Tactical Reroll
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How robust is Kill (T-698), and the burst spike fixed

From reports/tiers/2026-10-05-kill-robustness.md , rendered when the site is built.

In plain English. Two things. First, a correction: the burst stage could double a unit's Kill because a detachment nudged its melee slightly above its shooting. Chief Librarian Mephiston was worth four times as much in Rage-Cursed Onslaught as anywhere else; now the gap is the size of the rule (about 14%). The headline numbers barely move. Second, a report: we varied the three least certain pieces of Kill one at a time and watched each unit's rank in its army. The Tyranids, which the ledger was tuned on, are solid: 13% of units move much. Across the 16 armies, 41% of units move enough to call "uncertain". The biggest single cause is the melee landing scale: how often a charge is taken to land. Every unit is labelled steady or uncertain in 2026-10-05-kill-robustness.json, ready for the public pages (T-697).

Part 1: the burst spike (a correction; step 45)

Measured on the ledger snapshot c5e7d85b43f8 (T-695's re-freeze). A first run on a20dbd2c3316 gave the same numbers everywhere except Death Guard, the only army that re-freeze moved.

Why it happened. tools/burst.js picked each form's "natural mode" as the phase (shooting or melee) with the larger mean Kill, and then read that phase's Burst. Mephiston's two phases have almost the same mean Kill (ranged 67.0, melee 64.0), but his melee Burst (finishing a target in one activation) is about twice his ranged one. Rage-Cursed Onslaught's melee re-roll pushed melee to 71.6, so the mode flipped and his Burst jumped from 26.5 to 51.1. The same edge case caught 24 unit-size-loadout groups across the armies.

The fix. The mode is now the phase whose Burst counts for more as the ledger page counts it (naturalMode, meleeWeight). Melee Burst is weighted by valueForm's landing share for the form, at the benchmark's lands scale, never past 1. It is also multiplied by the form's rules on melee Kill, such as Fights First's ×2.64. The comparison is against the ranged Burst, so the value read is the larger of the two and moves smoothly with the dice. --prefer and --life take the mode from the burst file, so the three stages agree; the army-rule variants (tools/armyburst.js) pick theirs the same way. Burst, prefer, life and burstfx were rebuilt and merged for all 16 armies; no frozen input moved.

The first build missed the rule multipliers. It weighed melee by landing share alone. The robustness run then caught Gaunt's Ghosts jumping from 51st to 6th on one class-mix draw. They have Fights First, so the page multiplies their melee Kill by 2.64 and a small mode flip moved them a long way. Rules on melee Kill went into the weight, and every army was rebuilt again. The numbers below are from that second build.

The switch cases, before and after (effective Burst = melee × landing share at lands 1.5; Track A Value of the form):

Unit (army)FormBeforeAfter
Chief Librarian Mephiston (Blood Angels)Rage-Cursed Onslaught vs Liberator Assault Groupmelee 43.2 vs ranged 26.5; Value 2,026 vs 503 (4.0×)melee 43.2 vs melee 37.7; Value 2,026 vs 1,777 (1.14×); best now Librarius Conclave (Divination) 2,510, still 2nd
Tormentors (Emperor's Children)Coterie of the Conceited vs Carnival of Excessmelee 48.8 vs ranged 27.1; 1,203 vs 847melee 48.8 vs melee 38.3; 1,203 vs 936; 5th, unchanged
Gunwagon (Orks)War Horde vs Blitz Brigademelee 49.5 vs ranged 23.5; 820 vs 421melee 49.5 vs melee 41.7; 834 vs 714; 20th, unchanged
Killa Kans (Orks)Dread Mob vs Blitz Brigaderanged 61.0 vs melee 37.3; 950 vs 611ranged 61.0 vs ranged 47.4; 967 vs 704; 14th, unchanged
Big Mek (Orks)War Horde formmelee 30.4 vs ranged 35.1ranged 35.1 (no flip); best form 691 → 705, 29th → 31st
Death Company Intercessors, Marines with Bolt Rifles (Blood Angels), 5Ironstorm Spearheadranged 30.1 / 28.2 vs melee 31.3 / 29.3melee everywhere; best forms unchanged (807, 1,057)
Kasrkin 10, Mandrakes 5 and 10, Reavers 6the one detachment that flipped them to rangedranged below their meleemelee everywhere; best forms unchanged
Tyrannocyte (Tyranids)Swarming Instinctsranged 15.1 vs melee 16.9melee 26.2; best 224 → 228, 48th
Ripper Swarms, ranged Warriors (Tyranids); Cadian, Death Korps (Astra Militarum); Trukk (Orks)the minority formunchanged: the minority phase really is the larger Burst

