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Search guidance, tips, and walkthroughs for Adept Roll features.

How does Adept Roll work?

Adept Roll works by simulating your attack sequence thousands of times to determine the average outcome. The number of simulations can be changed in Settings.

During a game your attacking Profile attacks an enemy maybe once or twice over the course of a game. Adept Roll simulates this attack sequence in full thousands of times, the results are stored and the average is determined from this set of data.

Adept Roll does not use mathematics and probablity formulas - doing so would mean this app would never have been built. It uses simulations because it is good enough and is easier to implement espeically with interactions such as rerolls, Sustained Hits, Lethal Hits, Devastating Wounds, etc.

Why does Adept Roll have a subscription?

Adept Roll costs about the same as a single Space Marine Intercessor model. It is a small price to pay for a tool that can help you win games.

Data Processing

Adept Roll relies on external servers for importing data from New Recruit and BattleScribe. Running and maintaining this service incurs costs.

Frequent Changes in Warhammer 40K

With each new balance datasheet release, there are updates to unit stats, abilities, or even game mechanics. These adjustments can dramatically impact players' strategies and calculations, so Adept Roll needs timely updates to keep players on top of the current meta.

Quick Turnaround for Updates

A subscription model supports the manpower and technical resources required to release updates promptly. Without regular funding, it would be difficult to maintain the high level of responsiveness and accuracy that users expect from a tool like this.

Adapting to New Editions

Games Workshop releases major editions of Warhammer 40K, each introducing substantial changes to rules, units, and gameplay strategies. Adapting the app to align with these new editions involves redesigning and reprogramming sections of the app, which demands both time and expertise.

I have subscribed but I am stuck on the free version.

This can happen and can usually be fixed by doing the following the below steps. These steps can also be completed to move your subscription from one Apple or Google device to another

  • Open the Upgrade Screen which shows you have not purchsed - when in fact you have.
  • Scroll to the bottom of this screen and select 'Restore Purchses'.
  • This should reinstate your subscription, if it does not, quit the Adept Roll app and check again.
  • If this still does not work, please Contact Us from the Help > Contact Screen.

About Adept Roll Pro

Some of Adept Roll's features are available via an Pro annual subscription.

Subscribing to Adept Roll Pro gives you access to the below benefits. A full list of these options and their affects are available in this Help section and shown throughout the free verion of Adept Roll.

  • Full Army vs Army visualisation for multi-unit simulations - 25 Attackers vs 25 Defenders
  • Unit Import: Effortlessly import multiple attacker and defender Profiles, removing the headache of manual MathHammer input
  • Leader Attachments: Add a Leader to a Bodyguard Profiles and see exactly who survives the onslaught
  • Custom Views & Lists: Create tailored attacker and defender lists for rapid access
  • CSV Export: Export multi-unit simulation results for deeper external analysis
  • Simplified Text Summaries: Clear, readable breakdowns of results - ideal for newer players
  • Custom Profiles: Create, save, and reuse your own bespoke Profiles
  • Voice Dictation: Quickly input Profile stats and abilities using your voice
  • Tournament Mode: Focus on victory with streamlined lists containing only your chosen Profiles
  • Multiple Data Outputs: Graphs, tables, defender survivability, and more
  • Large Profile Library: Store 1000 Attacker and 1000 Defender Profiles
  • Search & Tagging: Easily organize and manage your Profiles with powerful search and tagging features
  • Increase maximum weapons to 35.
  • View upto 50 stored MathHammer Single Results.
  • View upto 10 stored MathHammer Multi Results.
  • Fully Customizable Settings
  • 7-day free trial

Import & File Recognition

Adept Roll Pro allows fast import from other sources. At present we use List Forger JSON files to directly import unit profiles.

Adept Roll Pro also gives users access to our AI powered file recognition feature. This feature takes supported files from other sources to easily import unit profiles into Adept Roll. No more endless typing!

  • Upload whole army exports from BattleScribe using the 'HTML Document' export option. Available in the top left of 'Home'.
  • Import JSON from the New Recruit App and Website. Available via the 'Import' icon in the top left of 'Attackers' and 'Defenders'.

The profiles added in this way will be saved ready for use in the future. Or you can duplicate them to make variations of the same unit.

Some tweaks are required afterwards. For example, the number of attacks. The import will know a Baneblade has Twin Heavy Bolters but it won't know how many of this weapon you have. So the number of attacks will need to be set.

