Hand-to-Hand Combat Phase

Squats vs World Eaters by Mark Gibbons
Mark Gibbons, Squats vs World Eaters

Who Fights

In the Hand-to-Hand Combat Phase, all models with a Weapon Skill value that are in base-to-base contact with an enemy model fight in Hand-to-Hand Combat—combat is mandatory for every eligible model, unless explicitly prevented by another rule. Both sides fight and can inflict casualties, regardless of which player's turn it is. Models can fight in a 360° arc, and there is no advantage to attacking a model from behind.


Combat Rounds

For every pair of opposing models in base-to-base contact, a Combat Round is resolved by the following steps:

  1. Roll Attack Dice

    Each player rolls a number of D6 equal to their model's Attacks characteristic. If they have two or more weapons with the Close Combat rule, they add 1 D6 to their roll.

  2. Calculate Combat Score

    Each player picks their single highest scoring dice and adds the result to the model's Weapon Skill. They then apply Combat Score Modifiers to this total to determine their Combat Score.

  3. Determine the Winner

    The model with the highest Combat Score is declared the winner of the Combat Round. The winner scores a number of hits equal to the difference between Combat Scores. If Combat Scores are tied, the model with the highest Initiative wins and scores a single hit. If Initiative is also a tied, the Combat Round is a stalemate and no hits are scored.

  4. Resolve Hits & Damage

    The losing model sustains the number of hits scored by the winner. For each hit, Damage and Armour Saves are worked out as normal. When resolving damage, the winner may attack using any Close Combat weapon they are equipped with—if they do not have any Close Combat weapons, they attack using their own Strength instead.


Combat Score Modifiers

When calculating their Combat Score, each player must apply the following cumulative modifiers:

Modifier

Condition

+1
Each time the opponent's model Fumbles
+1
Each time the player's model scores a Critical Hit
+1
If the player's model Charged this turn
+1
If the player's model has the High Ground—on Terrain that places them above their opponent
-1
If the model has a piece of Wargear—usually a Heavy Weapon—which makes them Encumbered
-1
If the player's model Charged an opponent behind an Obstacle this turn

Fumbles

When Rolling Attack Dice, each score of 1 represents a Fumble.

Critical Hits

When Rolling Attack Dice, the first score of 6 has no special effect. Each additional 6 represents a Critical Hit.

Parrying

For every weapon a model has with the Parry rule, it can turn aside one attack during each Combat Round—however, this is always optional. Once both players have rolled their Attack Dice, the Parrying player may force their opponent to re-roll their highest scoring dice—the re-rolled result stands, even if it is better. If both combatants can Parry, they cancel out one for one—a model with two Parries still retains one when fighting a model with one Parry.


Multiple Combat

When two or more friendly models are in base-to-base contact with an enemy model during the Hand-to-Hand Combat Phase, this is known as a Multiple Combat. A Multiple Combat is resolved as a series of one-on-one duels. The player whose models outnumber the lone enemy may choose the order in which the models fight. If the outnumbered model survives the first Combat Round, the opposing player gains +1 Attack Dice for each subsequent Combat Round (+1 on round 2, +2 on round 3, and so on).


Breaking Off

A model may attempt to disengage from Hand-to-Hand Combat and escape. This must be declared before that models Combat Round. During the combat the model attempting to break off fights with a Weapon Skill of 0, and may not Parry. If the escaping model survives, it moves 2D6" directly away from its attacker. The retreating model and its squad are automatically Broken and may not attempt to Rally until the following turn.

Robots, Dreadnoughts, Greater Daemons, and Chaos Champions riding Juggernauts may move out of Hand-to-Hand Combat in their Movement Phase—and may then Charge or Shoot as normal. However, if they are engaged with another model in this category, the standard Breaking Off rules apply.


Follow-Up Moves

If a model has killed all of its Hand-to-Hand Combat opponents, it may immediately make a Follow-Up Move—regardless of whose turn it is. When making a Follow-Up Move, the model moves up to 2" in any direction, without any penalties to Movement. This move can be used to engage another model (or multiple models) in Hand-to-Hand Combat—but does not apply the Combat Score Modifier for charging. If the model does not end its Follow-Up Move engaged in Hand-to-Hand Combat, it may Move and Shoot normally in its next turn.