Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Deathshrieker Rocket Launcher vs Magma Cannon

For the same gold, the shooting goes to Magma Cannon: 116.3 s to shoot down the other side's gold worth, against 497.8 s the other way (every projectile hitting). Missile damage per 10 s on each other: Deathshrieker Rocket Launcher 131, Magma Cannon 331; cost 1,300 and 1,000 gold. In melee at equal gold, Magma Cannon come out ahead. Base stats, patch 9.0.4.

Deathshrieker Rocket LauncherDeathshrieker Rocket LauncherChaos Dwarfs · War machine · 1,300 gold
Magma CannonMagma CannonChaos Dwarfs · War machine · 1,000 goldWINS FOR THE GOLD
Deathshrieker Rocket LauncherMagma Cannon
Multiplayer cost1,3001,000
Health (whole unit)5,0105,010
Models11
Armour7070
Melee attack / defence20 / 1020 / 10
Weapon strength (armour-piercing)170 (40)170 (40)
Attack interval4 s4 s
Melee damage per second against the other11.411.4
Time to beat the other, one unit each437.7 s437.7 s
Time to beat the other's gold worth, same gold569 s336.7 s
Missile damage per 10 s against the other131331
Volleys to destroy the other (all hitting)32 — more than its ammunition16
Time to shoot down the other's gold worth, same gold497.8 s116.3 s
COMPUTEDMelee damage per second = models × expected damage per attack (the combat calculator's hit chance 35 + melee attack − defence, damage after armour and resistances, bonus vs large or infantry) ÷ the weapon's attack interval (melee_weapons.melee_attack_interval). One unit each: the other's hit points ÷ that. Same gold: the other's hit points per gold ÷ damage per second per gold — the side that needs less time wins (within 1%: even). Both are missile units, so the verdict is their shooting: expected damage of a whole volley at the other (after its armour and resistances) ÷ reload time, at equal gold. Multiplayer costs, patch 9.0.4.
ASSUMPTIONS
  • Every model fights at once at its weapon's attack interval; in battle only the front ranks reach and animations set the pace.
  • No charge, mass, splash attacks, flanking, fatigue, leadership (no one routs), abilities, spells, skills, technologies or items.
  • Missiles: every projectile hits, the target's shield faces away; accuracy and range are not in this.
  • A Tzeentch unit's magic barrier (main_units.barrier_health: Pink Horrors 1,400, a Lord of Change 800) counts as hit points taken before its health: it recovers only while the unit takes no damage, so a fight gets it once. Barrier that skills, items or effects add on top is not counted.

Side by side with every number: compare Deathshrieker Rocket Launcher and Magma Cannon. Blow by blow, with charge and shields: combat calculator. Chaos Dwarf units ranked.