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骰子機率速查Dice Math Cheat Sheet

Hit · Wound · Save · Expected Damage
戰錘 40K 攻擊流程為連串機率事件,新手常低估「小概率事件疊加」的影響。本頁提供三張核心速查表、一台期望值計算機、與常見能力的數值修正對照,協助你評估單位戰鬥力與戰術抉擇。 40K's attack sequence is a chain of independent dice events. New players tend to underestimate how compounding probabilities erode damage output. This page provides the three core probability tables, an expected-damage calculator, and a cheat sheet for common ability modifiers.

一、攻擊流程五步驟1. The Five-Step Attack Sequence

Step 1
命中擲骰Hit Roll
擲 D6 ≥ BS/WS 命中。D6 ≥ BS/WS to hit.
Step 2
打傷擲骰Wound Roll
比較 S 對 T 查表。Compare S vs T on the chart.
Step 3
分配傷害Allocate
防守方選擇承受模型。Defender picks the model.
Step 4
豁免擲骰Save Roll
Sv − AP,或 無敵豁免。Sv − AP, or invulnerable.
Step 5
造成傷害Damage
失敗每次 −D 傷害,可 FNP。Each failed save: lose D wounds; FNP applies.

二、命中機率表2. Hit Probability (vs BS/WS)

擲 D6,≥ BS/WS 的所需點數。自然 1 永遠失敗,自然 6 永遠命中。Roll D6 ≥ BS/WS. Natural 1 always fails, natural 6 always hits.

BS/WS2+3+4+5+6+
基礎Base83.3%66.7%50.0%33.3%16.7%
重骰 1Re-roll 1s97.2%77.8%58.3%38.9%19.4%
重骰失敗Re-roll Fails97.2%88.9%75.0%55.6%30.6%
+1 命中+1 to Hit83.3%*83.3%66.7%50.0%33.3%
* 封頂Cap: 命中值改動最多只能達到 2+(最好)與 6+(最差),不可達 1+ 或自動命中/失敗。Modifiers cap at 2+ (best) and 6+ (worst); natural 1 still fails and natural 6 still succeeds.

三、打傷機率表3. Wound Probability (S vs T)

比較攻擊 S 與目標 T:Compare attacker's Strength (S) to target's Toughness (T):

比較Comparison所需骰數Needs機率Probability
S ≥ 2×T2+83.3%
S > T3+66.7%
S = T4+50.0%
S < T5+33.3%
2×S ≤ T6+16.7%
Ex: 爆彈槍 S=4 打 Space 陸戰隊員 T=4,需 4+ = 50%;打 終結者 T=5 則需 5+ = 33.3%;打 犀牛 T=9 則 2×S=8 < T,需 6+ = 16.7%。Bolter S=4 vs Space Marine T=4 needs 4+ (50%); vs Terminator T=5 needs 5+ (33%); vs Rhino T=9 where 2×S=8 < T, needs 6+ (17%).

四、豁免機率表4. Save Probability (Sv − AP)

豁免值被武器 AP 削減:Sv 2+、AP −1 → 3+ 豁免。AP 無法突破 無敵豁免 豁免(無敵豁免)。Sv is worsened by the weapon's AP: Sv 2+ with AP −1 becomes 3+. Invulnerable saves ignore AP.

Sv ↓ / AP →0−1−2−3−4−5
2+83.3%66.7%50.0%33.3%16.7%0%
3+66.7%50.0%33.3%16.7%0%0%
4+50.0%33.3%16.7%0%0%0%
5+33.3%16.7%0%0%0%0%
6+16.7%0%0%0%0%0%
Invulnerable: 無敵豁免不受 AP 影響,但須與一般豁免擇一擲出。4++ 永遠是 50%,5++ 是 33%,6++ 是 17%。Invulnerable saves ignore AP but you may only roll one save per wound. 4++ is always 50%, 5++ is 33%, 6++ is 17%.

