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How KT Calc works

KT Calc is open about its math. These pages explain the logic behind the numbers — the surprising results worth a closer look, and the Kill Team 2024 rules the engine is built and validated against. Read through if you want to check the calculator by hand or understand why a result came out the way it did.

Deep-dive notes
Lethal + Relentless: why kill chance can rise as BS gets worse →
Walks the math for a scenario where the reported kill chance is higher at BS 5+ than BS 2+. Not a bug — Relentless feeds every failed die back into a fixed crit band, and kill chance is a tail probability, not an average.
Mystic Scry Buff + Rending: why the best choice depends on what you rolled →
The "retain a fail as a norm, or a norm as a crit" decision is not fixed. Explains when each choice wins and how the calculator models it.
Why Punishing can lower your damage →
Switching on an ability that only adds a hit can reduce reported damage. Punishing retains the fail, locking it, where another effect would have left it promotable — so the promotion is stranded.
Comparing weapons by power level →
Which weapons are actually the same power level, measured against a fixed slate of targets — plain and with the buff that upgrades them, because a set that looks even can still come apart once everyone is buffed.
Game rules reference
Combat rules — defense & the shooting save sequence →
Defense dice, saves, cover, Feel No Pain, Piercing, and Saintly Relics — how the shoot calculator resolves saves.
Fight rules — how melee is resolved →
The alternating strike/parry sequence, what a parry can cancel, the engine’s strike-vs-parry decision logic, and hand-verifiable scenarios.
Retained vs modified dice — why cover saves cannot be promoted →
A dice can only be retained once. Sorts every effect into the ones that lock a dice (cover, Accurate, Punishing) and the ones that can still change it (Severe, Waaagh), and explains what the calculator does with each.
When not to take cover saves →
Cover is optional, and occasionally worth declining: with norm→crit save promotions against a mostly-critical attack, rolling the dice beats a locked normal save. Measured numbers, plus why the calculator always takes cover.
Weapon rules — all weapon rule effects →
Reference for every weapon rule the calculator supports: Accurate, Balanced, Brutal, Ceaseless, Devastating, Heavy, Lethal, Piercing, Punishing, Relentless, Rending, Saturate, Severe, Shock.

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Open source on GitHub — Pull requests welcome!
Forked from https://jmegner.github.io/KT21Calculator/
⚔️ Alternative Tools
Ballistica Imperialis →
Alternative KT math tool with preloaded weapon & defence profiles and a cool design.
NemesisForge →
Build your own nemesis operatives.
How KT Calc works → (opens in a new tab)
Deep-dive notes and the Kill Team rules the calculator is built on.