How Many Dice Do You Need for Warhammer 40k 10th Edition?

How Many Dice Do You Need for Warhammer 40k 10th Edition?

Wondering how many dice you need for Warhammer 40k 10th Edition? The answer depends entirely on your faction. Orks and Tyranids can demand 60–80 D6 per turn, while elite armies like Aeldari need as few as 25–40. This in-depth guide breaks down dice requirements for 12 major factions — including Orks, Space Marines, Necrons, Blood Angels, T'au, Imperial Guard, Sisters of Battle, and more — explaining exactly what each roll is used for and how many dice to budget. We also include a full faction comparison table, pro tips for managing your dice pool, and curated recommendations for faction-themed D6 dice sets to match your army on the battlefield.
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If you've ever sat down for a game of Warhammer 40k and run out of dice mid-turn, you already know the pain. One of the most common questions new and returning players search for is: how many dice for Warhammer 40k do I actually need? The answer isn't one-size-fits-all — it depends on your faction, your army's playstyle, the points level you're playing at, and even which specific units you're fielding.

This guide goes deep. We'll break down dice requirements faction by faction, explain what each type of dice roll is used for, and recommend specific themed dice sets from our collection so your army looks as good rolling as it does on the battlefield.

When preparing your army list, make sure to pick up a dedicated set of Warhammer 40k D6 dice to easily track your hits and wounds.


Why Do You Need So Many Dice in Warhammer 40k?

Warhammer 40k 10th Edition is built around the D6 — the standard six-sided die. Nearly every action in the game requires a dice roll:

  • Hit rolls: Does your weapon connect with the target?
  • Wound rolls: Does the hit cause damage?
  • Saving throws: Does the target's armor or cover protect them?
  • Damage rolls: How much damage does a successful wound deal?
  • Morale/Battle-shock tests: Does your unit hold its nerve?
  • Psychic/Ability tests: Do special abilities trigger successfully?
  • Reanimation/Feel No Pain rolls: Do models survive what should have killed them?

In a single shooting phase at 2,000 points, it's entirely normal to roll 40–80 dice. Having enough dice — and ideally color-coded sets — keeps the game moving and prevents confusion between different roll types.


Understanding Search Intent: What Players Are Really Looking For

When players search "how many dice for Warhammer 40k," they typically fall into one of three groups:

  • New players who just bought their first army box and want to know what to buy before their first game.
  • Returning players scaling up from Combat Patrol to full Strike Force games and realizing their 12-dice starter set isn't cutting it.
  • Competitive players who want faction-matched, precision dice that roll consistently and look great on the table.

Whatever your situation, the answer is almost always: more than you think, and ideally faction-themed.


Dice Requirements by Game Size

Game Size Points Level Recommended D6 Count Notes
Combat Patrol 500 pts 20–30 D6 Good for learning the rules
Incursion 1,000 pts 30–40 D6 Standard casual play
Strike Force 2,000 pts 40–60 D6 Tournament standard
Onslaught 3,000+ pts 60–80+ D6 Horde armies may need 100+

Faction-by-Faction Dice Breakdown

Now let's get into the detail every player actually needs — how many dice your specific faction demands, what you're rolling them for, and which themed dice sets match your army perfectly.


⚔️ Orks (Greenskins) — The Dice-Hungry WAAAGH!

Orks are the undisputed dice kings of Warhammer 40k. Their Ballistic Skill is a terrible BS 5+ for most units, meaning only 1 in 6 shots hits without modifiers. The Ork solution? Fire everything. A mob of 20 Ork Boyz with sluggas generates 40 attack dice in melee alone. Add Lootas (D3 shots each), Killa Kans, Deff Dreads, and Mek Gunz, and a 2,000-point Ork army can easily demand 60–80 D6 per turn.

What you're rolling for:

  • Hit rolls (BS 5+ shooting, WS 3+ melee for Boyz)
  • Wound rolls (S4 vs T4 = 4+)
  • Saving throws (Sv 6+ — expect to fail a lot)
  • Damage rolls for Rokkits and Kustom Mega-Blastas (D6 damage)
  • Mob Rule and Waaagh! ability checks

Warhammer 40K Ork themed red transparent D6 dice

🎲 Recommended Dice Sets:

Pro tip: Buy at least two sets of 20 dice. You will use all of them, every turn.


🔵 Space Marines (Adeptus Astartes) — The Reliable Backbone

Space Marines are the most balanced faction for dice usage. With BS 3+ and WS 3+, they hit reliably. A standard 2,000-point Space Marine list typically requires 30–50 D6 per turn.

What you're rolling for:

  • Hit rolls (BS 3+ for most infantry)
  • Wound rolls (S4–S8 depending on weapon)
  • Armor saves (Sv 3+ for power armor)
  • Invulnerable saves for characters and Terminators (5++)
  • Damage rolls for plasma, lascannons, and melta weapons (D6 damage)
  • Combat Doctrines and Chapter Tactic ability checks

Warhammer 40K Ultramarines blue glitter D6 dice

🎲 Recommended Dice Sets:


🟣 Tyranids — The Swarm Unleashed

Tyranids rival Orks in dice demand. A brood of 30 Termagants with Fleshborers generates 60 shooting dice before Synapse buffs. Expect 50–70 D6 per turn at 2,000 points.

