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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

  1. Attacker rolls attack dice

    • Number based on weapon profile
    • Modified by weapon rules (Balanced, Relentless, etc.)
  2. Attacker retains successes

    • Normal successes and critical successes
    • Modified by weapon rules (Accurate, Lethal, Rending, Severe, etc.)
  3. Defender rolls defense dice (always 3)

    • Modified by attacker's Piercing
    • Modified by cover saves
  4. Defender retains successes

    • Normal successes and critical successes
  5. 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
  6. 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

  1. Defense dice are always 3 (unless reduced by Piercing)
  2. No invulnerable saves exist in KT2024
  3. Cover provides auto-successes, not additional dice
  4. Piercing is the only way to reduce defense dice below 3

Last updated: June 2026

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Forked from https://jmegner.github.io/KT21Calculator/
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