Kill Team 2024 Shooting Calculator

Work out the odds of a KT24 ranged attack: set your ballistic skill, attacks, weapon rules, and cover, then read the chance of damage and kills against the target profile.

Starred (*) items have explanations in hovertext and 'Notes' at bottom; geared (βš™οΈ) items are advanced β€” tick 'Advanced' to show them.
Kill Team 2024 Edition, ShootingΒ [Lite Rules]
Situation 1
Attacker
Defender

AvgDmg for various Sv...
SvAvgDmgStdDev
2+2.262.64
3+3.293.17
4+4.433.53
5+5.663.70
6+6.983.66

Probability of doing more than 6.0 but less than 12 wounds (injured but not killed)

KillChances for various Sv&W...
WSv=2+Sv=3+Sv=4+Sv=5+Sv=6+
150.58%63.45%74.73%84.35%92.23%
250.58%63.45%74.73%84.35%92.23%
350.58%63.45%74.73%84.35%92.23%
426.42%39.02%51.78%64.14%75.50%
514.87%28.05%42.61%57.93%73.39%
614.87%28.05%42.61%57.93%73.39%
710.13%18.29%27.94%38.87%50.87%
84.08%9.96%18.43%29.32%42.44%
91.93%6.96%15.15%26.54%41.15%
101.31%4.49%9.68%16.97%26.44%
110.71%2.25%5.00%9.26%15.35%
120.23%1.07%2.99%6.43%11.82%
130.07%0.51%1.71%4.02%7.81%
140.03%0.20%0.67%1.55%2.99%
150.01%0.05%0.14%0.31%0.58%
160.00%0.02%0.03%0.04%0.04%

Dmgp(>=Dmg)
(%)
p(<=Dmg)
(%)
p(Dmg)
(%)
0100.0036.5536.55
363.4560.9824.43
439.0271.9510.97
628.0581.719.76
718.2990.048.33
89.9693.043.00
96.9695.512.47
104.4997.752.24
112.2598.931.18
121.0799.490.56
130.5199.800.31
140.2099.950.15
150.0599.980.03
160.02100.000.02
Situation 2
Attacker
Defender

AvgDmg for various Sv...
SvAvgDmgStdDev
2+2.262.64
3+3.293.17
4+4.433.53
5+5.663.70
6+6.983.66

Probability of doing more than 6.0 but less than 12 wounds (injured but not killed)

KillChances for various Sv&W...
WSv=2+Sv=3+Sv=4+Sv=5+Sv=6+
150.58%63.45%74.73%84.35%92.23%
250.58%63.45%74.73%84.35%92.23%
350.58%63.45%74.73%84.35%92.23%
426.42%39.02%51.78%64.14%75.50%
514.87%28.05%42.61%57.93%73.39%
614.87%28.05%42.61%57.93%73.39%
710.13%18.29%27.94%38.87%50.87%
84.08%9.96%18.43%29.32%42.44%
91.93%6.96%15.15%26.54%41.15%
101.31%4.49%9.68%16.97%26.44%
110.71%2.25%5.00%9.26%15.35%
120.23%1.07%2.99%6.43%11.82%
130.07%0.51%1.71%4.02%7.81%
140.03%0.20%0.67%1.55%2.99%
150.01%0.05%0.14%0.31%0.58%
160.00%0.02%0.03%0.04%0.04%

