One thing that interested me was the opposite side of the equation how likely is it that a unit could potentially kill themselves? With the Obsession explicitly banning the use of re-rolls and VEHICLE and MONSTER units taking 1D3 mortal wounds per result of 1, how bad could things get? Using the power of AnyDice we can find out. It’s a useful offset against threats like Orks, where their Ramshackle rule is seemingly designed to mitigate the kind of high volume, relatively low damage firepower that Drukhari excel at. The +1 to wound modifier will likely boost the average outcome by 25% to 50% depending on the initial wound modifier, while the effect of the improve damage will entirely depend on the original characteristic. The effect of modifiers on gatekeeping and driving rolls is well established. The bonus damage can be disregarded if the target has fewer wounds than the Damage characteristic of the weapon (for example boosting a splinter cannon against Primaris Marines).This also applies to the auto-wound effect of haywire blasters. If the weapon has the Poison keyword, it procs on unmodified wound rolls so the bonus is only towards damage.There are a lot of factors at play which will decide how effective each weapon is against various targets. VEHICLE or MONSTER units get it even worse, with each 1 inflicting D3 mortal wounds. When shooting with something other than a liquifier gun the player can choose to enhance the attack, gaining +1 to wound and +1 to Damage but at the expense of causing the unit to take 1 mortal wound for each unmodified hit roll result of 1 (and hit rolls can’t be re-rolled). Particularly masochistic Haemonculi have the choice of joining a Coven with the Dark Technomancers Obsession. Hi Kevin, while you have covered Drukhari and Raiders in particular repeatedly recently, as an aspiring Haemonculus who doesn’t mind inflicting a bit of pain for some gain on my own forces, I was wondering if you could revisit and expand on some of the maths around Dark Technomancer ability to boost weapons? In particular the damage output of over charged Disintergrator cannons vs Dark Lance’s on Raiders and the potential lunacy of over charging on platforms such as Venoms, Talos, Reapers, and Tantalus? For a 2W model that needs a 3+ to wound the blade is superior, but if the target has 3 wounds or a higher toughness then the mace is a better choice even with the hit penalty. From the chart below we see that the blade and mace have comparable outputs, but in the end it depends on the target. Because the Strength values are so odd there’s a lot of overlap over the typical forces T4 and T5 have the same wound rolls, as does T7 and T8. They have the option to use Exceptional Proficiency (1 CP) to add 1 to an attack role, so we can also look at that. The Paragon Warsuit hails from the ‘armored baby carrier’ school of the Adeptus Mechanicus, and in addition to an assortment of horde or tank killing ranged firepower they’re also given the option of taking a Paragon war blade (4 attacks at WS 3+, S6, AP -3, D2) or Paragon war mace (3 attacks at WS 4+, S9, AP -2, D3). Regarding Paragon Warsuit melee weapons, could you do a comparison between the options against different kinds of targets? I’m leaning toward a mostly sword build because the extra attack seems more useful than the higher strength with hit penalty, but would like math to help me decide. Sometimes the questions are a bit light for an entire article, and when that happens I like to grab a few and do a couple of Quick Hits to answer them. The best way to submit one is via the request form that I link in every article. One of my favorite things to do is get ideas for new articles from readers. This week’s Hammer of Math addresses some reader submitted questions on loadouts for Paragon Warsuits and Dark Technomancers!