Combat Phase

In the combat phase every engaged model fights in bloody, glorious melee! The player with priority pairs engaged models of into one on one combats. After pairing engaged models off if there any left of engaged models with an assigned combat, then the priority player assigns them a combat to fight in to outnumber any possible enemies. After pairing combats off, the player with priority goes through the following steps with each combat. The order in which these combats are resolved are chosen by the priority player.

  1. Roll Attacks
  2. Roll to Save

Roll Attacks

Each model in the combat roll a D6 for each remaining wound they’ve yet to take that would slay them. They take the single highest result from among the dice they roll and add their (Ws) to the result. This total is referred to as their combat score.

for example a Space marine leutenant has Ws5 and W3. they’ve already taken an unsaved hit so they have 2 wounds remaining. In the roll attacks step the space marine leutenant rolls 2d6 getting 4,5 getting a combat score of 10.

Outnumbered

If a model is outnumbered then they reduce their (Ws) for that combat equal to the number of enemies they’re fighting.

for example if a model is having to fight two enemies at the same time, then they reduce their (Ws) by two.

Roll to Save

Each model lands a number of hits on every enemy they’re engaged with that has a lesser combat score equal to the difference in combat scores. Models that take hits in this step performs the same armor saves inflict wounds on the failed saves as previously described.

Equipment Bonuses

Models get a bonus in combat based on the weapon(s) they’re equipped with.

EquipmentRule/BonusDescription
Punch/Gun ButtSimple WeaponAll attacks with the weapon gets (Ap) “-”
Sword/BladeParryBearer can force an enemy in combat to reroll an attack die.
DaggerGap-StabIf the bearer rolled a 6 when getting their combat score, then all their attacks get (Ap)2.
AxeBreakerEnemies in combat with the bearer cannot use the Parry or Shielding bonuses.
Mace/Hammer/MawlKnock backEnemies are pushed an inch away from the bearer for every hit landed on them. If they hit another model or terrain and can’t move the full distance, they take a wound for each full inch they didn’t move back.
SpearSpear SupportIf bearer isn’t in a combat, but in base to base of a friendly who is, that friendly roles an additional attack die.
LanceCharge BonusIf the bearer moved into engagement this round, improve it’s (Ap) by 1.
ShieldShieldingThe bearer can choose to shield, if they do double their combat score for the combat phase. However, they don’t hit enemies with lesser combat scores to their own.
Two-handedCleaveThe bearer gets -1 to their (Ws) and -1 to the result of their attack die if they don’t roll a 1 or 6. Improve the (Ap) of the weapon by 1.
Hand-and-a-halfAdaptiveThe bearer can declare to use the two-handed equipment bonus when rolling attacks.
Dual Wielding Same WeaponFlurry of BlowsBearer gets an additional attack die.
Dual Wielding Different WeaponsOff-handedBearer gets equipment bonuses of both weapons equipped.
Chain WeaponShredSaving rolls of 1 cause the defender to be hit and have to make an additional saving throw. These additional saving throws can generate more hits that must be saved against. If the (Ap) of this weapon negates the target’s Armor, then this bonus doesn’t trigger.
Power WeaponPoweredThis weapon gets (Ap) 1.
Force WeaponFocusIf the bearer is a psyker, they can spend psychic charges to improve the (S) of the weapon’s attack for the combat phase.
Relic WeaponExciseThe weapon negates any Feel No Pain and Invulnerable special rules enemies may have.
Daemon WeaponPossessionAny attack rolls of 1 inflict a wound against the bearer. All attacks made with this weapon are considered to have instant death.