What is a List and a View?

Lists and Views are powerful features available in Adept Roll Pro to help you organize and quickly access your favourite unit profiles.

An imported Attacker or Defender Profile if often a single model with all weapons avaialble for that unit, this is especially true for Attackers.

Views allow you to create custom Filters for your created and imported Profiles. For example Battline units, that are less than 200 points and have a specific Faction Keyword.

Lists allow you to copy Profiles and edit them independently. For example you may have a Tactical Squad List with 5 different loadouts. Each loadout is a copy of the same base Tactical Squad Profile, but with different weapons and modifiers applied.

Lists are meant to present the actual List you may take to a tournament or game. Start by importing units, copy them into a List, modifier them to have the correct weapons and modifiers, then use the List to quickly load units into the Home Screen for simulating results.

This approach preserves the original base Profile, while allowing you to create multiple List variations from that base Profile.

Confidence Level Percentage

The Confidence Level slider starts at 50%, showing the minimum result (damage or dead models) achieved in at least half of all simulations. This is not the same as the average — it represents a reliable, median outcome rather than the overall mean.

Raising the confidence level makes the result more conservative, helping you plan around reliability rather than potential. For example, setting it to 80% shows you what's likely to happen in 8 out of 10 games — perfect for judging whether an attack is safe, if a charge is worth it, or whether you can reliably remove a target unit.

You can pin the Confidence Level slider above Funnel and Bar charts from More > Settings > Misc, so it is always accessible without opening chart Controls.

In Bar Charts, the Controls now include an Average / Confidence toggle. Average shows mean output values, while Confidence shows the selected confidence-level outcome.

Melee, Ranged & Psychic Attacks

Adept Roll supports them all!

Weapons can be set to Melee (Axe), Ranged (Bullet) or both (Axe & Bullet). Use the Icons on the Home Screen to run Melee, Ranged or both types of attacks.

Melee Icon.

Ranged Icon.

Both Melee & Ranged Icon.

Just input the WS in the BS input for Melee attacks.

Aso note that Benefit of Cover and Stealth from Defender Modifiers are not used on Melee attacks.

Psychic attacks work exactly the same as Melee and Ranged attacks, input BS, S, etc as normal.

Basic Attacker Inputs

This section details the basic inputs for an Attacker.

Attacks (A) required

This can be a positive number or a dice value. E.g. '10' or 'D6' or 'D3+3'.

Ballistic Skill (BS) required

A positive number between 2 and 6.

BS can be blank if Auto Hit (Torrent) is enabled Globally or for the Weapon Profile.

Strength (S) required

A positive number. E.g. 4 or 24.

Armor Peneration (AP) optional

A positive number. E.g. 1 or 4. AP can be left blank or set to 0 for no AP.

A negative number can be used, -2 and 2 are treated the same.

Damage (D) optional

This can be a positive number or a dice value. E.g. '1' or 'D3' or 'D6+2'.

Rapid Fire

Enabling Rapid Fire will double the number of attacks for the weapon profile. E.g. 2 attacks will become 4 attacks. Rapid Fire only takes affect for weapons with a numeric number of attacks. It does not work with 2D6 attacks for example.

Attacks Multipler

You can modifier the number of attacks per profile. This is useful for units with mutiple models. E.g. A Lasgun may has 1 Attack, but a squad of 10 models will have 10 attacks. You can set the Attack Muliplier to x10 to simulate this.

Attacks Multipler also works with D6 values. For example 2D6 Attacks with an Attack Multipler of x2 will be 4D6 attacks. And, 2D3+1 attacks with an Attack Multipler of x2 will be 4D3+2 attacks.

Long Press on the plus or minus to jump to the next whole ten value.

Basic Defender Inputs

This section details the basic inputs for an Defender.

Toughness (T) required

A positive number.

Wounds (W) required

A positive number.

Armor Save (Sv) optional

This can be left blank or a positive between 2 and 6.

Invulnerable Save (Inv) optional

This can be left blank or a positive between 2 and 6.

Loading Attacking Profiles

While loading profiles is a simple process, the Attacker has a slightly different approach - allowing you to load a Leader's Weapons alonside another unit's weapons.

Load Profile

This button loads the whole Profile of the attacker into the Home Screen, ready for simulating results.

Doing this will replace all weapons and abilities on the Home Screen with the new attacker profile.

