Forgot your dice, or just want to settle a roll fast? This dice roller throws any number
of d6 against a target number, applies your modifiers and re-rolls, and tells you how
many hits (or wounds, or saves) you got — the actual result, not an average.
How to use it
Set the number of dice, the hit-on target (e.g. 3+), any +1 / −1 modifier, and a
re-roll option (1s or failures). Hit Roll — successes light up green, and you get the
count and hit-rate. A natural 1 always fails, matching 10th/11th-edition rules.
Rolling vs. the odds
This roller shows a single, real result — useful mid-game. If you want the average
outcome of an attack before you commit (to compare weapons or targets), use the
Warhammer 40K dice calculator (Mathhammer) instead.
Building a list to test? Pair it with the Combat Patrol rules guide.
Frequently asked questions
Does it follow 40K rules?
Yes — a natural 1 always fails, and modifiers apply to the roll. Toggle re-rolls for auras
like “re-roll 1s to hit.”
Can I use it for wounds and saves too?
Absolutely — just set the target number to your wound roll or save, and read the “hits” as
successes for that step.
What are the odds of rolling a 3+ on a D6?
A 3+ succeeds on four of the six faces (3, 4, 5 and 6), so the chance is about 67%. A 2+ is about 83%, a 4+ is 50%, a 5+ is about 33% and a 6+ is about 17%. Each step up in the target number removes one face, or roughly 17 percentage points.
What is the difference between re-rolling 1s and re-rolling failures?
Re-rolling 1s only lets you re-roll dice that show a 1, while re-rolling failures lets you re-roll every die that missed the target. For a 3+ roll, re-rolling 1s raises your success chance from about 67% to about 78%. Re-rolling all failures raises it to about 89%. You can never re-roll the same die more than once.
Does a natural 6 always succeed in Warhammer 40k?
For hit and wound rolls, yes: an unmodified 6 always succeeds, just as an unmodified 1 always fails. Saving throws work the same way for the 1, because an unmodified 1 always fails. Unmodified 6s also trigger critical hit and critical wound abilities, so it’s worth checking your weapon’s rules for what happens on a 6.