Assault Phase
A unit cannot declare a charge if: it Rushed this turn; it is already locked in combat; it is embarked on a transport; or it includes at least one pinned or routed model.
1. Declare the target · 2. Check Line of Sight and maximum charge range · 3. Make the Setup Move · 4. Make Volley Attacks · 5. Make the Charge Move
Disordered charge. Applies if the unit disembarked this turn, or if it includes stunned or suppressed models: no Setup Move, no Volley Attack (the target can still make one), and no bonus for a successful charge granted by a special rule.
At least one model must be able to draw Line of Sight to the target, within a maximum distance of 12 inches.
Before the Charge Roll, the unit makes a Setup Move, whose distance depends on the sum of Initiative + Movement:
Charge already successful? If this Setup Move is enough to bring a model into base contact with the target, the charge succeeds immediately: skip the Volley Attack and the Charge Roll below.
Both units, starting with the charging unit, may make a Volley Attack against each other: only weapons with the Assault trait can fire, and only as Snap Shots. This attack can never inflict a Tactical Status.
The charging player rolls 2D6 and discards the lowest dice: the result is the charge distance in inches.
- Successful charge. If the result is enough to reach the target, the models in the charging unit move into base contact. At least one model in contact = both units are locked in combat.
- Failed charge. If the result is not enough, no movement: the charging unit simply takes a Cool Check. If passed, no further effect; if failed, all of its models become stunned.
A character engaged in melee (ParagonAllocates the hits it inflicts itself, both in shooting and in melee. May join or leave an Infantry unit (and vice versa), embark on a model with the Transport sub-type, issue and accept Challenges, and lend its characteristics to its unit for any Characteristic Test. Counts as its base Wounds value for combat resolution. type, or Command/ChampionA model with the Champion sub-type may issue and accept Challenges. sub-type) may call out an enemy to a duel: Face-Off (choosing a Gambit), Focus (advantage roll), Strike (resolving attacks) then Glory (consequences for the combat). Full details of the procedure and Gambits on the The Challenge page.
1. Declare combatants · 2. Make pile-in moves · 3. Declare engaged models · 4. Form Strike Groups · 5. Make Hit Tests · 6. Make Wound Tests · 7. Choose a Strike Group and the target · 8. Make Saving Throws · 9. Choose the next Strike Group · 10. Remove Casualties.
The models with the highest Initiative in the combat fight first, then the others in descending order. Models must be brought into contact by moving a number of inches equal to their Initiative.
The player declares which weapons in their unit take part in the combat (one weapon per model). They are then gathered into Strike Groups: all attacks made with weapons of the same name form a single group, resolved together.
Two exceptions require separate groups, even for the same weapon: if the weapon has several profiles (you then choose which one to use), or if the fighting models do not all have the same Weapon Skill.
Groups are resolved one at a time, in the order chosen by the Active Player.
Cross-reference the attacker's Weapon Skill (WS) with the defender's. The result is the minimum score needed on 1D6 to hit.
Each hit is then converted into a Wound Test, by cross-referencing the weapon's Strength with the target's Toughness — see the table below. A "−" means the wound is impossible.
Vehicle target: no Wound Test. Instead, make an Armour Penetration Test, comparing the weapon's Strength with the Armour hit.
- Choose the target model. The defending player chooses which model in the unit takes each wound. A model that is already wounded must be chosen first.
- Saving Throw. A save may be attempted for each wound or penetrating hit; if successful, it is simply discarded.
- Applying Damage. Each wound that is not avoided reduces the model's Wounds by the weapon's Damage value. At 0, it is set aside as a Casualty.
Once a round of combat has been fully resolved, determine what happens to both sides in 4 steps.
- Total the Combat Resolution Points. Each player makes a single total (even if they control several units in this combat): 1 point per enemy model Removed as a Casualty in this Fight Sub-Phase, +1 point for the player controlling the most models in the combat, plus any points from a Challenge won or a special rule.
- Declare the winner. The highest total wins; in the event of a tie, nobody wins or loses the combat.
- Panic Check for the loser. The losing player takes a Leadership Check, with a penalty equal to the difference in points between the two sides. If failed, all the models they control in this combat become routed; if passed, no effect.
- Aftermath. Each player chooses one option per unit involved (the loser chooses first) — see the table below.
| Option | Who may choose it | Effect |
|---|---|---|
| Hold | Any unit | Immediate pile-in; remains locked in combat. |
| Disengage | Losing side's units only | Move equal to the model's Movement, away from all enemies in the combat. |
| Fall Back | Mandatory if a model is routed | See Fall Back. |
| Gun Down | Winning side, if every enemy has fallen back | Volley Attack (Assault trait weapons) against the fleeing unit. |
| Pursue | Winning side, if every enemy has fallen back | Move of Initiative + 1D6 towards the fleeing enemy; on contact, the charge is successful and the combat resumes. |
| Consolidate | Winning side, if every enemy has fallen back or disengaged | Move equal to Initiative, towards the nearest enemy or an objective. |
Massacre: if all the models on one side are Removed as Casualties during this round, the other side is no longer locked in combat and must consolidate.
Declared at the Volley Attack: the charged unit fires normally with all its weapons at the unit charging it, but with no cover roll or Shrouded mitigation for the attacker.
Legiones Astartes Advanced Reaction, costs 1 Reaction Allotment. Declared at the start of step 4 (Volley Attacks): +1 Toughness for the phase if the majority of the unit has the Shield trait.
After the Volley Attack: evasion move equal to the unit's Initiative.
A character issues a Challenge.