armies.

Edit: As someone has mentioned (apologies I can’t find your comment again to mention your name), you could turn this fella into a cheap wizard with Arcane Tome as well.

Combinations

SourceAbilityDescription
Kruleboyz Allegiance Abilities Grinin’ BladesFriendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.
Kruleboyz Command Trait Egomaniak If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Command TraitSupa SneakyIf this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.
Kruleboyz Battle TraitsVenom-encrusted WeaponsIf the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.
Kruleboyz Battle TraitsKruleboyz Waaagh!Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Kruleboyz Battle TraitsDirty TricksAfter the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.
KillabossAll Part of Da PlanIf a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.
Murknob with Belcha-bannaPower of KragnosWhen a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Swampcalla Shaman and Pot-grotPoisons and ElixirsAt the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of MorkSummon Boggy MistSummon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
Gobsprakk, the Mouth of MorkMouth of MorkIf this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk Sludgeraker VenomAdd 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability.
Kragnos, the End of EmpiresThe End of EmpiresIf a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Rogue IdolLivin’ IdolAdd 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability.
Kruleboyz WizardSneaky MiasmaSneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

Let’s face it, he’s not going to be doing too much damage, but he could get a couple of damage on a unit here and there.

AttackAv Threat RangeAv # of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Murknob Cleaver 15″32.01.32.6
Based on average dice rolls

Looking at the damage after saves:

SaveMurknob Cleaver
2.6
6+2.6
5+2.2
4+1.7
3+1.3
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
8″97%
9″92%
10″83%
11″72%
12″58%
13″42%
14″28%
15″17%
16″8%
17″3%
Chance of making a charge (including movement)

Resilience

With 6 wounds and a 4+ save, he’ll need on average 12 damage from zero rend weapons allocated to it BEFORE any saves in order to have a chance of destroying this in a single turn.

Final Results

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output2.6 +0.5mw (17″ Threat)
Combinations15
Total Wounds6 (15.8pts per wound)
Resilience12 Hits (Pre-Save)
Cost95 Points 95 pts per Model)
Murknob with Belcha-banna