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Wargame / Warhammer Dice Calculator

Warhammer and wargame dice odds: average hits, wounds, unsaved wounds and damage from to-hit, to-wound, save, AP and rerolls.

Targets are d6 roll-over values: 3 means 3+. AP is added to the save. Results are long-run averages.

About this tool

The Wargame / Warhammer Dice Calculator estimates how much damage a unit deals through the classic sequence of to-hit, to-wound and save rolls. It computes locally in your browser with nothing sent anywhere. Enter the number of attacks, the hit, wound and save targets (as d6 values like 3 for a 3+), any armour penetration, the damage per wound, and an optional reroll on hits.

Each roll passes with probability (7 − target) / 6, clamped to the 0–1 range. Rerolling 1s raises the pass chance to p + (1/6)·p, and rerolling all failures raises it to p + (1 − p)·p. Armour penetration worsens the save by adding to its target, so the save chance is (7 − (save + AP)) / 6. The results chain: average hits = attacks · pHit, average wounds = hits · pWound, average unsaved wounds = wounds · (1 − pSave), and total damage = unsaved wounds · damage per wound.

These are expected (average) values across many rolls, not a single dice result — real games swing above and below them. Hit and wound targets run from 2+ to 6+, and a save of 7 (or an AP that pushes it past 6) means no save is possible, so every wound gets through.

Frequently asked questions

How do the reroll options work?
Reroll 1s turns the one-in-six chance of rolling a 1 into another attempt: p becomes p + (1/6)·p. Reroll all failures re-rolls every miss: p becomes p + (1 − p)·p. Both apply to the to-hit step here.
How does armour penetration (AP) change the save?
AP is added to the save target, making it harder to pass. A 3+ save against AP-1 needs a 4+, so the save chance drops from 4/6 to 3/6. If the modified target exceeds 6 the save fails automatically.
Are these guaranteed results?
No — they are statistical averages. Ten attacks hitting on 3+ average about 6.67 hits, but any single turn might give 4 or 9. The numbers are best for comparing units and weapons, not predicting one activation.
What does a 2+ or 3+ mean?
It is the minimum d6 result that succeeds. A 3+ passes on a 3, 4, 5 or 6 — four of six faces — so its probability is (7 − 3)/6 = 4/6 ≈ 0.667. Natural 1s always fail, which is why targets start at 2+.

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