It is possible to set up a Kill Team shooting scenario where the calculator reports a higher kill chance at BS 5+ than at BS 2+, even though every other input is identical. This is not a calculator bug. It is a real consequence of how Lethal and Relentless are defined in KT2024. This note walks through the math for the specific scenario that prompted it: 4 attack dice, normal damage 3, crit damage 4, Lethal 5+, Reroll Relentless, Piercing 1, versus a 12-wound defender with a 3+ save and (optionally) Indomitus.
Lethal X+ means an attack die scores a critical hit on an unmodified roll of X or higher, instead of the default 6+. Lethal cannot promote a die that would otherwise have failed: the calculator clamps the effective crit threshold up to the hit threshold, so for example Lethal 5+ at BS 6+ still only crits on a 6.
Relentless lets you re-roll any number of your attack dice. The calculator models this as one re-roll per failed die, where each re-rolled die is statistically identical to the original.
For BS 2+ through 5+, the effective crit threshold is 5 (so crit faces are {5, 6}, 2 of 6) and BS only controls the norm/fail boundary. After one allowed re-roll per fail, per-die probabilities are:
| BS | Base crit | Base norm | Base fail | Final crit | Final norm | Final fail |
|---|---|---|---|---|---|---|
| 2+ | 2/6 | 3/6 | 1/6 | 14/36 ≈ 0.389 | 21/36 | 1/36 |
| 3+ | 2/6 | 2/6 | 2/6 | 16/36 ≈ 0.444 | 16/36 | 4/36 |
| 4+ | 2/6 | 1/6 | 3/6 | 18/36 = 0.500 | 9/36 | 9/36 |
| 5+ | 2/6 | 0 | 4/6 | 20/36 ≈ 0.556 | 0 | 16/36 |
Across the BS 2+ to 5+ range shown, per-die crit probability rises monotonically as BS degrades. Each fail is a free re-roll, and every re-roll has the same 2/6 chance of landing in the fixed crit band. Worse BS just means more re-rolls feeding the same funnel. (At BS 6+ the clamp kicks in and Lethal 5+ collapses back to crit-on-6 only, so the monotonic claim does not extend past 5+.)
Expected damage per die (crit dmg 4, norm dmg 3, before saves):
| BS | E[dmg per die] |
|---|---|
| 2+ | 14/36·4 + 21/36·3 ≈ 3.31 |
| 3+ | 16/36·4 + 16/36·3 ≈ 3.11 |
| 4+ | 18/36·4 + 9/36·3 ≈ 2.75 |
| 5+ | 20/36·4 ≈ 2.22 |
Averages behave intuitively: better BS, more average damage. But kill chance is a tail probability, not an average. The shape of the distribution matters more than its mean.
Against a 12-wound target with 4 attack dice and 2 defender dice (Piercing 1 strips one save die), the defender cancels roughly 1.3 hits on average, so about 2.7 hits leak. To reach 12 leaked damage you essentially need 3+ crits to leak. Norms (3 damage each) get preferentially absorbed by the defender's norm saves and rarely close a 12-damage gap on their own in this two-save-dice setup.
So kill probability is dominated by P(≥ 3 crits in 4 dice):
| BS | p (crit per die) | P(≥ 3 crits in 4) |
|---|---|---|
| 2+ | 0.389 | ≈ 0.169 |
| 3+ | 0.444 | ≈ 0.234 |
| 4+ | 0.500 | ≈ 0.313 |
| 5+ | 0.556 | ≈ 0.404 |
That 2.4× rise from BS 2+ to BS 5+ matches the inversion the calculator reports. The BS 2+ attacker throws more total hits, but most of them are norms; the BS 5+ attacker throws fewer hits, but a far higher share of them are crits, and only crit-heavy rolls breach the kill line.
Indomitus adds one defender norm save when the defender rolls two fails. A norm save can:
With only 2 defender dice (Piercing 1) and no cover saves, the chance of also having a second norm save available to pair off a crit is small, so most of Indomitus' benefit lands on norm hits. In that specific setup:
Important caveat: with 3 defender dice (no Piercing), or with auto-normal saves from cover, the extra norm save can more often pair with another norm save to cancel a crit. In those cases Indomitus is not a pure "norm-hit eraser" and the amplification pattern above will be different. The behaviour described here is specific to the Piercing 1 / no-cover scenario.