Dmgp(>=Dmg)
(%)
p(<=Dmg)
(%)
p(Dmg)
(%)
0100.0036.5536.55
363.4560.9824.43
439.0271.9510.97
628.0581.719.76
718.2990.048.33
89.9693.043.00
96.9695.512.47
104.4997.752.24
112.2598.931.18
121.0799.490.56
130.5199.800.31
140.2099.950.15
150.0599.980.03
160.02100.000.02
S1 & S2 Combined Shots (Kill chance vs W=12)
SvAvgKill%
2+4.534%
3+6.5914%
4+8.8630%
5+11.3350%
Green = Better | Red = Worse | Gray = Equal
Comparison Matrix (Avg Dmg + Kill % vs W)
WSv 2+Sv 3+Sv 4+Sv 5+
S1S2Ξ”S1S2Ξ”S1S2Ξ”S1S2Ξ”
Avg2.262.260.003.293.290.004.434.430.005.665.660.00
151%51%0%63%63%0%75%75%0%84%84%0%
251%51%0%63%63%0%75%75%0%84%84%0%
351%51%0%63%63%0%75%75%0%84%84%0%
426%26%0%39%39%0%52%52%0%64%64%0%
515%15%0%28%28%0%43%43%0%58%58%0%
615%15%0%28%28%0%43%43%0%58%58%0%
710%10%0%18%18%0%28%28%0%39%39%0%
84%4%0%10%10%0%18%18%0%29%29%0%
92%2%0%7%7%0%15%15%0%27%27%0%
101%1%0%4%4%0%10%10%0%17%17%0%
111%1%0%2%2%0%5%5%0%9%9%0%
120%0%0%1%1%0%3%3%0%6%6%0%
130%0%0%1%1%0%2%2%0%4%4%0%
140%0%0%0%0%0%1%1%0%2%2%0%
150%0%0%0%0%0%0%0%0%0%0%0%
160%0%0%0%0%0%0%0%0%0%0%0%
17+0%
Notes
Basic
AvgDamageUnbounded
The average of damage without regard to defender's wounds.
Reroll
Balanced rerolls 1 die. Relentless rerolls fails. Ceasless rerolls most common fail result (ex: reroll 2s); it's called "ceaseless" in KT2024. CritFishRelentless rerolls non-crits. DoubleBalanced rerolls 2 dice. Ones rerolls 1s ("ceaseless" in KT2021). BothOnesAndBalanced rerolls 1s and then rerolls 1 die that hasn't already been rerolled.
Rending
If you have >=1 crit, you can modify a norm to a crit.
Severe
If you have no crits, you can modify a norm to a crit. Devastating and Piercing Crits still work, but Punishing and Rending don't.
ObscuredTarget
Attacker crits are retained as norms. No crit-triggered abilities can trigger. Discard an attacker success.
Accurate
How many attack dice can be automatically retained as a normal success. Much like cover saves but for attack dice.
Cover Saves
How many saves can be automatically retained as a normal success.
JaS (Crits)
Just a Scratch (JaS): Ignore damage from one attack die, preferring crits.
JaS (Normals)
Just a Scratch (JaS): Ignore damage from one normal hit only (cannot ignore crits).
Advanced β€” only shown when the Advanced checkbox is ticked
AutoCrits
How many attack dice can be automatically retained as a crit success. Much like cover saves but for attack dice.
CoverCritSaves
How many saves can be automatically retained as a critical success. High enough APx/Px can limit these auto-saves.
NormsToCrits
How many normal successes can be modified to critical successes.
PuritySeal
If at least 2 dice fail, discard one fail and change another fail to a normal success; attack only. Note: KT2024 rule strictly requires two unmodified 1s; this calculator triggers on any 2 failed dice, so the benefit is slightly overstated on rolls where fails include non-1 values (e.g. 2s on a 3+ stat).
Mystic Scry Buff
In the Roll Attack Dice step, retain one of your fails as a normal success, OR one of your normal successes as a critical success. For each roll the calculator picks whichever option yields more damage, after also resolving Rending β€” so it correctly seeds a crit for Rending, or adds a norm for Rending to promote, rather than always favoring one. Attack only. Note: defender saves and Piercing (Px) are not weighed in the choice. In-game: the "Mystic Scry" ability.
CloseAssault2021
If you have two or more sucesses, promote a fail to a normal success. Imperial Navy Breachers strategic ploy.
HardyX
HardyX is like Lethal (changes what values give you a critical success), but for defense. Name comes from Intercession Squad chapter tactic Hardy.
FeelNoPain
FNP is the category of abilities where just before damage is actually resolved, you roll a die for each successful hit (strike). On a roll at or above the threshold, that hit's damage is reduced by 1. Even MWx damage can be prevented via FNP.
Saintly Relics
Whenever an attack dice would inflict damage, roll one D6 ("1D6"), or two D6 if the operative is INSPIRING ("2D6"); if any result is a 6, ignore all of that attack dice's damage. At most one attack dice is ignored per action and two per battle; a failed roll doesn't use up either cap. Both calculators target the highest-damage hit (crits before norms): Shoot does this exactly, and over multiple Rounds the two-per-battle cap is enforced across the battle; Fight spends the ignore on a strike only when no larger strike is still pending. Note: mortal (MWx) damage is never ignored, matching Just a Scratch.