五、傷害期望值計算機5. Expected Damage Calculator

Hits
Wounds
未豁免Unsaved
期望傷害Expected Damage
讀法Reading: 「期望傷害」為多次戰鬥的平均值。單次戰鬥實際結果可能高或低——骰運會讓 2 點期望傷害打出 0 或 5。用期望值比較武器選擇,不用它預測單回合結局。Expected damage is the long-run average. A single combat can roll much higher or lower. Use it to compare weapon choices, not to predict the outcome of one attack.

六、常見能力的數學影響6. Ability Math: How Much Do Buffs Really Help?

Lethal Hits
命中擲 6 自動打傷(跳過 致傷擲骰)。
Critical hit (natural 6) auto-wounds, skipping the wound roll.
對 T>S 目標強:6+ 命中改為自動打傷相當於把 1/6 命中轉成必中傷。Strong vs T>S targets; converts 1/6 of hits into auto-wounds regardless of S.
Sustained Hits X
命中 6 額外造成 X 次命中。
Natural 6 to hit generates X additional hits.
BS 3+ + 持續命中 1 ≈ 期望命中 +16.7%。BS 3+ with Sustained 1 ≈ +16.7% expected hits.
Devastating Wounds
打傷擲 6 造成 致命 致傷s,略過豁免。
Critical wound (natural 6) deals Mortal Wounds, bypassing saves.
對高 Sv 與高 Inv 目標效益最大(如 2+ 終結者、4++ 惡魔王子)。Best vs high-armor or high-invuln targets (2+ Terminators, 4++ Daemon Princes).
Twin-linked
重骰打傷擲骰。
Re-roll the wound roll.
4+ 打傷從 50% → 75%,S=T 的情境最有感。Turns 4+ wound (50%) into 75%; most impactful when S equals T.
+1 to Wound
打傷 +1 修正。
+1 modifier to the wound roll.
4+ → 3+(50% → 67%),S<T 場合把 5+ 變 4+ 更關鍵。4+ → 3+ (50% → 67%); crucial when S<T, turning 5+ into 4+.
Anti-Vehicle 4+
對載具擲 ≥4 為 致命致傷(配 致命/毀滅 威力大增)。
Against Vehicle, wound rolls of 4+ count as critical (powerful with Lethal/Devastating).
本身不自動打傷,需搭配 致命命中 或 毀滅傷害 才發揮。Doesn't auto-wound by itself; shines with Lethal Hits or Devastating Wounds.

七、實用估算原則7. Rules of Thumb

三步複利Compounding Three
命中 × 打傷 × 失敗豁免:0.67 × 0.5 × 0.33 ≈ 0.11。每次攻擊平均只有 11% 成功。Hit × Wound × Failed-save. A typical 3+/S=T/3+Sv chain ≈ 0.67 × 0.5 × 0.33 ≈ 11% per attack.
想殺 1 隻 陸戰隊員 平均需 9~10 次攻擊。Killing a single 2W Marine needs ~9–10 attacks.
傷害期望 = DExpected D for D-dice
D3 期望 2,D6 期望 3.5,D6+1 期望 4.5。D3 averages 2; D6 averages 3.5; D6+1 averages 4.5.
但多點高傷害 = 高變異,容易「過量傷害」浪費。High variance → overkill waste on low-wound targets.
武器配對目標Match Weapon to Target
多次低傷武器打小兵;少次高傷武器打大怪或載具。Many low-D attacks for chaff; few high-D shots for monsters/vehicles.
爆彈槍 不該打 騎士,雷射加農砲 不該打 教徒暴民。Don't fire bolters at Knights or lascannons at cultists.
重骰的邊際效益Re-roll Diminishing Returns
BS 越好,重骰 1 的邊際收益越低;BS 5+/6+ 重骰全失敗骰效益最大。Better BS = lower marginal gain from re-rolling 1s; worst-BS benefits most from "re-roll all fails."
誓言時刻 因此對命中 4+/5+ 的武器特別有價值。Oath of Moment is disproportionately strong on BS 4+/5+ weapons.
進階工具Advanced Tools: 想模擬更複雜情境(Sustained + Crit Mods + FNP 堆疊),推薦外部免費工具如 UnitCrunchWahapedia 的機率專欄。For complex stacking (Sustained + crit mods + FNP layers), external free tools like UnitCrunch or Wahapedia's math section are excellent.