Tactical Reroll
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Burst: does finishing a target explain what the ledger misses? (T-642 step A, 4 Oct)

From reports/tiers/2026-10-04-burst-check.md , rendered when the site is built.

A read-only check. No ledger number, page default, data file, benchmark or frozen input changes. Our own numbers from the datasheets' dice; unit names only, no rules text.

The short answer

The numbers

The pre-registered test (Tyranids, 52 units, all graded by the headline lists)

Correlation with the residual (ledger rank − consensus rank)Spearman ρOne-sided permutation p (10,000)95% bootstrap (10,000)
Burst shift (Kill rank − Burst rank), primary0.0790.288−0.200 to 0.346
Reliability (Burst ÷ Kill), secondary−0.0150.543−0.282 to 0.247
Burst shift, both phases (shoot then fight), reported only0.0620.333−0.211 to 0.336

Verdict: doesn't hold (needed ρ > 0 with p < 0.05 and at least 6 of the 10 named units; got p 0.29 and 4 of 10).

The named units

UnitPredictedKill rank → Burst rank (of 52)Moved as predictedLedger rankConsensus rankResidual
Exocrinerise21 → 19yes206.5+13.5
Tyrannofexrise23 → 28no256.5+18.5
Maleceptorrise34 → 35no1711+6
Haruspexrise12 → 13no2422+2
Genestealersrise8 → 8no (no move)3414+20
Ravenersrise19 → 12yes3514+21
Toxicrenefall11 → 18yes2346.5−23.5
Hierophantfall44 → 43no4244.5−2.5
Tervigonfall46 → 41no1640−24
Tyrannocytefall35 → 44yes4846.5+1.5

Tyrannofex and Maleceptor are big single models with good guns but few shots: they rarely clear a whole squad or a whole monster, so their chance to finish is lower than their average suggests. Genestealers and Haruspex already sit high on Kill and stay there. Tervigon's and Hierophant's Kill is poor and their Burst a little less poor than the units around them.

The preview (not a step)

Each solo form's Kill replaced by its Burst in its natural mode's slot, × 2.21 for Tyranids (× 2.90 for Marines) so the median ranking form's Kill is unchanged; everything else at the step-6 baseline; scored as tools/ledgerstep.js does.

Listρ base → BurstPairwise base → Burst
Tyranids auspexFull0.688 → 0.69280.8% → 80.5%
Tyranids hivemindFull0.664 → 0.66280.2% → 79.5%
Tyranids secondFull0.644 → 0.61078.6% → 76.5%
Tyranids maelstrom0.571 → 0.59471.4% → 73.5%
Tyranids astrategas0.381 → 0.39465.9% → 67.2%
Tyranids, mean0.589 → 0.59175.4% → 75.4%
Space Marines auspexFull0.284 → 0.37363.4% → 66.8%
Space Marines tobias0.197 → 0.28754.9% → 61.0%
Space Marines, mean0.241 → 0.33059.2% → 63.9%
The seven, mean0.490 → 0.51670.8% → 72.1%

Moved most, Tyranids: Ripper Swarms 37 → 50, Winged Tyranid Prime 31 → 23, Toxicrene 23 → 31, Psychophage 27 → 35, Hive Guard 28 → 36, Raveners 35 → 28, Mawloc 41 → 34, Carnifexes 30 → 37. Marines: Apothecary 10 → 77, Rhino 20 → 70, Firestrike Servo-Turrets 65 → 22, Captain in Phobos Armour 37 → 76, Lieutenant in Phobos Armour 44 → 78, Company Heroes 25 → 52, Techmarine 13 → 38, Gladiator Reaper 54 → 30.

Space Marines (a transfer check, no named units)

84 units, all graded by auspexFull or tobias. Burst shift with the residual: ρ 0.263, p 0.009, 95% 0.050 to 0.461; reliability 0.157, p 0.084 (−0.066 to 0.373); both phases 0.219, p 0.023. Kill and Burst agree less here (0.75 against the Tyranids' 0.87): the Marines' cheap characters and transports chip at many targets and finish few.

Every Tyranid unit (by ledger rank)

Kill and Burst per 100 points, β 6 for Kill. Shift: Kill rank − Burst rank (+ rises by Burst). Residual: ledger rank − consensus rank among the graded (+ the reviewers rate it better than the ledger). Best targets: its top three by points finished, the chance it finishes each in one activation.

