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Kill Team 2024 Fight Calculator

Kill Team 2024 Edition, ShootingLite Rules โ†—
Situation 1
Attacker
Defender
Situation 2
Attacker
Defender
Comparison Matrix (Avg Dmg + Kill % vs W)
BetterWorseEqual
S1 & S2 Combined ยท vs W=12
SvAvgKill%
2+4.534%
3+6.5914%
4+8.8630%
5+11.3350%
WSv 2+Sv 3+Sv 4+Sv 5+
S1S2ฮ”S1S2ฮ”S1S2ฮ”S1S2ฮ”
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.
Accurate
How 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.
Rending
If 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.
Severe
If 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.
Punishing
Retain 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.
Curse of Rot
Plague 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.
Cover Saves
How many saves can be automatically retained as a normal success. A dice can only be retained once, so a cover save cannot then be retained as a critical success: NormsToCrits only promotes saves that came off the dice.
Indomitus
If at least 2 dice fail, discard one fail and change another fail to a normal success; defense only. Angels of Death Firefight ploy. 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+ save).
ObscuredTarget
Attacker crits are retained as norms. No crit-triggered abilities can trigger. Discard an attacker success.
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).
Advanced โ€” 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.
FailsToNorms
How 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.
NormsToCrits
How 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.
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 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.
CloseAssault2021
If you have two or more successes, promote a fail to a normal success. Imperial Navy Breachers strategic ploy.
CoverCritSaves
How many saves can be automatically retained as a critical success. High enough APx/Px can limit these auto-saves.
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, Fighting [Lite Rules]
Fighter A
Fighter B
Fight Options
General
Results
FighterA
DeathChance:
17.04%
AvgRemainingWounds:
3.61
AvgDmgTaken:
8.39
Wndsp(>=Wnds)
(%)
p(<=Wnds)
(%)
p(Wnds)
(%)
0100.0017.0417.04
182.9623.236.19
276.7741.4218.19
358.5858.7517.33
441.2560.591.84
539.4171.9611.37
628.0489.1317.17
810.8791.632.51
98.3798.837.19
121.17100.001.17
FighterB
DeathChance:
19.73%
AvgRemainingWounds:
3.57
AvgDmgTaken:
8.43
Wndsp(>=Wnds)
(%)
p(<=Wnds)
(%)
p(Wnds)
(%)
0100.0019.7319.73
180.2725.305.57
274.7042.0316.73
357.9758.8316.80
441.1760.821.99
539.1872.1011.28
627.9088.5516.45
811.4591.092.53
98.9198.577.48
121.43100.001.43
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.
    • The next-strike kill check is an estimate. If it says the enemy reaches zero wounds, they strike. It can miss a kill that depends on a failed Feel No Pain or relic roll.
    • The parry-then-kill check is the same kind of estimate. If it says they can parry the enemy's last success and still kill afterwards, they will do so. It can miss that kill when it depends on a failed Feel No Pain or relic roll.
  • 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 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.
Severe
If 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.
Brutal
Opponent can not do norm parries.
Advanced โ€” only shown when the Advanced checkbox is ticked
NicheAbility
CloseAssault 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.
Accurate
How 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.
NormsToCrits
How 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.
FailsToNorms
How 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.
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.
Shock
First crit strike discards one unresolved enemy normal, or a crit if there are none.
Punishing
Retain 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.
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 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/PreParry
Do 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 Strike
First 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 Rot
Plague 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.