Warhammer 40K Dice Roller

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.

Set your dice and hit Roll.

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.

Need to roll some dice? Roll any number of d6 against a target, with modifiers and re-rolls.
Open the dice roller →
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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.