Loading...


Loading...
Monte Carlo Simulation — 100,000 iterations
DEFENDER STATS
Combat Tag
ATTACK OPTIONS
Modifiers
STARCRAFT TMG — ATTACK RESOLUTION
1. Attack Pool → Armour Pool
Roll Models × RoA dice. Each die ≥ Hit value succeeds and moves to the Armour Pool. Burst Fire (X) adds X to RoA. Spillover uses Models only (no × RoA). Hits X(Y) skips rolling entirely and places X hits directly.
1b. Precision (X)
After rolling to Hit, move up to X failed Attack Dice directly into the Armour Pool. Treated as successful hits for all purposes, including Surge.
1c. Critical Hit (X)
Any attack die rolling exactly X is removed from the Armour Pool and placed directly into the Damage Pool, bypassing Armour rolls. Subject to Dodge reduction before placement.
2. Surge Die
Roll 1 Surge Die (D3, D3+1, or D6). If the Surge Type matches the target's Combat Tag, move that many dice from the Armour Pool directly to the Damage Pool, bypassing Armour. Surge and Critical Hit dice moved to the Damage Pool are reduced by Dodge (X) before placement. Spillover and Hits Mode attacks do not use a Surge Die.
3. Armour Rolls
Defender rolls all Armour Pool dice. Die ≥ Armour = success (discarded). Die < Armour = failure (moves to Damage Pool). Pierce [Tag] X: if the attack's Pierce Tag matches the defender's Combat Tag, each damage die deals X damage instead of the weapon's base damage.
3b. Tough (X)
When resolving an Armour Roll, change up to X failed results into successes — discard them without moving to the Damage Pool.
4. Evade Rolls
If the unit has Evade: roll all Damage Pool dice. Die ≥ Evade = success (removed). Anti-Evade (X) raises the Evade threshold by X, making it harder to evade.
4b. Dodge (X)
Reduces the combined Surge + Critical Hit dice placed into the Damage Pool (bypass pool) by up to X before Evade rolls. Does not affect Armour failures.
5. Damage & Casualties
Damage Pool × Damage = Total Damage. Remove one model per HP worth of damage. Overflow is lost. Concentrated Fire (X) caps the number of casualties at X per attack regardless of total damage.
5b. Shielded
If a Shield value is present, add it to the HP of the first model. The first model must absorb Shield + HP damage before being removed. The Unit loses its Shielded Status when total damage assigned exceeds its Shield value or when the first model is removed. Losing Shielded Status does not remove remaining Hit Points.
SIMULATION RESULTS — 100,000 ITERATIONS
Avg. Casualties
0.00
Avg. Damage
0.00
Zero Casualties
0.00%
Full Wipe (10)
0.00%
ATTACK: 5 models × RoA 2 = 10 total dice, hitting on 3+
DEFENDER: Ground, Armour 4+, 1 HP × 10 models