How Age of Sigmar Dice Odds Work

Ever thrown a fistful of dice in Warhammer Age of Sigmar and wondered why your unit did far less than you hoped? The math is friendlier than it looks. Every attack is a short chain of d6 rolls, and each roll has a clean chance you can work out before the dice even land.

Quick Answer

Age of Sigmar dice odds work in four d6 steps: hit, wound, save, then damage. Each step succeeds when you roll at or above a target number, so the chance of any single step is (7 minus the target) divided by 6. Multiply the step chances together to find expected damage.

How the Age of Sigmar Attack Sequence Works

Every attack in Age of Sigmar 4th edition resolves the same way: a hit roll, a wound roll, a save roll, then damage. Each roll uses one d6, and the roll succeeds when it meets or beats a target number. An unmodified 1 always fails, and an unmodified 6 always succeeds.

Here is what happens, step by step. First you roll to hit against the weapon’s Hit value. Pass it, and you roll to wound against the Wound value. Pass that, and the defender rolls a save, but they subtract the weapon’s Rend from their result. If the save fails, the attack deals the weapon’s Damage.

A ward is a separate side save. After a failed save, the defender rolls a d6 for each point of damage, and any roll at or above the ward value removes that point. A ward cannot be modified and is never affected by Rend. You can run any warscroll through the Age of Sigmar dice calculator to see these odds instantly.

The Age of Sigmar attack sequence One attack flows through four d6 steps: hit roll, wound roll, save roll with Rend subtracted, then damage. A failed save branches to an optional ward roll that can remove damage. Hit roll d6 >= Hit Wound roll d6 >= Wound Save roll d6 minus Rend Damage if save fails Ward (side branch) d6 per damage, no Rend Pass each step to move right; a failed save can still face a ward save before damage sticks
Four d6 steps run left to right, with the ward as an optional side save.

How To Turn a Dice Target Into a Probability

The short answer is one tidy formula. For a d6 target of T with no modifier, the chance of success is (7 minus T) divided by 6. A 3+ needs a 3, 4, 5, or 6, which is 4 of the 6 faces, so the chance is 4/6.

Because an unmodified 1 always fails and an unmodified 6 always succeeds, the chance is boxed in. It can never drop below 1/6 and never rise above 5/6, no matter how strong the buff or debuff. Here are the common targets you will meet most often:

  • 2+: 5/6, about 83 percent
  • 3+: 4/6, about 67 percent
  • 4+: 3/6, exactly 50 percent
  • 5+: 2/6, about 33 percent
  • 6+: 1/6, about 17 percent

One rule keeps this clean in 4th edition: hit and wound modifiers are capped at plus or minus 1. So a hit roll can shift by one target number at most, which keeps the odds inside that same 1/6 to 5/6 band.

How Rend Changes Your Save Odds

Rend makes a save harder by subtracting from the defender’s save roll. A save still passes when the final result meets the Save value, but Rend pushes the needed natural roll higher. Importantly, Rend is not subject to the plus or minus 1 cap that limits hit and wound modifiers.

Take a Save of 4+. With no Rend, it passes on a natural 4, 5, or 6, which is 3/6. Apply Rend 1 and the defender needs a natural 5 or 6, dropping the save to 2/6. Apply Rend 2 and only a natural 6 saves, which is 1/6. The table makes the slide clear.

How Rend lowers a 4+ save (unmodified d6)
Rend on the weapon Natural roll that still saves Chance the save holds
Rend 0 4, 5, or 6 3/6 (50 percent)
Rend 1 5 or 6 2/6 (about 33 percent)
Rend 2 6 only 1/6 (about 17 percent)

For the attacker, a saved attack is a failed attack, so you want the save to hold as rarely as possible. That is why Rend is prized: it chips directly at the one step the defender controls.

How To Calculate Expected Damage

Expected damage is the average damage a weapon deals over many identical rounds. For a simple weapon with no crit ability, the formula multiplies the number of attacks by each step’s success chance, then by the Damage value.

In plain terms: Expected damage = Attacks x P(hit) x P(wound) x P(fail save) x Damage. Each probability comes from the (7 minus T) over 6 rule, with Rend folded into the save step. The result is an average, so it assumes the d6 rolls are independent of one another.

Expected damage formula Expected damage equals attacks multiplied by the chance to hit, the chance to wound, the chance the save fails, and the weapon damage value. Expected damage = Attacks x P(hit) x P(wound) x P(fail save) x Damage Each P comes from (7 minus target) / 6, with Rend subtracted inside the save step
Multiply the five factors to get the long-run average damage per round.