UnitModeKill (rank)Burst (rank)ShiftReliabilityLedger rankConsensus letter (rank)ResidualIts best targets (chance finished)
The Swarmlordfight125.3 (22)49.4 (26)−40.3914.50 (4)−3Hyperadapted Raveners ×5 96%; Morvenn Vahl ×1 75%
Lictorfight133.6 (18)65.6 (15)+30.4924.80 (3)−1Painboy ×1 93%; Inquisitor Draxus ×1 85%; Infernal Master ×1 72%
Hive Tyrantfight98.8 (33)50.9 (23)+100.5134.40 (6.5)−3.5Pteraxii Sterylizors ×5 90%; Morvenn Vahl ×1 73%; Hyperadapted Raveners ×5 91%
Zoanthropesshoot107.6 (27)57.2 (20)+70.5343.60 (19)−15Militarum Tempestus Command Squad ×5 79%; Painboy ×1 93%; Technomancer ×1 90%
Biovoresshoot63.8 (49)8.0 (49)00.1355.00 (1.5)+3.5Warlock ×1 60%; Painboy ×1 21%; Benefictus ×1 23%
Von Ryan's Leapersfight170.2 (5)84.4 (3)+20.5063.40 (22)−16Swooping Hawks ×10 96%; Pteraxii Sterylizors ×5 96%; Mandrakes ×10 96%
Norn Assimilatorfight100.3 (28)39.1 (33)−50.3973.60 (19)−12Morvenn Vahl ×1 71%; Hyperadapted Raveners ×5 86%
Deathleaperfight100.2 (29)49.2 (27)+20.4983.40 (22)−14Painboy ×1 93%; Inquisitor Draxus ×1 85%; Infernal Master ×1 72%
Hyperadapted Ravenersfight170.8 (4)63.3 (16)−120.3794.40 (6.5)+2.5Pteraxii Sterylizors ×5 99%; Morvenn Vahl ×1 73%; Tempestus Scions ×10 91%
Winged Hive Tyrantfight82.7 (40)46.4 (29)+110.56103.20 (25)−15Hyperadapted Raveners ×5 78%; Marneus Calgar in Armour of Antilochus ×1 81%; Azrael ×1 86%
Old One Eyefight99.9 (32)50.2 (24)+80.50113.00 (28.5)−17.5Morvenn Vahl ×1 47%; Infernal Master ×1 86%; Scourges with Heavy Weapons ×5 71%
The Red Terrorfight134.6 (16)68.3 (11)+50.51124.33 (9)+3Pteraxii Sterylizors ×5 88%; Scourges with Heavy Weapons ×5 97%; Marneus Calgar in Armour of Antilochus ×1 83%
Tyranid Warriors with Ranged Bio-Weaponsfight236.2 (1)73.6 (6)−50.31131.80 (43)−30Scourges with Heavy Weapons ×5 82%; Militarum Tempestus Command Squad ×5 82%; Wolf Scouts ×6 96%
Tyranid Prime with Lash Whipfight158.2 (13)86.2 (2)+110.54143.75 (16)−2Scourges with Heavy Weapons ×5 89%; Retributor Squad ×5 89%; Militarum Tempestus Command Squad ×5 98%
Broodlordfight134.0 (17)78.4 (5)+120.58153.80 (14)+1Infernal Master ×1 95%; Solitaire ×1 89%; Inquisitor Draxus ×1 97%
Tervigonfight68.6 (46)25.3 (41)+50.37162.00 (40)−24Painboy ×1 83%; Technomancer ×1 77%; Infernal Master ×1 59%
Maleceptorshoot98.7 (34)35.2 (35)−10.36174.20 (11)+6Hyperadapted Raveners ×5 61%; Azrael ×1 65%
Tyranid Warriors with Melee Bio-Weaponsfight165.7 (6)72.8 (7)−10.44183.00 (28.5)−10.5Swooping Hawks ×10 100%; Necron Warriors ×20 96%; Incubi ×10 100%
Norn Emissaryfight91.3 (37)35.0 (36)+10.38194.20 (11)+8Pteraxii Sterylizors ×5 83%; Lhykhis ×1 94%; Asurmen ×1 94%
Exocrineshoot127.7 (21)57.4 (19)+20.45204.40 (6.5)+13.5Hyperadapted Raveners ×5 78%; Azrael ×1 78%
Neurolictorfight75.2 (42)27.5 (40)+20.37215.00 (1.5)+19.5Painboy ×1 88%; Militarum Tempestus Command Squad ×5 70%; Cadian Command Squad ×5 91%
Trygonfight162.4 (10)67.9 (14)−40.42223.00 (28.5)−6.5Pteraxii Sterylizors ×5 84%; Hyperadapted Raveners ×5 84%; Azrael ×1 94%
Toxicrenefight161.5 (11)58.6 (18)−70.36231.33 (46.5)−23.5Pteraxii Sterylizors ×5 84%; Scourges with Heavy Weapons ×5 84%; Solitaire ×1 94%
Haruspexfight160.8 (12)67.9 (13)−10.42243.40 (22)+2Pteraxii Sterylizors ×5 86%; Scourges with Heavy Weapons ×5 94%; Morvenn Vahl ×1 60%
Tyrannofexshoot122.4 (23)46.9 (28)−50.38254.40 (6.5)+18.5Morvenn Vahl ×1 59%; The Red Terror ×1 90%; Storm Speeder Hammerstrike ×1 79%