Kill Team 2024 Edition, FightingΒ [Lite Rules]
Fighter A
Fighter B
Fight Options
General
Results
FighterA
DeathChance:
16.96%
AvgRemainingWounds:
3.62
AvgDmgTaken:
8.38
Wndsp(>=Wnds)
(%)
p(<=Wnds)
(%)
p(Wnds)
(%)
0100.0016.9616.96
183.0423.566.60
276.4441.3517.79
358.6558.4817.13
441.5260.492.01
539.5171.7311.24
628.2788.8617.13
811.1491.432.57
98.5798.807.37
121.20100.001.20
FighterB
DeathChance:
19.78%
AvgRemainingWounds:
3.59
AvgDmgTaken:
8.41
Wndsp(>=Wnds)
(%)
p(<=Wnds)
(%)
p(Wnds)
(%)
0100.0019.7819.78
180.2225.175.39
274.8342.2117.04
357.7958.2716.06
441.7360.352.09
539.6571.5711.21
628.4388.4016.83
811.6091.032.63
98.9798.717.69
121.29100.001.29
Notes
Basic
  • All strategies will do certain no-downside actions, with the consequence that "Strike" will still sometimes parry and "Parry" will still sometimes strike.
    • If fighter can kill enemy in next strike, they will do so.
    • If fighter can parry enemy's last success and still kill enemy afterwards, they will do so.
  • Balanced and Relentless will not reroll a normal success even if it would be wise to do so.
Reroll
Balanced rerolls 1 die. Relentless rerolls fails. Ceasless rerolls most common fail result (ex: reroll 2s); it's called "ceaseless" in KT2024. CritFishRelentless rerolls non-crits. DoubleBalanced rerolls 2 dice. Ones rerolls 1s ("ceaseless" in KT2021). BothOnesAndBalanced rerolls 1s and then rerolls 1 die that hasn't already been rerolled.
Rending
If you have >=1 crit, you can modify a norm to a crit.
Severe
If you have no crits, you can modify a norm to a crit. Devastating and Piercing Crits still work, but Punishing and Rending don't.
Brutal
Opponent can not do norm parries.
Advanced β€” only shown when the Advanced checkbox is ticked
Shock
First crit strike also cancels one enemy unresolved norm.
NicheAbility
Dueller2021 is Intercession Squad chapter tactic; each crit parry discards additional 1 norm success of opponent. Hammerhand2021 is Grey Knights psychic power; first strike deals +1 dmg. StormShield2021 is a Custodes ability; each parry discards two successes of opponent instead of 1. MurderousEntrance2021 is a Void Troupe tactical ploy to strike again after a crit strike.
Accurate
How many attack dice can be automatically retained as a normal success. Much like cover saves but for attack dice.
PuritySeal
If at least 2 dice fail, discard one fail and change another fail to a normal success; attack only. Note: KT2024 rule strictly requires two unmodified 1s; this calculator triggers on any 2 failed dice, so the benefit is slightly overstated on rolls where fails include non-1 values (e.g. 2s on a 3+ stat).
Mystic Scry Buff
In the Roll Attack Dice step, retain one of your fails as a normal success, OR one of your normal successes as a critical success. For each roll the calculator picks whichever option yields more damage, after also resolving Rending β€” so it correctly seeds a crit for Rending, or adds a norm for Rending to promote, rather than always favoring one. Attack only. Note: defender saves and Piercing (Px) are not weighed in the choice. In-game: the "Mystic Scry" ability.
CloseAssault2021
If you have two or more sucesses, promote a fail to a normal success. Imperial Navy Breachers strategic ploy.
Waaagh2021
If you have two or more normal sucesses, promote a norm to a crit. Kommandos strategic ploy.
Saintly Relics
Whenever an attack dice would inflict damage, roll one D6 ("1D6"), or two D6 if the operative is INSPIRING ("2D6"); if any result is a 6, ignore all of that attack dice's damage. At most one attack dice is ignored per action and two per battle; a failed roll doesn't use up either cap. Both calculators target the highest-damage hit (crits before norms): Shoot does this exactly, and over multiple Rounds the two-per-battle cap is enforced across the battle; Fight spends the ignore on a strike only when no larger strike is still pending. Note: mortal (MWx) damage is never ignored, matching Just a Scratch.
Open source on GitHub β€” Pull requests welcome!
Forked from https://jmegner.github.io/KT21Calculator/
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How KT Calc works β†’ (opens in a new tab)
Deep-dive notes and the Kill Team rules the calculator is built on.