09Phase 2 · Assault
This is where the damage is done: shooting, charges into melee and repositioning. Actions: Ranged Attack, Charge, Run and Hold.
Activations§8.6
- Activate a Unit with its Activation Marker on the Movement side and pick one action: Run, Hold, Charge or Ranged Attack. Then flip its marker to the Assault side.
- Units still in Reserves cannot act this Phase.
- The first to Pass has initiative in Phase 3. When you Pass, mark (Assault side) any Units that did not activate.
Run and Hold§8.7.1 · 8.7.2
Run: an Unengaged Unit moves with exactly the same rules as a Phase 1 Move (Leading Model up to its Speed, the rest In Coherency, Gap Clearance, and not ending within 1" of enemies). Hold: it does nothing.
Ranged Attack: choosing a target§8.7.3
A target is valid only if all of this is true:
- At least one Visible model of the target Unit is within the weapon’s Range (measured base to base).
- Only attacking models within Range of at least one Visible target model add dice.
- The target’s Combat Tag matches the weapon’s Target (Ground, Flying or All).
- Engagement: an Unengaged Unit cannot target an Engaged Unit (except template Spillover or PINPOINT). An Engaged Unit may only target the Unit(s) it is Engaged with.
Weapons and Batches§8.7.3
- Each model fires one of its Assault Phase weapons.
- All models using the same Weapon Profile must shoot the same target. A Batch = every model firing the same weapon at the same target.
- If the Unit has several profiles, each may go at a different target, in separate Batches.
- SIDEARM weapons fire in addition to the normal weapon, in their own Batch (and may pick another target). All models with the same SIDEARM must target the same Unit.
- Order: declare one Batch’s target, resolve it fully, and then declare the next. You do not declare them all at once.
- If an ability removes dice from a Batch, the player controlling that ability picks which ones.
- If dice in the same Batch have different modifiers (e.g. LONG RANGE), roll them separately; it is still the same Batch.
Resolving the attack: the three pools§8.7.4
Dice travel through three pools: Attack Pool → Armour Pool → Damage Pool. Those that survive the whole way deal damage. Resolve each Batch in this order:
- 1Roll to HitEach model with a valid target adds dice equal to its RoA. If the weapon has S Dice, add one Surge Die (different colour). Roll everything: each die equal to or above the weapon’s Hit moves to the Armour Pool; the rest are discarded.
- 2Resolve SurgeIf the target has the Combat Tag of the weapon’s Surge Type, move dice equal to the Surge Die result from the Armour Pool straight to the Damage Pool, with no Armour Roll. It can never move more dice than there are. If the tag does not match, ignore the Surge Die.
- 3Armour RollsThe defender rolls every die in the Armour Pool: each result equal to or above their Armour is saved and discarded; failures move to the Damage Pool.
- 4Evade Rolls (only if eligible)If the target is eligible, it rolls every die in the Damage Pool: each success is removed. It is eligible if an ability or keyword grants it, or if it is Engaged and suffering a Ranged Attack.
- 5Damage and casualtiesMultiply the remaining dice by the weapon’s Damage and add any earlier damage on the Damage Marker: that is the Total Damage. Apply abilities that reduce it. Then remove casualties one at a time (below).
Removing casualties (unengaged target)
- An attack cannot remove more models than are Visible to the attacker.
- While Total Damage equals or exceeds a model’s HP, remove one Visible model and subtract its HP. Repeat.
- If every Visible model is gone, leftover damage is discarded: it never carries over to non-Visible models.
- If damage remains but cannot kill the next model, record it with a Damage Marker (e.g. a die next to the Unit).
Removing casualties from an Engaged Unit
When the Unit taking damage is Engaged (from any source), ignore visibility and remove casualties in this strict order:
- 1Models not within Engagement Range of any enemy.
- 2Models within Engagement Range but not in base contact.
- 3Models in base-to-base contact with an enemy.
At priorities 2 and 3, you cannot pick a model whose removal would end the Engagement with a specific enemy Unit, as long as another valid casualty exists at any priority.
C-14 rifle: Target All · Surge Light D3 · — · Zergling: Biological, Light, Ground
Advanced settings — modifiers, abilities (PRECISION, TOUGH…), Shield, existing damage
Template weapons§8.7.6
- A model is affected if: the template partly or fully covers its base, it is on the same elevation as the Target Point, the line from the target (BT) or attacker (FT) is not blocked by Size 2+ terrain, and it is a valid target type.
- Choose one enemy Unit as the Primary target. Other covered models, Friendly or Enemy, suffer Spillover if they share the elevation and a Combat Tag with the Primary target.
- Flying models are on no elevation for templates: a ground-level template does not affect them unless the weapon has Target: All or Flying.
Charge§8.7.7
An Unengaged Ground Unit moves into the Engagement Range of enemy Units.
- 1Declare targetsAll must have the Ground tag; Flying Units cannot charge or be charged. No Line of Sight is needed. Declare every target before rolling.
- 2Charge distancePick the Leading Model and one target model per target Unit. Roll 1D6 and add it to the Speed. Measure along the real path, around impassable obstacles and following Gap Clearance.
- 3Success or failure?It succeeds only if the Leading Model can legally end: Wholly Within the Charge distance of its start, within 1" of EVERY declared target, not overlapping, and not within 1" of an undeclared enemy. If it fails, the Unit does not move and its activation ends.
- 4Execute the movePut the Leading Model in base contact with the target if possible (otherwise as close as possible within 1"). Set the rest In Coherency with this priority: A) base contact with declared targets, B) within 1" of them, C) as close to the Leading Model as possible. None may end within 1" of an undeclared Unit.
After a successful Charge, effects such as IMPACT resolve: extra dice per model in the Fighting or Supporting Rank that go straight to Armour Rolls (no Surge, Damage 1). Details in Phase 3 and the wiki.
The Roaches (Speed 4) need to cover 7". The Marauders react with Concussive Shells: −2" to the charge. They now need 4 + D6 − 2 ≥ 7, i.e. a 5+ (33%). James rolls a 6 and makes it.