Hormagauntsfight110.2 (26)60.6 (17)+90.55264.20 (11)+15Swooping Hawks ×10 80%; Scourges with Heavy Weapons ×5 99%; Mandrakes ×10 80%
Psychophagefight115.7 (25)39.9 (32)−70.34273.00 (28.5)−1.5Infernal Master ×1 87%; Inquisitor Draxus ×1 94%; Solitaire ×1 75%
Hive Guardshoot153.5 (14)49.8 (25)−110.32283.00 (28.5)−0.5Scourges with Heavy Weapons ×5 84%; Pteraxii Sterylizors ×5 64%; Eldrad Ulthran ×1 86%
Neurogauntsfight55.2 (50)13.9 (47)+30.25292.20 (36.5)−7.5Benefictus ×1 74%; Kroot War Shaper ×1 87%; Reductus Saboteur ×1 74%
Carnifexesshoot163.7 (9)31.5 (37)−280.19302.00 (40)−10Scourges with Heavy Weapons ×5 62%; Benefictus ×1 91%; Painboy ×1 82%
Winged Tyranid Primefight127.8 (20)56.5 (21)−10.44312.60 (34.5)−3.5Solitaire ×1 78%; Painboy ×1 92%; Canoness with Jump Pack ×1 78%
Screamer-killerfight165.4 (7)70.4 (10)−30.43322.80 (32.5)−0.5Hyperadapted Raveners ×5 89%; Azrael ×1 89%
Harpyshoot73.7 (43)29.8 (38)+50.40330.80 (50.5)−17.5Scourges with Heavy Weapons ×5 85%; Pteraxii Sterylizors ×5 59%; Militarum Tempestus Command Squad ×5 85%
Genestealersfight164.8 (8)71.5 (8)00.43343.80 (14)+20Swooping Hawks ×10 100%; Incubi ×10 100%; Pteraxii Sterylizors ×5 97%
Ravenersfight130.1 (19)68.1 (12)+70.52353.80 (14)+21Pteraxii Sterylizors ×5 90%; Azrael ×1 87%; Scourges with Heavy Weapons ×5 90%
Termagantsshoot86.0 (39)13.3 (48)−90.16363.00 (28.5)+7.5Scourges with Heavy Weapons ×5 37%; Benefictus ×1 62%; Ratlings ×5 78%
Ripper Swarmsfight100.2 (30)6.6 (50)−200.07372.00 (40)−3Ratlings ×5 51%; Kroot War Shaper ×1 46%; Benefictus ×1 33%
Pyrovoresshoot146.0 (15)71.0 (9)+60.49383.33 (24)+14Scourges with Heavy Weapons ×5 99%; Swooping Hawks ×10 67%; Retributor Squad ×5 91%
Neurotyrantshoot88.3 (38)29.6 (39)−10.34393.67 (17)+22Solitaire ×1 68%; Infernal Master ×1 68%; Technomancer ×1 82%
Barbgauntsshoot222.0 (2)97.9 (1)+10.44402.00 (40)0Scourges with Heavy Weapons ×5 87%; Swooping Hawks ×10 50%; Militarum Tempestus Command Squad ×5 87%
Mawlocfight100.0 (31)56.0 (22)+90.56412.60 (34.5)+6.5Scourges with Heavy Weapons ×5 98%; Tempestus Scions ×10 78%; Retributor Squad ×5 97%
Hierophantshoot72.0 (44)19.7 (43)+10.27421.50 (44.5)−2.5Venatari Custodians ×6 79%; Chosen ×10 99%; Einhyr Hearthguard ×10 93%
Parasite of Mortrexfight92.3 (36)37.6 (34)+20.41432.20 (36.5)+6.5Painboy ×1 79%; Benefictus ×1 72%; Kroot War Shaper ×1 94%
Harridanshoot67.8 (47)23.9 (42)+50.35441.50 (44.5)−0.5Chosen ×10 97%; Exalted Eightbound ×6 89%; Venatari Custodians ×6 66%
Venomthropesfight173.9 (3)84.2 (4)−10.48452.00 (40)+5Scourges with Heavy Weapons ×5 79%; Solitaire ×1 79%; Wolf Scouts ×6 96%
Hive Croneshoot117.6 (24)40.3 (31)−70.34460.80 (50.5)−4.5Scourges with Heavy Weapons ×5 98%; Swooping Hawks ×10 63%; Pteraxii Sterylizors ×5 68%
Gargoylesshoot65.1 (48)14.0 (46)+20.22473.60 (19)+28Benefictus ×1 85%; Wolf Scouts ×6 69%; Painboy ×1 67%
Tyrannocytefight93.7 (35)17.2 (44)−90.18481.33 (46.5)+1.5Painboy ×1 53%; Kroot War Shaper ×1 79%; Benefictus ×1 53%
Tyrant Guardfight79.2 (41)43.0 (30)+110.54492.80 (32.5)+16.5Scourges with Heavy Weapons ×5 93%; Pteraxii Sterylizors ×5 73%; Infernal Master ×1 96%
Sporocystshoot69.1 (45)16.3 (45)00.24501.25 (48)+2Technomancer ×1 69%; Infernal Master ×1 52%; Painboy ×1 65%
Mucolid Sporesshoot0.0 (51.5)0.0 (51.5)0–510.80 (50.5)+0.5C'tan Shard of the Void Dragon ×1 0%; Allarus Custodians ×6 0%; Defiler ×1 0%
Spore Minesshoot0.0 (51.5)0.0 (51.5)0–520.80 (50.5)+1.5C'tan Shard of the Void Dragon ×1 0%; Allarus Custodians ×6 0%; Defiler ×1 0%