Load Weapons

This button add this profile's Weapons to any existing profile already on the Home Screen.

For example you could load a Battleline unit using Load Profile, then use Load Weapons for a Leader attached to that Battleline unit.

This approach allows you to quickly load the Battleline Unit's Weapons combined with the Leader, without having to merge them into a single Attacker Profile.

This feature also means that a Leader can easily be combined with many other Attacking Units, by loading its Weapons alongside other Unit Profiles.

Attacker Modifiers

Detailed breakdown of each Attacking Modifier.

+1 Attack

Adds 1 Attacks of a unit. For example some units gain an Attack when charging. E.g. 2 Attacks become 3 Attacks. And D6 Attacks become D6+1 Attacks.

+2 Attacks

Adds 2 Attacks of a unit. For example some units gain 2 Attacks when charging. E.g. 2 Attacks become 4 Attacks. And D6 Attacks become D6+2 Attacks.

Blast

It is only used when the number of defending models is input. An extra attack dice is rolled to hit for every 5 defending models.

Some Results have a 'No Mods' output, these are the results without any Modifiers. But, Blast is always on so you will not see a 'No Mods' output for this result. This is simply because Blast is often always on for a weapon's profile.

Reroll Attack Dice

Reroll the number of Attack Dice. A model with 4D6 shots for example will reroll all the attack dice if the results is less than the average (14).

For units with multiple attacking models then each model will reroll their Attack Dice if the result is less than the average for that model's attacks.

Unmodified To Hit

Turn on and select 4, 5 or 6 to override the BS of all weapons, thus simulating Overwatch or any other Unmodified Hit Roll requirement.

+1 Hit

Adds 1 to dice rolls for determining a Hit.

-1 Hit

Reduces dice rolls for determining a Hit by 1. This works correctly with Stealth for the Defender, e.g. a -1 to Hit and a -1 to Hit from Stealth is capped at -1.

Reroll 1s to Hit

Reroll any 1s when determining a Hit.

Reroll Hits

Reroll all dice which failed when determining a Hit.

CP Hit Reroll

Use a CP Reroll on the Hit roll. This is used on the first failed Hit roll for the most damaging weapon. If other CP Rerolls are enabled, such as Wound and Damage, then these will only be used if all attacks Hit with the most damaging weapon.

This creates a cascade effect for CP Rerolls. E.g. If you have all CP Rerolls on (Hit, Wound and Damage), and then you make all Hits with the most damaging weapon, then the CP Reroll can be saved and used for a failed Wound roll, and if all Wounds are made it can be finally used on a Damage Reroll.

+1 Ballistic Skill

Adds 1 to the Ballistic Skill when determining a Hit roll. This can be used with +1 to Hit.

Auto Hit (Torrent)

It bypasses the Hit roll and marks all attacks as Hits. This bypasses the Hit roll, which bypasses Modifiers that require a Hit roll, e.g. Sustained Hits.

BS can be blank if Auto Hit is enabled Globally for the Weapon Profile.

Some Results have a 'No Mods' output, these are the results without any Modifiers. But, Auto Hit (Torrent) is always on so you will not see a 'No Mods' output for this result. This is simply because Auto Hit is often always on for a weapon's profile.

Auto Hit cannot be used with Indirect Fire.

Finally, if a weapon has Auto Hit on, and other Modifiers that effect Hits; +1 Hit, Reroll Hits, etc - these are ommited too for the 'No Mods' results. Because an Auto Hit weapon with +1 and Reroll Hits will always result in the same results.

Indirect Fire

Indirect Fire has the following effects: -1 to Hit, Benefit of Cover, and an unmodified Hit roll of 1-3 always fails.

It can be used with -1 to Hit to create a -2 to Hit, which is then capped at -1 if there are no other +1 to Hit Modifiers.

Indirect Fire should only be used with Ranged Weapons. If you use it with a Melee Weapon or a Weapon that is Both Melee and Ranged, then you will see a warning on the Home Screen. You can still run the simulation, but it is not recommended.

Indirect Fire cannot be used with Auto Hit.

Sustained Hits

It requires two inputs: the Hit roll required to generate a Sustained Hit and the number of Sustained Hits generated on success.

Lethal Hits

It requires a single input, the Hit roll required to generate a Lethal Hit. A Lethal Hit bypasses the Wound roll and bypasses any Modifiers that require a Wound roll, e.g. Devastating Wounds.

