Warhammer Damage Calculator – Compute Wounds & Kills Fast

Warhammer Damage Calculator – Compute Wounds & Kills Fast

⚔️ Warhammer Damage Calculator

Compute expected hits, wounds, failed saves & kills for any unit across all Warhammer 40K editions

Quick Presets
🛡 Attacker Configuration
🔫 Weapon & AP Stats
🎯 Target (Defender) Stats
📊 Combat Results

📋 Unit Stats Quick Reference
67%
Hit Rate BS3+
50%
Wound Rate S=T
3+
Space Marine Save
D6+2
Lascannon Damage
T4
Standard Marine T
5+
Ork Save
4+
Reanimation Prot.
2+
Terminator Save
🎲 Wound Roll Chart (S vs T)
Strength vs Toughness Condition Wound Roll Needed Probability
S ≥ 2x TDouble or more2+83.3%
S > THigher Strength3+66.7%
S = TEqual4+50.0%
S < TLower Strength5+33.3%
S ≤ T/2Half or less6+16.7%
🛡 Common Unit Profiles (Warhammer 40K 10th Ed.)
Unit M / WS / BS T / W / Sv Attacks Faction
Intercessor6" / 3+ / 3+4 / 2 / 3+2Space Marines
Tactical Marine6" / 3+ / 3+4 / 2 / 3+1Space Marines
Terminator5" / 3+ / 3+5 / 3 / 2+3Space Marines
Ork Boy6" / 3+ / 5+5 / 1 / 5+2Orks
Necron Warrior5" / 3+ / 4+4 / 1 / 4+1Necrons
Chaos Legionary6" / 3+ / 3+4 / 2 / 3+2Chaos
Guardsman6" / 4+ / 4+3 / 1 / 5+1Astra Militarum
Fire Warrior6" / 4+ / 4+3 / 1 / 4+1T'au
🔫 Common Weapon Profiles (10th Ed.)
Weapon Range A / S / AP / D Type Special
Bolt Rifle24"2 / 4 / -1 / 1Rapid Fire 1
Boltgun24"2 / 4 / 0 / 1Rapid Fire 1
Lascannon48"1 / 12 / -3 / D6+2Heavy
Plasma Gun (Std)24"1 / 7 / -3 / 1Rapid Fire 1
Plasma Gun (O/C)24"1 / 8 / -3 / 2Rapid Fire 1Hazardous
Meltagun12"1 / 9 / -4 / D6AssaultMelta 2
Heavy Bolter36"3 / 5 / -1 / 2HeavySustained Hits 1
ChainswordMelee4 / 4 / 0 / 1Melee
Power FistMelee3 / 8 / -2 / 2Melee
Shoota (Ork)18"2 / 4 / 0 / 1Rapid Fire 1
📊 Armour Save Probability Table
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%
💡 Tip — Wound Roll Formula: If S ≥ 2xT wound on 2+; if S > T wound on 3+; if S = T wound on 4+; if S < T wound on 5+; if S ≤ T/2 wound on 6+. This is the core of all Warhammer 40K damage calculation.
💡 Tip — Invulnerable Saves: An invulnerable save is never modified by AP. When a model has both an armour save and an invulnerable save, it always uses whichever is better after applying AP. Devastating Wounds bypass saves entirely and deal mortal wounds equal to the damage characteristic.

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.

How Damage Works in Warhammer

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.

Warhammer Damage Calculator – Compute Wounds & Kills Fast

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