What you're rolling for:

  • Hit rolls (BS 4+ for most gaunts)
  • Wound rolls (S4 Fleshborers vs T3 targets = 3+)
  • Saving throws (Sv 5+ for gaunts)
  • Feel No Pain rolls for Synapse-buffed units (6+++ FNP)
  • Damage rolls for Carnifex Bio-Plasma (D6 damage)

💀 Chaos Space Marines — Unpredictable and Deadly

Dark Pacts, Marks of Chaos, and re-rolls mean you'll be picking up dice frequently. Budget for 40–55 D6 at 2,000 points.

What you're rolling for:

  • Hit rolls (BS 3+), Wound rolls, Dark Pact injury rolls
  • Daemonic saves and invulnerable saves (5++)
  • Chaos Spawn mutation rolls and Warp ability checks

Warhammer 40K Khorne Chaos God red transparent D6 dice

🎲 Recommended Dice Sets:


⚙️ T'au Empire — Precision Firepower

Markerlights, Nova Charges, and Coordinated Fire Arcs add dice complexity beyond basic attacks. Expect 35–50 D6 per turn at 2,000 points.

What you're rolling for:

  • Hit rolls (BS 4+ Fire Warriors, BS 3+ Crisis Suits)
  • Wound rolls (Pulse Rifles S5 vs T4 = 3+)
  • Markerlight hit rolls and Riptide Nova Charge rolls
  • Damage rolls for Ion Cannons and Railguns (D6 damage)

Warhammer 40K Tau Empire bright orange D6 dice

🎲 Recommended Dice Sets:


⚡ Necrons — The Undying Legions

Reanimation Protocols add an entirely separate dice phase after casualties. In a unit of 20 Warriors, that's potentially 20 extra rolls per phase. Budget 40–60 D6 plus 15–20 dedicated reanimation dice.

What you're rolling for:

  • Hit rolls (BS 3+), Wound rolls (Gauss Flayers S4 vs T4 = 4+)
  • Reanimation Protocol rolls (4+ to return destroyed models)
  • Quantum Shielding saves and Doomsday Cannon damage (D6)

Metal Warhammer 40K Necron green fluorescent D6 dice

🎲 Recommended Dice Sets:


💎 Aeldari (Eldar) — Elite and Efficient

Aeldari are the most dice-efficient faction. Aspect Warriors hit at BS 3+, and Fate dice add a unique pre-roll mechanic. A 2,000-point list typically needs 25–40 D6.

What you're rolling for:

  • Hit rolls (BS 3+ Aspect Warriors, BS 4+ Guardians)
  • Invulnerable saves (4++ or 5++), D-weapon damage (D6 or D3+3)
  • Fate dice allocation and Runes of Fate ability checks

Warhammer 40K Aeldari Tree of Life blue transparent acrylic D6 dice

🎲 Recommended Dice Sets:


🛡️ Imperial Guard (Astra Militarum) — Conscripts and Cannons

The Guard fields the largest infantry blobs in the game. Three squads of 10 Guardsmen generate 30 lasgun shots before heavy weapons fire. A 2,000-point list demands 50–70 D6 per turn.

What you're rolling for:

  • Hit rolls (BS 4+), Wound rolls (Lasguns S3 vs T4 = 5+ — volume is everything)
  • Morale/Battle-shock tests, Artillery barrage rolls
  • Leman Russ Battle Cannon damage (D6) and Demolisher Cannon (D6+1)

Warhammer 40K Imperial Guard yellow swirl pearlescent D6 dice

🎲 Recommended Dice Sets:


⚔️ Blood Angels — The Red Thirst

Death Company Marines get 4 attacks each at WS 3+. A squad of 10 generates 50+ melee dice. Budget 35–55 D6 with heavy spikes in the Fight phase.

What you're rolling for:

  • Melee hit rolls (WS 3+, WS 2+ for characters)
  • Feel No Pain rolls for Death Company (5+++ FNP)
  • Melta and Inferno Pistol damage rolls (D6)

Warhammer 40K Blood Angels red D6 dice with gold pips

🎲 Recommended Dice Sets:


⚜️ Adepta Sororitas (Sisters of Battle) — Faith and Fury

Acts of Faith miracle dice are pre-rolled each battle round — you need a dedicated dice pool just for this mechanic. Budget 35–50 D6 plus 6–10 miracle dice.

What you're rolling for:

  • Hit rolls (BS 3+), Acts of Faith miracle dice rolls
  • Exorcist Missile Launcher (D6 shots, D6 damage)
  • Saving throws (Sv 3+ power armor)

Warhammer 40K Sisters of Battle black transparent D6 dice

🎲 Recommended Dice Sets:


🦠 Genestealer Cults — The Hidden Uprising

Cult Ambush redeployments and Aberrant melee pools make this a mid-range dice army. Budget 35–50 D6 at 2,000 points.

