Kill Team 2024 Combat Rules
Defense Mechanics
Defense Dice
All operatives roll exactly 3 defense dice.
This is a fixed value in Kill Team 2024 and cannot be modified by abilities or equipment, with one exception:
Exception - Piercing X:
- Piercing 1: Defender rolls 2 defense dice
- Piercing 2: Defender rolls 1 defense die
- Piercing 3: Defender rolls 0 defense dice (no save possible)
Save Characteristic
Each operative has a Save value (e.g., 3+, 4+, 5+):
- Normal success: Die roll ≥ Save value
- Critical success: Die roll of 6
- Fail: Die roll < Save value
Cover Saves
Operatives in cover can retain automatic saves without rolling:
- Cover provides "auto-successes" retained before rolling defense dice
- These are retained as normal successes (not critical)
- Piercing can reduce the number of available cover saves
Changes from Kill Team 2021
Removed Mechanics
❌ Invulnerable Saves - This mechanic no longer exists in KT2024
Modified Mechanics
✓ Defense Dice - Now always 3 (was variable based on operative profile in 2021)
Attack Sequence Overview
Attacker rolls attack dice
- Number based on weapon profile
- Modified by weapon rules (Balanced, Relentless, etc.)
Attacker retains successes
- Normal successes and critical successes
- Modified by weapon rules (Accurate, Lethal, Rending, Severe, etc.)
Defender rolls defense dice (always 3)
- Modified by attacker's Piercing
- Modified by cover saves
Defender retains successes
- Normal successes and critical successes
Cancel hits with saves
- Critical saves cancel any hit 1:1
- Normal saves cancel normal hits 1:1
- Normal saves cancel critical hits 2:1
Resolve damage
- Remaining hits deal damage
- Devastating damage occurs regardless of saves
- Saintly Relics (if any): for a damaging attack dice, roll 1 D6 (or 2 D6 if INSPIRING); on any 6, ignore that dice's damage entirely (at most one dice per action)
- Feel No Pain (if any): roll one die per surviving hit; each roll at/above the threshold reduces that hit's damage by 1
Defender Abilities
Obscured
When the defender is obscured from the attacker:
- All attacker crits are retained as normal successes instead
- Crit-triggered abilities cannot trigger (Rending, Punishing blocked)
- One attacker success is discarded at the end
Just a Scratch (Crits)
Cancel one attack die just before damage is resolved:
- Prefers crits: Cancels a critical hit if available
- Falls back to canceling a normal hit if no crits
Just a Scratch (Normals)
Cancel one normal hit just before damage is resolved:
- Only targets normals: Will not cancel critical hits
- Useful when you want to preserve the option to cancel crits with saves
Feel No Pain (FNP)
Just before damage is resolved, roll one die for each surviving hit (strike):
- Threshold: 4+, 5+, or 6+ (set in the Defender's advanced params)
- On a roll at or above the threshold, that hit's damage is reduced by 1 (to a minimum of 0)
- One roll per surviving hit, not per point of damage
- Even MWx (Devastating) damage can be prevented via FNP
Saintly Relics
Whenever an attack dice would inflict damage, roll to ignore all of that dice's damage:
- Modes:
1D6 (normal) or 2D6 (the operative is INSPIRING), set in the Defender's/Fighter's advanced params - Roll the relic dice; on any 6, ignore all damage from that attack dice
- Caps: at most one attack dice ignored per action and two per battle; a failed roll uses up neither
- Shoot (exact): targets the highest-damage surviving hit first (crits before norms), trying each damaging dice in turn until one is ignored; over multiple rounds the two-per-battle cap is enforced across the battle
- Fight (Monte Carlo): spends the ignore on a strike only when no larger strike is still pending from that attacker (so it lands on the biggest)
- Not modeled: MWx (Devastating) damage is never ignored (matching Just a Scratch)
Key Principles
- Defense dice are always 3 (unless reduced by Piercing)
- No invulnerable saves exist in KT2024
- Cover provides auto-successes, not additional dice
- Piercing is the only way to reduce defense dice below 3
Last updated: June 2026