The Turn Sequence · Chapter 5
Hand-to-Hand Combat Phase
JumpCloseWho Fights
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.
A model in base-to-base contact with an enemy is engaged, and until the combat is resolved it neither Moves in its Movement Phase nor Shoots in its Shooting Phase. Only Breaking Off releases it.
For every pair of opposing models in base-to-base contact, a Combat Round is resolved by the following steps:
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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.
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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.
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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 tied, the Combat Round is a stalemate and no hits are scored.
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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, each hit is struck at the higher of the winner's own Strength and that of any Close Combat weapon they carry. The hit also takes the greater Save Modifier of weapon and wielder.
Combat Score Modifiers
When calculating their Combat Score, each player must apply the following cumulative modifiers:
Modifier
Condition
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. Two opposing models that can both Parry cancel each other out, and neither forces a re-roll.
Save Modifiers
Some close combat weapons and pistols carry a Save Modifier on their profile. A model may also have one based on its Strength—see the chart below. The Strength value on the chart is the model's Strength including any modifiers. When a model scores a hit, the greater of the two is used—the weapon's or the wielder's.
| Strength | Save Modifier |
|---|---|
| 3 or less | 0 |
| 4 | -1 |
| 5 | -2 |
| 6 | -3 |
| 7 | -4 |
| 8 | -5 |
| 9+ | -6 |
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, each model facing it gains +1 Attack Dice and +1 Combat Score in the second Combat Round, +2 and +2 in the third, and so on.
Breaking Off
A model may attempt to disengage from Hand-to-Hand Combat and escape. 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. Crossing a wall or other obstacle costs it nothing, though Terrain penalties apply as they normally would. 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. A combat joined this way is not fought in the phase it began: the models are left in contact and resolve it in the next Hand-to-Hand Combat Phase, engaged and unable to act until then. 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.
Vehicles
A vehicle cannot be engaged in Hand-to-Hand Combat proper. A model may charge one in the Movement Phase and attack it in the Hand-to-Hand Combat Phase that follows, but the two are not locked in combat, and the movement of neither is restricted in their next turns.
Attacks on Vehicles
An attacking model hits automatically, once for each point of its Attacks characteristic. It chooses the location struck rather than rolling for it, provided that location is reasonably within reach. Resolve Armour Penetration and Damage as for a hit from shooting, adding the Bonus Penetration Dice for the attacker's Strength, or for the Strength of the weapon used where it has one. Against a vehicle that is immobilised or stationary, add a further 1D6.
Exposed Crew
Crew behind armour cannot be attacked in Hand-to-Hand Combat. Where a vehicle carries its crew outside or in an open-topped compartment, a model moving into contact must fight the crew rather than the vehicle, and models on foot always fight the nearest crew member. Resolve the combat as normal. Killing the driver sends the vehicle Out of Control in its next turn.
Ranged Weapons in Close Combat
By exception to the normal rules, an attacker may use a grenade or any ranged weapon that is not Move or Fire against a vehicle in close combat. Choose the location as with a close combat weapon and resolve damage the same way. Any area effect is ignored, and the weapon fires once only—Sustained Fire does not apply.
Robots & Dreadnoughts
A robot, dreadnought or any other machine with a Weapon Skill fights a proper Hand-to-Hand Combat under the normal rules. Attacks against it are resolved as for any other vehicle, but only close combat weapons, pistols and grenades may be used.
Skimmers
Troops on foot can bring a skimmer to close combat only where it has landed.
“It's Gonna Blow!”
Where a vehicle suffers a damage result that will make it explode, every model in base contact may put D6" between itself and the vehicle before the explosion is resolved. Like a Follow-Up Move this happens in the Hand-to-Hand Combat Phase whether or not it is that model's turn. A model moving away in this manner may not engage a new opponent.