At the table
The numbers you look up mid-game.
Starting with the one that comes up on almost every attack: what you need to roll to wound, based on Strength against Toughness. More charts (to-hit, saves, cover) are coming — this page will grow.
Wounding: Strength vs Toughness
After a hit roll succeeds, roll to wound. Compare the weapon's Strength (S) to the target's Toughness (T) and find the row that applies — a roll equal to or higher than the number shown is a wound.
| Strength vs Toughness | Roll needed |
|---|---|
| Strength is double the target's Toughness, or more | 2+ |
| Strength is greater than Toughness | 3+ |
| Strength is equal to Toughness | 4+ |
| Strength is less than Toughness | 5+ |
| Strength is half the target's Toughness, or less | 6+ |
Example: a weapon with Strength 4 shooting at a unit with Toughness 3 needs 3+ to wound, since 4 is greater than 3 but not double it.
Where this disagrees with the official rules, the official rules win. Games Workshop publishes the 11th edition Core Rules as a free PDF and in the Warhammer 40,000 app. If something here looks wrong or out of date, fix it in the repo rather than arguing about it at the table.