Compute expected hits, wounds, failed saves & kills for any unit across all Warhammer 40K editions
| Strength vs Toughness | Condition | Wound Roll Needed | Probability |
|---|---|---|---|
| S ≥ 2x T | Double or more | 2+ | 83.3% |
| S > T | Higher Strength | 3+ | 66.7% |
| S = T | Equal | 4+ | 50.0% |
| S < T | Lower Strength | 5+ | 33.3% |
| S ≤ T/2 | Half or less | 6+ | 16.7% |
| Unit | M / WS / BS | T / W / Sv | Attacks | Faction |
|---|---|---|---|---|
| Intercessor | 6" / 3+ / 3+ | 4 / 2 / 3+ | 2 | Space Marines |
| Tactical Marine | 6" / 3+ / 3+ | 4 / 2 / 3+ | 1 | Space Marines |
| Terminator | 5" / 3+ / 3+ | 5 / 3 / 2+ | 3 | Space Marines |
| Ork Boy | 6" / 3+ / 5+ | 5 / 1 / 5+ | 2 | Orks |
| Necron Warrior | 5" / 3+ / 4+ | 4 / 1 / 4+ | 1 | Necrons |
| Chaos Legionary | 6" / 3+ / 3+ | 4 / 2 / 3+ | 2 | Chaos |
| Guardsman | 6" / 4+ / 4+ | 3 / 1 / 5+ | 1 | Astra Militarum |
| Fire Warrior | 6" / 4+ / 4+ | 3 / 1 / 4+ | 1 | T'au |
| Weapon | Range | A / S / AP / D | Type | Special |
|---|---|---|---|---|
| Bolt Rifle | 24" | 2 / 4 / -1 / 1 | Rapid Fire 1 | – |
| Boltgun | 24" | 2 / 4 / 0 / 1 | Rapid Fire 1 | – |
| Lascannon | 48" | 1 / 12 / -3 / D6+2 | Heavy | – |
| Plasma Gun (Std) | 24" | 1 / 7 / -3 / 1 | Rapid Fire 1 | – |
| Plasma Gun (O/C) | 24" | 1 / 8 / -3 / 2 | Rapid Fire 1 | Hazardous |
| Meltagun | 12" | 1 / 9 / -4 / D6 | Assault | Melta 2 |
| Heavy Bolter | 36" | 3 / 5 / -1 / 2 | Heavy | Sustained Hits 1 |
| Chainsword | Melee | 4 / 4 / 0 / 1 | Melee | – |
| Power Fist | Melee | 3 / 8 / -2 / 2 | Melee | – |
| Shoota (Ork) | 18" | 2 / 4 / 0 / 1 | Rapid Fire 1 | – |
| Save Value | Base Pass Rate | vs AP-1 | vs AP-2 | vs AP-3 |
|---|---|---|---|---|
| 2+ | 83.3% | 66.7% | 50.0% | 33.3% |
| 3+ | 66.7% | 50.0% | 33.3% | 16.7% |
| 4+ | 50.0% | 33.3% | 16.7% | 0% (no save) |
| 5+ | 33.3% | 16.7% | 0% | 0% |
| 6+ | 16.7% | 0% | 0% | 0% |
Understand the function of Damage in Warhammer can seem difficult at first. The rules hold many small details and wrong use of them can fully change the result of a game that ends quickly.
In the tabletop game, the Damage of a weapon shows how many wounds it causes when it hits. For instance, some weapon has Damage of 3. But here the key spot: if a model dies because of an attack, every leftover Damage simply disappears.
It does not pass to the next model. So, if a model has only one wound and receives a hit of a weapon with Damage 3, those two extra spots of Damage simply go. They do not have any impact.
Damage does not go past the limits.
That matters a lot for how one plans his attacks. One of the common misteaks of players is putting too much firepower against one single target. If a unit has only two wounds, destroying it by means of ten strong shots is useless expense.
A calculator for Damage helps to estimate the smallest amount of fire, needed for destruction of a target with around eighty percent of safety. Choose the right amount of power for every target is a basic skill.
Wounds from attacks must apply in order. All wounds go from one model too the next in logical order. One can not simply spread them freely through the whole unit.
There are rules for lowering Damage also. The official document says that any Damage can not drop under one. Some players would like to not have units that can cancel Damage entirely, and they would prefer things like the rule “six-plus Feel Any Pain” instead.
In Total War Warhammer, everything works differently. Every unit has a base percent of chance for attacking. In close fight, the attack stat of the attacker is added, and the defense stat of the defender is removed.
The lowest chance for attacking is ten percent, and the highest ninety percent. Saved actions of armor act as percent for lowering Damage from all sources. Armor protection works against everything except attacks that pierce armor.
Physical resistance only blocks physical attacks, including those that pierce armor.
In the core of the fight, there are two kinds of Damage. Basic and armor-piercing. There are three clearly defined channels for Damage in the game, with physical Damage as default for most units.
In the game Gladius, the Damage of a weapon is found by means of multiplying the Damage of one shot by means of the number of attacks and the number of copies of that weapon. The Warhammer itself, as a weapon in style of D&D, gives 1d8 striking Damage or 1d10 when used by means of twohands, because it has the trait of versatility. Knowledge about it allows to add your knowledge bonus to the roll for attack.