AoS Damage Calculator

Estimate expected damage output in Warhammer Age of Sigmar with support for hit/wound rolls, rend, armor saves, ward saves, rerolls, and optional critical mortal wounds on unmodified hit rolls of 6.

Calculator Inputs

This tool shows expected averages (MathHammer), not exact battle outcomes. Dice variance, abilities, and sequencing still matter in real games.

The Complete AoS Damage Calculator Guide

An AoS damage calculator helps players estimate average output before committing to a charge, choosing a target, or planning buff priorities. In Warhammer Age of Sigmar, every combat and shooting sequence includes multiple gates: hit rolls, wound rolls, armor saves, and often ward saves. Because each gate compounds probability, small modifiers can dramatically change final damage.

That is why competitive players use MathHammer tools: not to remove uncertainty, but to make better informed decisions. A clean calculator allows you to compare profiles quickly and understand where damage is being lost. Is the bottleneck hit chance? Is the enemy save too efficient against your rend? Is ward mitigation erasing high-damage attacks? These answers guide tactical sequencing and target selection.

What an AoS Damage Calculator Actually Measures

This AoS damage calculator returns expected values. “Expected” means long-run average over many rolls, not guaranteed damage in a single fight. If the calculator shows 8.4 expected damage, you might roll 3 in one turn and 13 in another. Over time, the average converges toward the result.

The primary value of expected damage is comparison. If one attack plan averages 7.1 damage and another averages 9.6 into the same target, the second plan is generally stronger. Even if dice spikes occasionally favor the weaker option, the expected-value framework improves decision quality across many games.

How the AoS Damage Formula Works

At its core, expected normal damage can be represented as:

Attacks × P(Hit) × P(Wound) × P(Failed Save) × Damage × P(Failed Ward)

Each probability is based on your profile and the defender’s defenses. For example, a 3+ to hit has a base success rate of 4/6. A 4+ to wound has a base success rate of 3/6. If the enemy effectively saves on 5+ after rend, they fail saves 4/6 of the time. Ward then reduces final allocated damage by its own success chance.

Because these are multiplied together, buffs stack in non-linear ways. Improving hit from 4+ to 3+ can be a bigger gain than it first appears, especially when your weapon also has high damage and good rend. Likewise, pushing enemy save from 4+ to 5+ with rend often produces a major breakpoint in expected output.

Rerolls: Why They Are So Powerful

Rerolls are one of the strongest consistency mechanics in AoS. Reroll 1s gives a meaningful lift, while reroll failed rolls can dramatically raise output. In expected-value terms, rerolls reduce dead outcomes and increase the effective success rate at each gate.

  • Reroll 1s is efficient on profiles already hitting or wounding well.
  • Reroll failed has larger impact when base success chance is moderate.
  • Layering rerolls with +1 modifiers increases both average output and reliability.

When sequencing buffs, prioritize rerolls on units with high attack volume, high damage per wound, or strong rend into quality targets. Those units convert probability upgrades into real board impact more efficiently.

Rend vs Save vs Ward: The Defensive Triangle

Many AoS players underestimate how much damage is denied by saves and wards together. Rend attacks armor directly, but ward acts after damage is allocated, making it universal mitigation. This means even high-rend, high-damage attacks can be blunted by resilient ward profiles.

Key implications:

  • Against strong armor and weak ward, rend provides huge returns.
  • Against average armor and strong ward, volume attacks may outperform premium damage spikes.
  • Into elite targets, combining rend and attack count generally beats relying on one dimension alone.

If you are choosing between target A with 2+ save, no ward and target B with 4+ save, 5+ ward, run both quickly in the calculator. The mathematically better target is not always intuitive.

Critical Mortal Wounds on Unmodified 6s

Some abilities convert hit-roll 6s into mortal wounds. These are valuable because mortal wounds bypass normal armor saves, though they can still be reduced by ward. In this calculator, you can add mortal wounds generated per unmodified 6 to hit, allowing you to estimate mixed damage output from both normal and mortal components.

Critical mortals are especially strong in matchups where the enemy has exceptional armor and limited ward support. In those battles, even modest mortal generation from volume attacks can outperform high-rend normal damage profiles.

Using Damage Calculations for Better In-Game Decisions

Math should support strategy, not replace it. The best use of an AoS damage calculator is scenario planning:

  • Compare two buff targets before your hero phase commitments.
  • Evaluate whether splitting attacks or focusing one unit yields better kill probability.
  • Check if a charge is worth exposing your unit, based on expected return.
  • Plan target priority around objective control, not just raw lethality.

Remember that expected damage does not include positional outcomes, command point pressure, strike-first interactions, pile-in limitations, or mission scoring pressure. A lower-damage line can still be correct if it secures board state, screens key units, or preserves threat projection for future rounds.

Still, when two lines are strategically similar, the one with stronger expected output and lower variance is often preferred. Over many games and events, these marginal improvements accumulate into meaningful performance gains.

Common Calculator Mistakes to Avoid

  • Forgetting to apply hit/wound modifiers correctly.
  • Misreading rend sign conventions and accidentally improving enemy save.
  • Ignoring ward mitigation when evaluating high damage weapons.
  • Comparing profiles without normalizing for number of models and attacks.
  • Treating expected value as guaranteed outcome in a single activation.

A reliable AoS damage calculator should make these relationships transparent so you can review assumptions quickly and correct input errors before making tactical choices.

AoS Damage Calculator FAQ

Is this calculator accurate for tournament play?
It is accurate for expected averages under standard roll sequences. Tournament outcomes still depend on board state, mission tempo, command resource use, and variance.

Does this replace detailed probability distributions?
No. Expected value is a summary metric. For kill-threshold planning, a full distribution can provide deeper risk assessment, especially for low-attack elite profiles.

Should I always target the unit where expected damage is highest?
Not always. Objective pressure, activation order, screening, and retaliation risk can make lower raw damage strategically superior.

Why does ward reduce both normal and mortal damage?
Because ward is a post-allocation defensive layer that applies after damage is assigned, regardless of source, unless a specific rule says otherwise.

How should I evaluate reroll buffs?
Prioritize units with high attack volume and meaningful rend/damage conversion. Those units gain the most practical value from consistency upgrades.