UTILS.
Private by default
🎯

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.

Your files stay on this device

Files are processed in your browser, never uploaded. The site downloads code and assets to run the tools. No accounts or trackers.

Use Download to save this tool as one HTML file for offline use.

Privacy →

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+.

More tools