與「骰子機率計算器」差別:How this differs from the Dice Calculator:
這頁是「速查表」──不需輸入任何東西,你可以直接在桌邊瞄一眼。若要算一支特定武器的完整期望傷害,請用 /dice 計算器。
This is a lookup table — no inputs, just glance at it during a game. To compute expected damage for a specific attack profile, use the /dice calculator.
Ⅰ
單顆 D6 成功機率Single D6 Success Odds
2+
83%
5/6
3+
67%
4/6
4+
50%
3/6
5+
33%
2/6
6+
17%
1/6
自動
AUTO
100%
洪流 / 自動命中
Torrent / Auto-hit
Ⅱ
D6 加修正後With ±1 modifiers & rerolls
| 原目標Base | 2+ | 3+ | 4+ | 5+ | 6+ | |
|---|---|---|---|---|---|---|
| 原始 | Base | 83% | 67% | 50% | 33% | 17% |
| +1 | 83%* | 83% | 67% | 50% | 33% | |
| -1 | 67% | 50% | 33% | 17% | 17%* | |
| 重骰 1 | RR 1s | 97% | 78% | 58% | 39% | 19% |
| 重骰全部 | RR all | 97% | 89% | 75% | 56% | 31% |
*:原 2+ 與 6+ 有「自然 1 必失敗、自然 6 必成功」限制,修正後仍為這個值。
*: Natural 1 always fails, natural 6 always succeeds — so modifiers can\'t push past the base limits.
Ⅲ
衝鋒距離 2D6 機率Charge Distance (2D6)
你的 2D6 需要 大於等於 到達對方 Engagement Range 所需的英吋數。Engagement Range = 1" 水平 + 5" 垂直。
Your 2D6 must be ≥ the inches required to reach Engagement Range (1" horizontal, 5" vertical).
| 需要Target | 2" | 3" | 4" | 5" | 6" | 7" | 8" | 9" | 10" | 11" | 12" | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 原始 | Base | 100% | 97% | 92% | 83% | 72% | 58% | 42% | 28% | 17% | 8% | 3% |
| 重骰 1 | RR 1s | 100% | 99% | 94% | 86% | 76% | 64% | 49% | 35% | 22% | 12% | 5% |
| 重骰全部 | RR all | 100% | 100% | 99% | 97% | 92% | 82% | 66% | 48% | 31% | 16% | 6% |
記住三個數:Remember 3 numbers:
9" = 28%、8" = 42%、7" = 58%。衝 9" 是賭博、衝 7" 是合理、衝 5" 幾乎穩拿。
9"=28%, 8"=42%, 7"=58%. Charging 9" is a gamble, 7" is reasonable, 5" is almost guaranteed.
Ⅳ
命中 × 打傷聯合機率Hit × Wound Combined
每次攻擊直到扣甲前的成功率 (不含甲救)。找出你的命中值 (橫) 和打傷值 (縱)。
P(attack causes an unsaved wound before armour). Find your BS/WS (columns) × wound target (rows).
| Hit → 打傷 ↓Wound ↓ |
2+ | 3+ | 4+ | 5+ | 6+ |
|---|---|---|---|---|---|
| 2+ | 69% | 56% | 42% | 28% | 14% |
| 3+ | 56% | 44% | 33% | 22% | 11% |
| 4+ | 42% | 33% | 25% | 17% | 8% |
| 5+ | 28% | 22% | 17% | 11% | 6% |
| 6+ | 14% | 11% | 8% | 6% | 3% |
高high
中mid
低low
Ⅴ
甲救 + AP 速查Save + AP Quick Reference
單一次打傷後能被甲救擋下的機率 (不考慮 掩護 / 無敵豁免)。掩護 為 +1 Sv (上限 3+);無敵豁免 無視 AP。
P(save blocks a wound). Cover adds +1 Sv (cap 3+); Invulnerable saves ignore AP entirely.
| 甲救Sv | AP 0 | AP -1 | AP -2 | AP -3 | AP -4 | AP -5+ |
|---|---|---|---|---|---|---|
| 2+ | 83% | 67% | 50% | 33% | 17% | 0% |
| 3+ | 67% | 50% | 33% | 17% | 0% | 0% |
| 4+ | 50% | 33% | 17% | 0% | 0% | 0% |
| 5+ | 33% | 17% | 0% | 0% | 0% | 0% |
| 6+ | 17% | 0% | 0% | 0% | 0% | 0% |
實戰意義:In play:
AP -3 會讓 3+ 甲救變成 6+。這就是為什麼大武器被稱為「TEQ 殺手」。
AP-3 converts a 3+ save to 6+. That\'s why high-AP weapons are "TEQ killers".
Ⅵ
單攻擊機率計算Quick Single-Attack Calc
不需要複雜的輸入,只要 4 個選單,立即看到「一次攻擊造成未救傷害的機率」。
Pick 4 values; get the probability that one attack results in an unsaved wound.
每次攻擊造成未救傷害:P(unsaved wound per attack):
16.7%
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