Work a full example. Say 10 attacks, Hit 3+, Wound 3+, Rend 1 against a 4+ save, and Damage 1, with no ward. P(hit 3+) is 4/6 and P(wound 3+) is 4/6. A 4+ save against Rend 1 holds only on a natural 5 or 6, so P(save) is 2/6 and P(fail save) is 4/6.

Now multiply: 10 x 4/6 x 4/6 x 4/6 x 1 = 640/216 = 2.96 damage. So this unit deals about 2.96 wounds on average, and its single most likely result is 3. The live tool returns 2.96 for these same inputs, so you can check your own warscrolls the same way.

What Critical Hits Do to Your Odds

A critical hit is an unmodified 6 on the hit roll. It always lands, and it triggers whatever Crit ability the weapon carries. There are three common versions, and each one bends the usual sequence in a different way.

  • Crit (2 Hits): the single hit becomes 2 hits, and you make a wound roll for each one.
  • Crit (Auto-wound): the attack skips the wound roll and counts as a wound, though the defender still gets a save.
  • Crit (Mortal): the attack inflicts mortal damage equal to the weapon’s Damage, and the attack sequence ends. This bypasses the wound and save rolls, but the defender may still take a ward save.

These abilities raise expected damage above the simple formula, which is why warscrolls with strong crits punch harder than their base stats suggest. The chart below shows the shape of results for the earlier 10-attack example, so you can see why the average and the most likely roll both sit near 3.

Shape of the damage distribution For the 10-attack example, the chance of each damage total forms a hump that peaks at 3 damage. The average is 2.96 and the most likely result is 3. Likely damage totals (10 attacks, Hit 3+, Wound 3+, Rend 1 vs 4+) 01234567 Damage total most likely: 3, average 2.96
Results cluster into a hump; the tallest bar and the 2.96 average both sit at 3.

Two caveats are worth stating plainly. These are 4th-edition rules from 2024 onward, and the number of Attacks always comes from the warscroll, which is your input. Expected values also assume each d6 roll is independent, which is the standard way to model dice.

Want the odds for your own warscroll?

Plug in your attacks, hit, wound, Rend, save, damage, and ward values, and the Age of Sigmar dice calculator returns the expected damage and the odds for each step in seconds.

For dice math in other games, try the 40k visual dice calculator or the D&D dice calculator. To reason about drawing cards or models without replacement, the hypergeometric calculator helps, and you can browse the whole set of gaming calculators.

FAQs About Age of Sigmar Dice Odds

What are the odds of a 3+ to hit in Age of Sigmar?

The short answer is 4 in 6, or about 67 percent. A 3+ succeeds on a 3, 4, 5, or 6, which is four of the six faces. The same (7 minus target) over 6 rule works for any dice target.

Does an unmodified 1 ever succeed?

No. An unmodified 1 always fails, no matter how big your bonuses are. On the flip side, an unmodified 6 always succeeds, and on the hit roll it also counts as a critical hit.

How does Rend affect a save roll?

Rend is subtracted from the defender’s save roll, so they need a higher natural number to pass. A 4+ save against Rend 1 holds only on a natural 5 or 6, which cuts the save from 3/6 down to 2/6.

Is Rend capped like hit and wound modifiers?

No. In 4th edition, hit and wound modifiers are capped at plus or minus 1, but Rend is not part of that cap. Rend applies in full to the save roll, so high-Rend weapons can shred strong armor.

How do I calculate expected damage by hand?

Multiply attacks by the chance to hit, the chance to wound, the chance the save fails, and the damage value. For 10 attacks, Hit 3+, Wound 3+, Rend 1 versus a 4+ save, and Damage 1, you get about 2.96.

What does a critical hit do?

A critical hit is an unmodified 6 to hit, and it triggers the weapon’s Crit ability. Common ones give 2 hits, auto-wound, or deal mortal damage that ends the sequence while still allowing a ward save.

Can a ward save be reduced by Rend?

No. A ward is a separate save taken after a failed armor save. It cannot be modified and is never affected by Rend. You roll a d6 for each point of damage and remove each one you save.

Sources and Further Reading

References Used in This Article

These figures follow the Warhammer Age of Sigmar 4th-edition Core Rules and assume independent d6 rolls. Reviewed for accuracy by Prof. Dr. Khalil Mudassar, PhD. Last updated 2026-10-05.


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