Arcs Dice Calculator for Battle Pools

Arcs Dice Calculator

Build assault, skirmish, and raid-style battle pools, then estimate hits, intercept exposure, raid keys, and target pressure before you roll.

This calculator uses a compact face model for Arcs-style custom dice. It focuses on probability planning and avoids long rule text; confirm final resolution against your table copy.
Descriptive Presets
🎲 Battle Pool Inputs
Burst hit dice; capped at 6.
Safer ship pressure dice.
Key and building pressure dice.
Adds flexible extra dice.
Use 0 to 3 for scenario tuning.
Models a single reroll pass.
Two damage points each.
One damage point each.
Also drives intercept danger.
Needs one hit to remove.
Fresh building health.
Damaged building health.
Choose whether the roll is about ships, a city, or the whole position.
Changes the practical verdict text, not the math.
Battle Pool Result
Expected Defender Pressure
0.00
ship-first hits plus building hits
Attacker Risk
0.0%
chance all attackers are lost
Raid Key Output
0.00
expected keys if ships survive
Target Success
0.0%
selected target profile
📊 Pool Spec Grid
18Dice in set
6Per die type cap
5Tracked symbols
1xDie per ship base
0.50Skirmish hit EV
1.17Assault hit EV
0.67Raid key EV
OnceIntercept event cap
📘 Dice Face Reference
Die TypeFace Model UsedExpected SymbolsPlanning Read
AssaultBlank, 2 hits, 2 hits+self, hit+intercept, two hit+self faces1.17 hits, 0.50 self, 0.17 interceptFastest ship damage with meaningful attacker exposure.
SkirmishThree blank faces and three one-hit faces0.50 hits, no self, no interceptBest for low-risk fleet cleanup and control checks.
RaidKey faces, building-hit faces, hit+building faces, intercept faces0.50 ship hits, 0.50 building hits, 0.67 keysUse when the prize is resources, cards, or buildings.
Bonus dieCopies the selected die type after pool capsDepends on type and reroll settingTests card, setup, or house-variant modifiers.
Target ProfileHealth CheckedCounts Ship-First HitsCounts Building Hits
Clear all defending shipsFresh ships x2 plus damaged ships x1YesNo
Destroy one fresh ship2 damage pointsYesNo
Destroy one damaged ship1 damage pointYesNo
Crack all buildingsFresh buildings x2 plus damaged buildings x1Only spillover after shipsYes
Destroy one fresh city/starport2 building damage pointsOnly spillover after shipsYes
Destroy one damaged city/starport1 building damage pointOnly spillover after shipsYes
Pool PatternTypical DiceBest TargetWatch For
Safe probeMostly skirmishDamaged shipsLow ceiling; blanks can stall.
Assault burstMostly assaultFresh ships or fleetsSelf-hit and intercept clustering.
Raid pressureRaid plus support hitsBuildings and valuablesKeys are useful only with ships left.
Mixed battleOne or two of eachFlexible board statesHarder to read without expected values.
ModifierCalculator TreatmentGood UseLimit
Reroll skirmish blanksBlank skirmish faces roll once moreClean ship pressureDoes not add keys.
Reroll assault blankAssault blank face rolls once moreHigher burst consistencyCan also roll risk symbols.
Reroll raid no-keyNo-key raid faces roll once moreResource or card raid checksMay trade building pressure for keys.
Bonus diceAdds extra selected die typeTesting temporary bonusesKept separate from base cap.
💡 Battle Planning Tips
Check fresh defenders: Intercept is modeled as a once-per-battle event, so the same symbol is much scarier when several fresh defending ships remain.
Separate keys from survival: Expected keys are discounted by the chance at least one attacking ship remains, because a raid plan can fail after a strong key roll.
Use target profiles: Ship-first hits and building hits answer different questions. Switch profiles before comparing a fleet attack with a city raid.
Rerolls have risk texture: A reroll can raise the hit average while also increasing self-hit, intercept, or building-damage exposure.

When you enter into a battle, your probability of success in the battle is determine by the dice rolls that take place within the battle. The results of your dice rolls isnt guaranteed, and your probability curve is based upon the different type of dice that are contained within your dice pool. Each type of die perform a different role within the battle, and has a different level of risk associated with there use.

Assault dice are used for high level of aggression in your attack. Assault dice is good for rapidly damage the hulls of ships. However, because assault dice have a chance of causing self-damage or an intercept, you must consider the risk of using assault dice.

How to Choose Dice and Balance Risk in Battle

If you use too many assault dice, you will increase your chance of self-damage. Self-damage can result in the loss of your ships, so you must determine whether the target you are attacking has the fragility to warrant the risk of using assault dice. Skirmish dice are used for reliability in your attack.

Skirmish dice are safer than assault dice. While skirmish dice do not have the same potential for damage the enemy ships as assault dice, they also do not pose the same risks. Many player will select skirmish dice for there safety, but using skirmish dice can be a mistake if they do not allow you to reach the threshold for taking a position.

Raid dice are used for find keys to unlock the cities that you will later attack to destroy there buildings. Raid dice are not as efficient at destroying ships as skirmish or assault dice. Using many raid dice will allow you to find much keys to unlock many cities, but your firepower may not survive the attack of the cities defenders.

Therefore, you must find a balance between raid dice and the other type of dice to ensure that you can find the loot that you need while not sacrificing your fleet. The risk of intercept is based off the strength of the enemy fleet that you will encounter. If the enemy fleet is strong and fresh, the risk of intercept will be more higher than if the enemy fleet is damaged.

When you calculate the risk of intercept for your attack, you cannot use a set number. The risk of intercept will change depending upon the strength of the defending ships. Rerolls allow you to roll a die again.

However, rerolls can pose some risks. For instance, using a reroll for a blank result on an assault die will cause the attack to either recieve a hit or suffer self-damage. A blank result is neutral; it will not cause self-damage.

Thus, using a reroll to replace a neutral result with either a good or bad result will increase the risk of attack. You must ensure that your dice pool match to the profile of the target that you are attacking in order to successfully complete your attack. For instance, if your goal is to destroy an opposing fleet, then you want to use dice that are efficient at destroying ships.

However, if your goal is to attack a city, raid dice will be required to find the keys that will unlock the city. Ship-first hits will only affect the enemy cities after there fleet is completely destroyed. Thus, using the dice to destroy an enemy fleet before using raid dice to attack the enemys cities is essential.

Using the wrong type of dice for your target will make your dice pool mediocre for all task. Rather than calculating the expected value of an attack, you should calculate the probability that you will survive the attack. Expected value determine the average of all possible outcome of an attack.

However, it does not take into account the chance of a total loss of your ships. You must consider the risk of a total loss of your ships to properly calculate your probability of success. If the chance of a total loss of your ships is too great, then the attack is not worth the potential reward.

Through testing different combination of bonus dice and rerolls, it is possible to move from guesswork for your attacks to planning your attacks. Through planning your attacks and testing their outcomes, you can find the right balance of bonus dice and rerolls to create a reward for your attack that justify the danger of the attack. Planning allows player to execute an attack based on calculated odds instead of a desperate gamble to win the battle.

You should of used more raid dice if you wanted more loot.

Arcs Dice Calculator for Battle Pools

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