Fish for a Hit Roll

It is only used in conjunction with Reroll Hits. When turned on, this modifier will Reroll all hit rolls that do not meet the required value, even if they were successful in an attempt to generate more of your desired roll.

+1 to Wound

Adds 1 to dice rolls for determining a Wound.

-1 to Wound

Reduces dice rolls for determining a Wound by 1.

-1 Toughness (Global only)

Reduces Defender Toughness by 1 for all attacks from this Attacker. Defender Toughness is reduced to a minimum of 1.

Reroll 1s to Wound

Reroll any 1s when determining a Wound.

Twin-Linked (Reroll Wounds)

Reroll all dice which failed when determining a Wound.

CP Wound Reroll

Use a CP Reroll on the Wound roll. This is used on the first failed Wound roll for the most damaging weapon. If other CP Rerolls are enabled, such as Hit and Damage, then these will only be used if a Hit CP Reroll was not used.

This creates a cascade effect for CP Rerolls. E.g. If you have all CP Rerolls on (Hit, Wound and Damage), and then you make all Hits with the most damaging weapon, then the CP Reroll can be saved and used for a failed Wound roll, and if all Wounds are made it can be finally used on a Damage Reroll.

+1 or +2 Strenth

Adds 1 Strenth to all Attacks for a unit or weapon. For example some units gain extra Strenth when charging.

Devastating Wounds

It requires a single input to set the required Wound roll to generate a Devastating Wound.

Anti X+

Requires two inputs to set the required Wound roll for generating a Critical Wound roll vs. a target, as well as the unit type that Anti should be active against. Using Anti overrides the roll required for a Devastating Wound.

For example, using Anti 4+ with Devastating Wounds will generate a Devastating Wound on a Wound roll of 4+.

You can set the Unit Type that Anti should be active against. The options are: Infantry, Monster, Vehicle, Fly, Psyker, Character, Daemon.

The Defender's Unit Type is determined by its Keywords. If the Defender has a Keyword that matches the Attacker's Anti Unit Type, then the Anti will be active.

For example, if the Defender has a Monster Keyword and the Attacker has Anti Monster, then the Anti will be active.

You can always use 'Any' as the Anti Unit Type, which will always be active against all Defenders.

Fish for a Wound Roll

It is only used in conjunction with Reroll Wounds. When turned on, this modifier will Reroll all wound rolls that do not meet the required value, even if they were successful in an attempt to generate more of your desired roll.

Ignore Cover

If the Defender has the Benefit of Cover, then this modifier will ignore the -1 to Hit from Cover. This works correctly with Stealth for the Defender, e.g. a -1 to Hit and a -1 to Hit from Stealth is capped at -1.

+1 AP (Improve AP by 1)

Improve the AP by 1. This can be useful for comparing the effectiveness of a Stratagem or additional rule that can improve the AP of a weapon or unit.

AP on Critical Wound

Improve the AP by the given amount when a Critical Wound roll is achieved.

Reroll Damage

Allows the Attacker to Reroll the Damage Roll.

CP Damage Reroll

Use a CP Reroll on the Damage roll. This is used on the first failed Damage roll for the most damaging weapon. If other CP Rerolls are enabled, such as Hit and Wound, then these will only be used if a Hit and Wound CP Reroll was not used.

This creates a cascade effect for CP Rerolls. E.g. If you have all CP Rerolls on (Hit, Wound and Damage), and then you make all Hits with the most damaging weapon, then the CP Reroll can be saved and used for a failed Wound roll, and if all Wounds are made it can be finally used on a Damage Reroll.

+1 Damage

Adds 1 Damage to all Attacks for a unit or weapon.

Grenade Stratagem

Mimics the Grenade Stratagem, by rolling Six D6 and for each 4+ a Mortal Wound is generated.

Mortal Wounds

Many Units have the ability to generate Mortal Wounds, e.g. on the Charge by rollling a specfic number of dice.

The Mortal Wounds input allows you to select the number of Dice to roll, the Required Roll needed for a success, the Sim Type (Melee or Ranged or Both) and if there is a Cap for the number of Mortal Wounds generated.

Melta Damage

When active this value will be added to the Damage of a unit or weapon. This extra Damage is applied after any Damage Reduction.

Miracle Dice (Global only)

Turning this on allows you to select 1 or 2 Dice to have a known value of either a 5 or a 6 for either.

