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Winning the Injury Roll: A Kill Team Probability Guide
An injury roll is where a Kill Team attack stops being a simple hit-or-miss decision and becomes a question of what the target can still do. After a successful hit, the familiar 2D6 roll can inflict a wound, cause a critical wound, or do nothing. Understanding that distribution helps both viewers following matches on Kill Team Stream and players planning before deployment.
Calling this gaming the odds does not mean controlling the dice. It means directing targets, movement and limited attacks towards the best available chances, then recognising when the tactical value of a shot matters more than its headline damage. That distinction is useful at Australian store events and convention brackets, where rules familiarity and small positioning edges often decide close rounds.
Separate connecting from hurting
Keep two rolls separate in your head. The hit roll asks whether the attack connects, with weapon skill, range, cover and relevant modifiers influencing the result. Only after a successful hit does the injury roll determine the consequence. A weapon with excellent shooting statistics can still produce no injury, while an ordinary hit can produce the result that changes an opponent’s remaining activation.
Damage output is therefore a product of probabilities rather than a fixed number on a weapon card. When commentators describe a unit as having strong damage, they may mean a better hit rate, a useful post-hit effect, or a combination of both. Those are different advantages and require different responses. An extra wound inflicted by an ability is not the same thing as the base 2D6 injury result.
Kill Team operatives generally do not use the armour saves familiar from larger Warhammer games. Their protection comes primarily from avoiding hits, or from abilities and positioning that affect the attack. Check the edition and event packet in use: rules for wounds, critical wounds and operative cards can vary, so a guide built on the standard 2D6 pattern should never override a local clarification.
Understand the two-dice result
In the standard system, roll 2D6 after a successful hit and read the highest die. A 6 inflicts a wound, a 5 inflicts a critical wound, and a 4 or lower inflicts no injury. Doubles do not automatically grant extra damage, and weapons do not add damage to this roll by default.
A wound is not merely a countdown to removal. It is a persistent status that can make an operative easier to finish, change how an opponent uses them and, with the right ability, become a target for recovery. A critical wound can be tactically valuable because it may restrict shooting or affect morale. Its value depends on the operative and the situation, rather than simply on being labelled the better result.
Track what a target already carries before assigning value to another hit. Under the familiar rules, a model suffering a wound and a critical wound, or suffering a second wound or critical wound, is incapacitated. That creates a threshold effect: the first injury may inconvenience a player, while the next may remove an important piece from the board. Your board, rather than a generic damage chart, shows whether that threshold is close.
Calculate the actual distribution
The raw count of outcomes is not their probability. There are 36 equally likely pairs of dice, but only five pairs total 6 and five total 5. Each injury result therefore occurs with probability 5/36, or about 13.89 per cent. The remaining 26 pairs, roughly 72.22 per cent, leave the target without a new injury.
Some players count the chance of rolling at least one 6 or at least one 5, which is 30.56 per cent for either face. That is not the chance of a wound, because a pair containing both a 5 and a 6 is counted twice and resolves as the higher result. The injury roll uses the highest die, so the 5-or-6 band is 10/36, or 27.78 per cent.
| Two-dice result | Injury applied | Chance per successful hit | Why it matters |
|---|---|---|---|
| Highest die is 6 | One wound | 5/36, or 13.89% | Adds a persistent injury and may help complete a removal sequence |
| Highest die is 5 | One critical wound | 5/36, or 13.89% | Can restrict actions or affect morale |
| Highest die is 4 or lower | No new injury | 26/36, or 72.22% | A successful hit without added damage |
The practical lesson is that a connected shot is more likely to leave the target unchanged than to add an injury: 26 outcomes against 10. That changes how you read a broadcast. A sequence of clean hits is valuable, yet one hit without injury is not evidence of exceptional bad luck; it was the most common base result.
Target for consequences, not just casualties
Because wounds are persistent, a target’s current condition can matter as much as its output. An operative already carrying a wound may be close to incapacitation, while a freshly damaged specialist may still be dangerous. Compare the board position, remaining activation and available abilities before deciding which model deserves the shot.