Mucolid Spores and Spore Mines have no attacks of their own: no Kill and no Burst.

Method notes and doubts

Files and runtime

tools/burst.js (node tools/burst.js --write, Tyranids 30 s with the preview; --army space-marines --write, 2.5 min), tests/unit/burst.test.js, reports/tiers/2026-10-04-burst-check.json and -space-marines.json (every unit's Kill, Burst, ranks, consensus, residual, best targets; the statistics; the preview).

Pre-registration (written and committed before the reviewers' letters were read for this check)

Committed alone in 4c5e423693; unchanged since.

Everything below is fixed before the first run that reads a reviewer letter. The results sections are added in a later commit; any change to this section after that commit would be marked as such.

The idea being tested

Jordan's colleague (a Tyranid player, 4 Oct): what matters is finishing a target in one activation, not average damage. A unit left alive runs, hides and shoots back; partial damage on a monster is worth little. A reliable gun that clears the bar beats one with the same mean that falls short half the time.

Burst, as measured (tools/burst.js)

The yardstick

The prediction (if the idea holds)

  1. Primary: Spearman ρ(residual, Burst shift) > 0: the units the reviewers rate above the ledger rise by Burst over Kill, the over-rated ones fall.
  2. Named units: Exocrine, Tyrannofex, Maleceptor, Haruspex, Genestealers, Raveners rise (Burst shift > 0); Toxicrene, Hierophant, Tervigon, Tyrannocyte fall (Burst shift < 0). A unit with no Burst and no Kill counts as not moving the predicted way.
  3. Secondary: Spearman ρ(residual, reliability) > 0.

Tests: one-sided permutation p (shuffle the residual over the units, 10,000 times, seeded), and a 95% bootstrap interval for ρ (resample units, 10,000 times, seeded).

Verdict: "holds" when the primary ρ is positive with p < 0.05 and at least 6 of the 10 named units move the predicted way; otherwise "doesn't hold". The secondary correlation and the both-phases reading are reported, not judged.

The preview (not a step)

The ledger with each solo form's Kill replaced by its Burst (in its natural mode's slot, so the charge model still scales a melee Burst), × one constant so the median ranking form's Kill is unchanged, everything else at step 6; joined forms unchanged (they don't rank). Scored on the headline lists (pairwise and ρ), Tyranids; Space Marines too if cheap (their ledger, auspexFull and tobias). A preview only: a step would be the burstKill switch, judged as the others.