This is to mimic the ability of Miracle Dice, playing them by holding 1 or dice back with high values, to use later in Hit, Wound or Damage rolls.

When using multiple weapon profiles the weapon with the best average damage weapon is used for your Miracle Dice.

E.g you have a profile with 5 weapons. For each simulation a pool of Miracle Dice is created. Each weapon's rolls are then done but the weapon with the best average damage will have one of their dice substituted for the highest Miracle Dice.

Reroll 1 Hit & 1 Wound (Global only)

This allows for a single Hit and a single Wound to be rerolled for all weapon profiles. If more than one weapon profile is present, then the weapon with the best average damage gets to use these rerolls.

Reroll 1 Hit & 1 Wound & 1 Damage (Global only)

This allows for a single Hit and a single Wound and a single Damage roll to be rerolled for all weapon profiles. If more than one weapon profile is present, then the weapon with the best average damage gets to use these rerolls.

Reroll 1 Hit, Wound or Damage (Global only)

Once per phase, re-roll one Hit roll, one Wound roll, OR one Damage roll — whichever gives the best expected result. The app calculates the optimal choice by comparing the expected damage improvement of each reroll opportunity on the highest-damage weapon. This is mutually exclusive with the other single reroll abilities (Reroll 1 Hit & Wound, Reroll 1 Hit Wound & Damage). Based on the Ironstorm Spearhead Armoured Wrath detachment rule.

Defender Modifiers

Detailed breakdown of each Defending Modifier.

Stealth

Gives -1 to Hit to the Attacker. This works correctly with -1 to Hit for the Attacker, e.g. a -1 to Hit and a -1 to Hit from Stealth is capped at -1. Is not used on Melee attacks.

-1 to Hit in Melee

Gives -1 to Hit to the Attacker in Melee. This works correctly with -1 to Hit for the Attacker, e.g. a -1 to Hit and a -1 to Hit from Stealth is capped at -1. Is not used on Ranged attacks.

You should avoid using this -1 to Hit in Melee with Weapons that are 'Both' Melee and Ranged, as it will not work correctly. Instead, ensure all weapons are set to Melee or Ranged.

-1 Wound

Reduce Wound rolls made by an Attacker by 1 - to a minimun of 2.

-1 Wound when S > T

As above, but only when the Strenth of a Weapon is greater than a target's Toughness.

Benefit of Cover

Gives the Defending unit the Benefit of Cover, if applicable. E.g. AP- attacks against an Armor Save of 3+ have no affect. Is not used on Melee attacks.

Armor of Contempt

Reduces incoming attack's AP by 1. E.g. AP2 becomes AP1.

Reroll Invulnerable Saves of 1

Rerolls any Invulnerable Save rolls of 1.

+1 Save

Apply a +1 to the Armor Save under certain conditions. Supported options are: Always and against attacks that deal 1 Damage.

Save of 6 from Miracle Dice

Assume there is a single Miracle Dice with a value of 6 is available for a Save roll. This can only be used once per attack sequence. If there are multiple weapon profiles, then the weapon with the best average damage is used for this Miracle Dice.

CP Reroll a Failed Save

CP Reroll a failed Save roll. This is used on the first failed Save roll for the most damaging weapon.

-1 Damage (Min 1)

Reduce all damage by 1 to a minimum of 1.

Half Damage

Half all damage, rounding up.

Feel No Pain

It requires a single input, which is the roll required for damage to be ignored from a Feel No Pain save.

Optionally, you can enable FNP for Devastating and Mortal Wounds. When enabled, only damge from Devastating and Mortal Wounds can also be ignored using the Feel No Pain save.

Damage to Zero

Changes incoming Damage to 0, for either 1 or 2 Attacks.

Healing

The Healing Mechanic used in Adept Roll only affects the Surivability Results, or depending on how you look at it, how long will it take to fully destroy a Defending Unit.

After each attack sequence, that is all the weapons for the Attacker, the Healing Mechanic will restore the number of Wounds inputted. But, only if the Defender has lost any Wounds and has models remaining.

You should input the Number of Defending Models to get the most accurate results. If you do not input the Number of Defending Models, then the Model Count is assumed to be 10.

Heal One Model

Brings back one Dead Model.

Heal D3 Models

Brings back D3 Models, by simulating a D3 roll.

