1.16.0

2026/10/04

Roster import now brings your rules with it. Premium subscribers get the rules on their datasheets added to their profiles, and can keep their army and detachment rules as saved modifiers, so an imported army no longer means rebuilding its abilities by hand. There are also over 150 new presets and several improvements to building modifiers.

Roster import (Premium)

  • Added datasheet rules to roster import. Each rule UnitCrunch can simulate is added to the profile as an ability, under the name your roster gives it.
  • Added army and detachment rules to roster import. The results list them, ready to keep in your Saved modifiers and add to any crunch as a global modifier, named with their faction. Each one only applies to the units it benefits, so crunches against other armies are unaffected. For a roster you imported before this release, import it again to pick them up.
  • Added a way to keep imported rules for reuse. Saving them from the import results puts them in your Saved modifiers under the roster's name, tagged with their faction, ready for the next profile.
  • Rules are matched by name only: UnitCrunch does not store or show any rules text. Most rules in an army list are about moving, deploying or scoring and never change a dice roll, but of the ones that do, around 80% are now added for you. Rules that UnitCrunch recognises but that have no effect on results are now marked as such, rather than listed as unmatched.
    The table below covers every faction's rules together. Your own roster will differ, depending on its faction and the units in it.
    What happens to a ruleShare across all factions
    Added as a modifier and simulated34%
    Noted as having no effect on results58%
    Listed for you to add yourself7%

Roster import

  • Added a list of the rules Premium would add to the import results on the free plan, so you can see what you would get before upgrading.
  • Changed weapons with LETHAL HITS, SUSTAINED HITS 1 or DEVASTATING WOUNDS restricted to non-MONSTER/VEHICLE targets to import as presets instead of saved modifiers of your own.

More presets

  • Added 55 preset global modifiers, 92 preset profile abilities and 7 preset weapon abilities, mostly where a modifier existed at one scope but not another. The new critical wound presets have no target keyword built in, so add a keyword condition for the target you want, such as CHAOS or DAEMON.
  • UnitCrunch now ships with 166 preset global modifiers, 225 preset profile abilities and 130 preset weapon abilities 💪

Building modifiers

  • Changed the Weapon has ability with alias condition so it works alongside other conditions, on unit abilities and in Override requirements, and added LETHAL HITS and SUSTAINED HITS to it. A critical hit on 5+ can now apply only to weapons with LETHAL HITS.
  • Added Check the attacking model only to the attacker keyword conditions on global modifiers. In an attached unit it checks the model making the attack rather than the whole unit, so a rule for CHARACTER models no longer applies to the squad the character is leading.
  • Added the Attack characteristic condition to Feel No Pain, so it can apply only against, say, Damage 1 attacks.
  • Changed Modify (absolute) so Damage can be set to 0, and added an Applies to option for Damage on unit abilities and global modifiers. Pick One attack for defensive rules that reduce a single attack's Damage to 0: UnitCrunch applies it once per crunch, to a failed save against the attacker's highest Damage weapon. Global modifiers can only use One attack.
  • Added a Below-average results option to re-rolls of Attacks and Damage. It re-rolls any result under the average for the dice, so one modifier works for D3, D6+4 and 2D6 alike.
  • Fixed a Damage re-roll switching back to Result range when you picked Single result.
  • Changed the Special effect to offer Blast and Cleave on global modifiers and profile abilities as well as weapons. They still only apply to ranged and melee attacks respectively.
  • Changed the Damage and Strength options on the Attack characteristic condition to Characteristic (before rolling), Rolled result (before modifiers) and Final value (after modifiers), replacing Pre-roll, Unmodified and Modified. "Unmodified" meant the dice result rather than the weapon's characteristic, which was easy to misread. Descriptions of your existing modifiers update to match, and they behave exactly as before.
  • Changed the Compare characteristics condition to drop its Pre-roll, Unmodified and Modified options. They never changed anything, as both characteristics are always compared as printed on the profiles.