RerollBalanced 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.
RendingIf you have >=1 crit, you can retain a norm as a crit instead. Since a dice can only be retained once, it cannot promote an Accurate or Punishing retention (only a rolled norm). Rending is optional, so the calculator declines the promotion when it deals less damage. On a shoot that comparison is expected damage after the defender's saves, cover, Devastating, and Piercing Crits, not the raw dice total.
SevereIf you have no crits, you can change a norm to a crit. Because it changes (rather than retains) a success, it can take an already-retained norm such as Accurate. The calculator declines the change when it deals less damage; on a shoot that comparison includes saves, cover, Devastating, and Piercing Crits. When Severe does fire, Devastating and Piercing Crits still work, but Punishing and Rending don't.
BrutalOpponent can not do norm parries.
NicheAbilityCloseAssault is Imperial Navy Breachers strategic ploy; if you have two or more successes, promote a fail to a normal success. 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. Waaagh2021 is Kommandos strategic ploy; if you have two or more normal successes, promote a norm to a crit. MurderousEntrance2021 is a Void Troupe tactical ploy to strike again after a crit strike.
AccurateHow many attack dice can be automatically retained as a normal success. Much like cover saves but for attack dice. A dice can only be retained once, so these are not promotable by NormsToCrits or Rending ("retain a normal success as a critical success instead"); Severe, which changes a success, can still take one. The rule is "retain UP TO x", so the calculator retains fewer when rolling those dice is worth more (a high crit chance, or a spare promotion that a locked norm would waste), decided before the roll as at the table.
NormsToCritsHow many normal successes can be retained as critical successes instead. Because a dice can only be retained once, this cannot promote a success that was already retained rather than rolled: cover saves, Accurate, or a Punishing fail retention. Rules worded as *changing* a success (Severe, Waaagh) are modeled separately and can take those.
FailsToNormsHow many fails can be modified to normal successes. These are treated as *changed* dice, so NormsToCrits and Rending can still promote them. If your rule instead says to *retain* a fail as a normal success, that die has been retained and cannot be promoted afterwards. Punishing is modeled that way, but only fits if your rule shares its conditions (needs at least one crit, and is switched off against an Obscured target); for an unconditional retain-worded rule there is no exact input yet, and FailsToNorms will slightly overstate it whenever the new norm gets promoted.
FeelNoPainFNP 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 RelicsWhenever 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.
ShockFirst crit strike discards one unresolved enemy normal, or a crit if there are none.
PunishingRetain a failed hit as a normal hit if you had at least one critical hit; Necron equipment Starfire Core, Kommando strategic ploy "Dakka! Dakka! Dakka!", Hive Fleet equipment Toxin Sacs, Corsair Voidscarred strategic ploy Outcasts. That die has now been retained, so Rending and NormsToCrits cannot promote it. Punishing is optional ("you can retain"), so the calculator declines it when taking it deals less damage. On a shoot that comparison is expected damage after the defender's saves, cover, and Piercing, not the raw dice total. The shoot score includes saves, cover, and Piercing, and does not include Feel No Pain or Saintly Relics.
PuritySealIf 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 BuffIn 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 โ so it correctly seeds a crit for Rending, or adds a norm for Rending to promote, rather than always favoring one. On a shoot, the score is expected damage after the defender's saves, cover, and Piercing. Attack only. In-game: the "Mystic Scry" ability.
Duelist/PreParryDo one parry before usual dice resolution.
JaS (Crits)Just a Scratch (JaS): Ignore damage from one attack die, choosing whichever die saves the most damage.
JaS (Normals)Just a Scratch (JaS): Ignore damage from one normal hit only (cannot ignore crits).
Half Dmg 1st StrikeFirst strike damage is halved and rounded up. Strikes of 0, 1, and 2 stay as they are, and a larger strike is not raised.
Curse of RotPlague Marines firefight ploy. Tick it on the PLAGUE MARINE. Each 3 the enemy rolls on its attack or defence dice is a fail it can't re-roll, and deals 1 damage to that enemy. Shoot: on the attacker, the defender's 3s fail and add 1 damage each (Feel No Pain applies, Saintly Relics doesn't); on the defender, the attacker's 3s fail (the damage to the attacker isn't shown). Fight: the other fighter's 3s fail and deal 1 damage each before any strike. Only the first roll counts: a 3 on a re-roll is an ordinary result. Assumes the range condition (within 3", or 7" of a poisoned enemy) is met.