Heal D3 Wounds

Restore D3 Wounds, by simulating a D3 roll. This operates the same as Reanimation Protocols.

Ignore Attack Dice

It requires a single input, which is the number of attack dice a Defender can ignore. Successful wound rolls will be ignored up to the number of Ignorable Attack Dice.

If there are multiple weapon profiles, then the successful wound rolls will be ignored only from any weapon with Devastating Wounds, if there are none then they will be used against the best average damage weapon.

E.g. a Defender can ignore 2 attack dice, and the Attacker has 3 weapon profiles. The best average damage weapon does 5.5 wounds (D6+2). The Defender then ignores the first 2 successful wound rolls from this weapon.

Why do Sustained Hits, Lethal Hits and Dev Wound options keep disappearing and reappearing?

If you select Anti-X as a Modifier, this value is used for Critical Hits. For example, the Sustained Hits On X value is no longer needed as it is overridden by the Anti-X value.

Hiding these inputs for Sustained Hits, Lethal Hits and Devastating Wounds is just a user interface enhancement so your screen is not cluttered with unnecessary inputs.

What are 'No Mods' results?

When ever you simulate an attack, the results are shown with and without modifiers. You can disable outputs for the 'No Mods' results in More > Settings > Outputs. Displaying the 'No Mods' results is on by default.

Keeping this setting on allows you to quickly see how the modifiers are affecting the results, without needing to create multiple profiles with and without modifiers.

There are some modifiers which will always remain on, this is because their affects are a core game mechanic which is not optional through a Stratagem, a Leader, etc.

The following modifiers will remain on:

  • Blast
  • Auto Hit (Torrent)
  • All Defender Modifiers

Defender Modifiers are always kept on, as we assume the enemy is trying their best not to die.

Defender Survivability

This tables shows the number of turns a defending profile will survive for against the attacker.

The output is broken down Per Weapon profile and against all attacks.

The Model Count is used to calculate the number of turns a defending unit will survive for. If no Model Count is input, then the Model Count is assumed to be 1.

The Skulls shows the turn in which\nall the defending models are destroyed.

The Check shows turns in which\none or more defending models remain.

The paler icons show the same outcome,\nbut without Modifers.

Healing

Make sure to check the Healing section of the Defender Modifiers on this Help page, that affects the Survivability Results.

What is 'Wasted Damage'?

This value shows the amount of damage that is wasted, i.e. overkill, when attacking a target.

This can be shown per Weapon and in Total for the whole attacking profile.

For example, shooting a Damage 2 Weapon into 1 Wound models will result in 1 Wasted Damage for each successful kill.

Can I simulate Overwatch?

Yes, you cna use 'Unmodified to Hit' in the Attacker Hit Modifiers to simulate Overwatch. Set the value to 4, 5 or 6 to mimic Overwatch rules. Or any other Unmodified to Hit requirement.

Global Modifiers & Weapon Modifiers

Modifiers are split into Global Modifiers and Weapon Modifiers.

Global Modifiers are always used, even if a weapon profile has that Modifier off. This is useful for army-wide rules or unit rules that always affect attacks.

Weapon Modifiers can be turned on for specific weapons. For example, a tank has multiple weapons, the army has Lethal Hits, so this is turned on in Global Modifiers, and one weapon of the tank has Sustained Hits, so this Modifier is turned on for only that specific weapon.

Points Cost & Model Count

Points cost can be input for the Attacker globally and per weapon.

Points Cost can be input for the Defender along with the total Model Count for a Defending unit.

The points values are used to calculate a Return on Investment (ROI) or Points Efficiency. This calculation will output globally and per weapon depending on which points values are entered for the attacker.

The Defender Model count is used on the Statistics panel to show the percentage chance of destroying the unit entirely.

Tournament Mode

Adept Roll Pro allows users to focus on the units that matter most during tournament or game.

Tournament Mode allows you to pick a set of 1 or more Keywords for Attacker Profiles and Defender Profiles.

These are then the only profiles available while in Tournament Mode. This allows you store 100s of profiles, but brings the ones that matter to focus, when it matters.

For example you could be attending the LVO and only want to focus on your Astra Militarum profiles. You could add the Keyword 'LVO' to all your Astra Militarum profiles and then only select that Keyword for the Attacker profiles.

Similarly for Defenders you could create Defender Profiles for the most prolific units you may face and then add a Keyword for their faction. When playing against Custodes you select the Custodes Keyword for Defender Profiles in Tournament Mode.