Start with the models whose survival offers the opponent the greatest benefit. A veteran whose shooting threatens an objective may be worth more than a combatant holding a position your team does not need. Conversely, do not spend the better part of an activation chasing a removal when a wound would soften the same unit and preserve your tempo.
Critical wounds also deserve context. A result that prevents an operative from shooting can be worth several ordinary hits if it comes at the start of an opponent’s turn. The same injury against a melee-focused model in a poor position may be less valuable. Read the operative card, then compare that consequence with the chance that the attack connects in the first place.
Turn positioning into more useful chances
The injury roll is fixed, so the main controllable variable is often whether you get to make it. Use movement, sightlines and cover to improve hit chances instead of hunting for a fictional special property of the dice. A small increase in the chance to connect can be worth more than a speculative plan built around one improbable sequence.
Working across the board can create overlapping pressure without extra shots. A model that must choose between two threats may have to shoot the less dangerous one, shoot while exposed, or spend its activation moving. These forced decisions are valuable even when they produce no wound, because they restrict the opponent’s options and create better targets for the rest of your team.
Range and cover matter here. A shot with a clear line and favourable modifiers can be a better wager than a nominally stronger weapon used at a distance. On the fixed clocks used at many Australian store and convention events, a low-percentage shot can also cost more time than its arithmetic value suggests. Keep one eye on the opponent’s activation: forcing a shot may be worth more than damage if that shot enables a melee attack.
Make the roster create difficult choices
Roster building is another way to improve the odds without seeking a magical dice result. Operatives that demand attention in several places can make an opponent’s limited shooting attack less effective. A unit with mobility can secure an angle, a heavy unit can hold ground, and a combatant with a strong melee attack can punish an opponent forced to shoot at the wrong target.
Most Kill Team operatives make one shooting attack per activation unless an ability or weapon grants another. That makes every shot expensive in time as well as dice. A model that can shoot after moving into contact, threaten an objective or draw fire away from a valuable teammate turns that constraint into an advantage. The best pressure often removes options rather than simply adding damage.
Local availability matters too. Australian hobby shops commonly stock core boxes and faction bundles, while some specialist resin upgrades must be preordered or imported. That makes a flexible operative easier to build around than a conversion that cannot join league night on short notice. Check what your local store has in stock and what players are fielding at events in Melbourne, Sydney or Brisbane.
Read the stream like a probability puzzle
Kill Team Stream’s match coverage is a good place to test this way of thinking. Watch which models are targeted after the first injury, whether players force an activation to preserve a firing lane, and whether a low-percentage shot is justified by the turn clock. Commentary may frame the moment as a devastating damage hit, while the board shows a subtler tactical swing.
Australian tournaments also have a recognisable rhythm: many players travel from regional areas to Melbourne, Sydney or Brisbane for a weekend bracket, then play several rounds in one day with breaks built around a pub meal or afternoon tea. Preserving concentration matters as much as preserving ammunition. A sound plan can look less spectacular than an early injury but remain stronger across the full round.
Expected injuries are useful when their assumptions stay visible. Because a new injury occurs in 10/36 of successful hits, a 50 per cent hit rate gives 0.139 expected injuries per shot, while a 25 per cent rate gives 0.069. Over ten shots, those rates average 1.39 and 0.69 injury results, provided the target remains available and the hit rates hold. They count new wounds or critical wounds, not removals, and they do not capture each injury’s tactical value.
Turn that arithmetic into a layered read: the chance to hit, the chance of a meaningful injury, the effect on the opponent’s remaining activation, and the cost of the shot. A 50 per cent shot at a wounded, high-value operative can be worth more than a 75 per cent shot at an operative whose role barely changes after injury. The better percentage is not automatically the better decision. Gaming the injury roll well means accepting variance while choosing the clearest path to pressure the opponent.