In all, 747 of 14,498 solo forms change mode (5%): Space Marines 186, Dark Angels 241, Orks 95, Astra Militarum 50, Thousand Sons 44, Blood Angels 39, Tyranids 10, Death Guard 4, Leagues of Votann and Space Wolves 0.

Headlines, Track A (step 34b), before → after:

BeforeAfter
Tyranids, 3 11th-edition lists82.482.4
Tyranids, all 5 lists79.179.1
Exam, pooled 15 armies59.259.4
Exam, 14 (without Votann)59.159.3

By army: Orks +1.8, Astra Militarum +1.3, Death Guard +0.4 (54.6 → 55.0), Space Marines −0.2, Adeptus Mechanicus −0.3, Dark Angels −0.3, World Eaters −0.3. The rest are unchanged, Blood Angels included (61.3).

Still there: a detachment that buffs only one phase can still make that phase the larger Burst, and the jump is then real. The Emperor's Children Sorcerer is 402 in Coterie of the Conceited against 251 elsewhere: Coterie lifts his melee Burst past his shooting.

Part 2: robustness (a report; no value change)

Run on Track A after the fix, with node tools/killrobust.js --measure --army <a> then --report. Each piece was varied on its own and the others held at Track A:

At today's mix the measured chances reproduce the burst files within 0.01. Astra Militarum has two near-ties that read the other way (Ministorum Priest, 6.44 against 6.44).

Steady means the unit's letter never moves more than one band, and its rank range is under 15% of the army's ranked units. Anything else is uncertain. The driver is the piece whose variations alone give the widest rank range.

Armyunitsuncertainsharedriver: lands / β / mixlands + mix only
Tyranids52713%6 / 0 / 113%
Space Marines844452%30 / 12 / 242%
Adeptus Mechanicus341338%6 / 7 / 032%
Agents of the Imperium291241%5 / 7 / 017%
Astra Militarum722129%6 / 11 / 411%
Blood Angels201050%5 / 5 / 040%
Dark Angels935458%45 / 6 / 357%
Death Guard362261%16 / 6 / 050%
Drukhari371643%4 / 12 / 022%
Emperor's Children231461%8 / 5 / 161%
Genestealer Cults901314%5 / 8 / 08%
Leagues of Votann22941%6 / 2 / 132%
Orks552647%18 / 8 / 036%
Space Wolves211048%5 / 4 / 129%
Thousand Sons351749%9 / 6 / 240%
World Eaters301447%2 / 6 / 637%
All73330241%32%

Each piece on its own: lands makes 23% of units uncertain, β 15%, mix 5%. By Track A letter, uncertain are S 16 of 81, A 69 of 145, B 161 of 220, C 55 of 184 and D 1 of 103. The middle of the table swings most, and the bottom almost never.

The 10 most uncertain units (by rank range as a share of the army):

UnitArmyTrack ARank rangeLetter changesLargest moveDriver
Death Company DreadnoughtBlood AngelsS, 1st of 201–1615%3 bandsβ (16th at β inf)
ForgefiendWorld EatersB, 14th of 303–2146%2β (3–21; mix 11–19)
TyphusDeath GuardA, 10th of 366–2669%2β (10–26; lands 6–17)
Captain in Terminator ArmourSpace MarinesA, 26th of 848–5054%1lands (8–50)
Baal PredatorBlood AngelsC, 13th of 206–1638%2lands (6–15)
AzraelDark AngelsB, 36th of 9316–6231%1lands (16–62)
Thulia GhuldAdeptus MechanicusA, 7th of 346–2231%2β (7–22)
Bladeguard Veteran SquadDark AngelsB, 38th of 9317–6015%1lands (17–60)
Einhyr ChampionLeagues of VotannB, 8th of 226–1631%1lands (6–16)
JudiciarSpace MarinesB, 43rd of 8419–5738%1β (19–53; lands 24–57)

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