You are now all set with just your Astra Militarum units for Attacking Profiles and just Custodes for Defending Profiles.

Badges & Achievements

Adept Roll lets you unlock badges and achievements as you use the app.

Badges are earned by reaching milestones across common data points — simulations run, damage dealt, hits scored, and more. Each badge has multiple tiers: 1, 10, 100, 1,000, 10,000, and 100,000.

Achievements are secret. You'll only discover what they are when you unlock them.

Army vs Army

Adept Roll Pro allows you to run full Army vs Army simulations, which simulate multiple Attackers against multiple Defenders.

From the Attackers and Defenders pages, you can select multiple profiles to include in the Army vs Army simulation.

Once the results are ready you can view a matrix of results as well as a visual Combat Exchange chart.

In Army vs Army mode, each unit can attack and defend. Transport exclusion rules apply consistently: when a grouped unit defends, the Transport is completely excluded; when it attacks, Transport weapons and points are included but Transport global modifiers only benefit Leader and Bodyguard weapons.

Leaders, Bodyguards & Transport

You can group a Leader, Bodyguard, and Transport together from the profile lists.

How weapons work (Attacking)

When a grouped unit is attacking, weapons from all grouped members (including the Transport) are included in the simulation output. Transport points are also included in the attacker's total cost.

Transport global modifiers are applied to Leader and Bodyguard weapons in the grouped attack, but the Transport's own weapons do not benefit from any global modifiers — including the Transport's own.

Leader and Bodyguard global modifiers do not apply to Transport weapons.

How defence works

When a grouped unit is defending, the Transport is completely excluded — its points are not counted, it is not attacked, and its global modifiers are not applied to the defending group.

Defence resolves on the unit pairing (Bodyguard and/or Leader) only. The Transport is not part of incoming damage allocation for that grouped defence sequence.

This applies regardless of whether the unit originates from the Attacker or Defender box — in Army vs Army mode, when roles reverse, Transport exclusion still applies to the defending group.

CSV Export

Adept Roll Pro allows you to export the results of an Army vs Army simulation as a CSV file.

The CSV file can be opened in spreadsheet applications like Microsoft Excel or Google Sheets for further analysis.

There are several options for exporting the CSV file: to include or exclude; Damage, Dead Models, Weapon Outputs, Average and Confidence Intervals.

Charge Tools

Adept Roll includes two tools to help you calculate and understand charge distances and probabilities.

The first is Make a Charge, which allows you to input the Distance to Charge, Advance + Charge, CP Reroll, and Miracle Dice. The tool will then calculate the probability of making the charge.

The second is Avoid a Charge, which allows you to input the Movement, Movement Modifier, CP Reroll, Advance + Charge, and Miracle Dice. The tool will then calculate the safe distance to avoid being charged.

Keywords

You can, if you wish, add Keywords to your Attacker and Defender Profiles.

Keywords are used in Profile Searches on the Attacker and Defender Profile pages, making it easier to manage large numbers of profiles.

You can also use Keywords to group profiles together. For example, you could add a Keyword for each Faction Name or Unit Type.

Decisions

There are some decisions made by Adept Roll, these are based on what I think a person would do.

Damage Reroll

If Damage Reroll is enabled, and the Damage roll is less than the average, then the Damage roll is rerolled.

For example a result of 1 for D3 damage would be rerolled. And a result of 4 for D6 damage would not be rerolled.

Glossary

This Glossary covers phrases used that are Adept Roll specific.

Best average damage

Sometimes the app needs to determine which weapon has the best average damage output. This is simple when the Damage value is 1 or 3 or 12 for example. For other weapons with variable damage the average is calculated and used. E.g. the average damage of D6+1 is 4.5.

Fair Use Policy

These features are covered by Adept Roll's 'Fair Use Policy'; file upload, list upload, voice dictation and text explainations.

These are provided to help users quickly import profiles and gain the most from their results for personal use. To ensure fair access and stable performance for all users, we ask that you follow these guidelines:

  • Reasonable Use: Please use the feature in moderation. Excessive uploads, bulk processing, bulk requests or automated use may results in restricted access.
  • No Automated Requests: Do not script, automate, or batch upload files through unofficial means or beyond the intended use of the app.
  • Resource Impact: We may temporarily limit or block access if your usage significantly impacts server performance or degrades the experience for others.

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