Warhammer 40K Genestealer Cults Ouroboros purple pearl D6 dice

🎲 Recommended Dice Sets:


🏰 Imperial Knights — Walking Titans

Each Knight fires multiple D6-shot and D6-damage weapons per turn. With 3–5 Knights in a list, expect 30–50 D6 per turn — fewer rolls but each one matters enormously.

Warhammer 40K Imperial Knight blue-black acrylic D6 dice

🎲 Recommended Dice Sets:


All Factions at a Glance — Dice Comparison Table

Faction D6 per Turn (2,000 pts) Demand Level Key Roll Types Recommended Dice
Orks 60–80 🔴 Very High Hit, Wound, Save Ork Red Transparent / Ghazghkull Black Swirl
Tyranids 50–70 🔴 Very High Hit, Wound, FNP Purple / Bio-organic themed
Imperial Guard 50–70 🔴 Very High Hit, Wound, Morale Imperial Guard Black / Yellow Swirl
Chaos Space Marines 40–55 🟠 High Hit, Wound, Dark Pact Khorne Red / Death Guard Green / Tzeentch Blue
Necrons 40–60 🟠 High Hit, Wound, Reanimation Metal Necron Green Fluorescent
Blood Angels 35–55 🟠 High Melee Hit, Wound, FNP Blood Angels Red Resin / Sanguis Black
Adepta Sororitas 35–50 + miracle dice 🟡 Medium-High Hit, Wound, Acts of Faith Sisters Black Transparent / Fleur-de-lis White
T'au Empire 35–50 🟡 Medium Hit, Wound, Markerlight T'au Orange / T'au Transparent
Space Marines 30–50 🟡 Medium Hit, Wound, Save, Damage Ultramarines Blue / Space Wolves / Dark Angels Green
Genestealer Cults 35–50 🟡 Medium Hit, Wound, Ambush Ouroboros Purple Pearl
Imperial Knights 30–50 🟡 Medium Hit, Wound, Damage Imperial Knight Blue-Black Marble
Aeldari 25–40 🟢 Lower Hit, Wound, Invuln, Fate Aeldari Teal Transparent

Pro Tips for Managing Your Dice Pool

  • Use two different colored sets to separate hit rolls from wound rolls.
  • Keep a dedicated wound tracking set aside so you're not mixing game-state dice with attack dice.
  • Invest in a dice tray to keep rolls contained and results clear.
  • For horde armies (Orks, Tyranids, Guard), buy two sets of 20 dice so you never run short mid-game.
  • Precision-edged dice (sharp corners) roll more consistently — preferred by competitive players.

Frequently Asked Questions

For a beginner Combat Patrol game (500 points), 20–30 D6 dice is sufficient. As you scale up to 2,000-point Strike Force games, you'll want 40–80 depending on your faction. We recommend starting with at least 36 D6s to cover most situations comfortably.

Warhammer 40k primarily uses standard six-sided dice (D6). Some rules reference D3 results (roll a D6, divide by 2, round up). Specialty weapons may use D6 for random damage values (e.g., "D6 damage" or "D6+1 damage").

Yes — any standard D6 works. However, many players prefer faction-themed dice for immersion and easier result reading. Precision-edged casino-style dice are also popular for competitive play as they roll more consistently.

Orks and Tyranids are the most dice-hungry factions due to their horde playstyle and low accuracy. Imperial Guard also generates massive dice pools from infantry blobs and artillery. If you play any of these factions, budget for 60–80+ D6s at 2,000 points.

Yes! Reanimation Protocols trigger after casualties are removed, requiring additional D6 rolls for each destroyed model. This effectively doubles your dice usage in some turns. Budget an extra 10–20 D6 specifically for reanimation rolls, and keep them in a separate color.

Absolutely — especially if you're a dedicated faction player. Faction dice feature custom symbols on the 6-face, making critical rolls immediately recognizable. They also make great display pieces and gifts. Our full Warhammer 40k dice collection covers most major factions.

A 2,000-point Space Marine army typically needs 30–50 D6 per turn. Their reliable BS 3+ means fewer wasted rolls, but Hellblasters, Devastators, and Dreadnoughts can spike your dice needs significantly. Chapter abilities like Guilliman's re-roll aura also increase effective dice usage.

Rounded-corner dice are more comfortable to handle and less likely to damage painted models. Sharp-edged (right-angle corner) dice are preferred by competitive players because they roll more consistently. Both are legal for Warhammer 40k — choose based on your playstyle.

Metal dice are heavier, more satisfying to roll, and extremely durable. Our Metal Necron Green Fluorescent D6 Dice are a standout example — solid metal alloy with neon green enamel and blue gemstone inlay. Note: metal dice can damage soft gaming mats, so use a dice tray.


Final Thoughts

Whether you're commanding a WAAAGH! of Orks, the undying legions of the Necrons, or the precision firepower of the T'au Empire, having the right number of dice — and the right dice for your faction — makes every game smoother, faster, and more immersive.

As a general rule: never go to battle with fewer than 36 D6s, and horde players should aim for 60–80. Browse our full Warhammer 40k faction dice collection — from Khorne red to Necron green fluorescent metal, we have the perfect set for every commander.

Roll well, and may your dice never betray you.

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