Thinking about these two profiles and curious about everyone else’s thoughts. Please also note that I’m talking about their effectiveness in Vanilla. Khawarij primary advantages: DAM16 shooting is probably deadlier than an extra die against higher-ARM targets. (I have not run the numbers) NCO is a big deal. We have plenty of flimsy LTs whose LT orders are safer spent elsewhere. +1” dodge, NBW, PH13 and CC22 gives the Khawarij an interesting threat (and threat range) against troops with crappy CC and/or direct template weapons. Being CC and Dodge, it’s equally relevant on the reactive turn. Mukhtar primary advantages: Significantly better mobility. +4” deployment frees up your deployment zone and opens your placement options. 6-2 also lets you burn rubber and spray ammo around the table in general. Significantly better survivability. Mimetism and two wounds makes the Mukhtar more resilient on both turns in comparison to the Khawarij. Despite the Khawarij’s template defense, the Mukhtar still defends better against templates by virtue of having an extra wound and a Nanopulser ARO to (potentially) prevent the attacker from trying again. Probably better ranged offense. The Red Fury’s extra burst is almost certainly putting in more work than the extra 3 damage that the Khawarij’s Mk12 does, at least until armour starts stacking up. Worst case scenario, mimetism and an extra wound makes it safer to try again against modt targets. Burst2 template! The Mukhtar has a pretty nasty 2 saves that it can more or less force on camo tokens and remotes on any order where it gets close. Considerations that feel more significant than they are: the Khawarij’s CC prowess is mostly a reactive turn benefit. It negates CC but rolls one die. The extra crit chance is nice but flanking Mk12 with +1 Damage has 3 chances to hit harder against everything but ARM6+. NBW doesn’t compare particularly well to an extra wound when it’s being ignored by Berserk, too. The Khawarij’s +1” dodge is fairly I really don’t think Superjump on a flimsy 4-4 gunnery troop is any good in this edition. The biggest nerf is the lack of (no-damage) falling. Jumping down from elevation gave troops like the Khawarij order-efficient descent from safe rooftops or no-longer-useful vantage points, and that’s gone. The improved functionality of elevation as cover also makes jumping to shoot a worse prospect. The Mukhtar is 2 points less, but 1SWC more. Pzfaust daylamis on rooftops (or even boxes!) are an excellent, easy, low-investment long-range defense, and they’re 0SWC now. That and other SWC reductions make it genuinely difficult to fill out SWC in effective Vanilla Haqq. So the 1SWC really isn’t a big deal. NWI+Shock Immune is a sidegrade to “actually” having two wounds. You’re trading an unconscious state for the ability to return to 2 Wounds when Doctored. This might matter less for factions with fewer Doctors. I don’t know if NWI is cheaper than two wounds, but if it is, that’s in the Mukhtar’s favour anyway, thanks to it being best used on your opponent’s side of the table. My overall impression is in Vanilla, you’re picking between an extra order and a more effective unit. But those are my thoughts, and I haven’t found an N4 dice calculator. I’m happy to hear your own!