Assaults -When a unit comes into base-to-base contact with an enemy unit, or it begins an action with at least one of it's models in close combat - an Assault is resolved. Assaults are terrifying and desperate affairs, where firearms are used at point blank range and savage close combat is fought using deadly melee weapons.
Only units armed with a melee weapon can voluntarily enter close combat with an enemy unit. To determine if a model has a melee weapon, check in the weapon trait portion of their profile. If any of their weapons has the trait of "Melee" - the unit is considered to be armed with a melee weapon. Otherwise, the unit has no melee weapons, and cannot move within 5cm of any enemy model during their move.
Assaults are resolved as follows:
1.
Resolve all Reactions:
Resolve all Reactions normally, based on the units final position - even if the target model/s are in close combat. It is assumed the Assaulting target models were gunned down as they charged into the Assault. This can result in the Assaulting unit breaking from stress just like any other action - in which they fight with a penalty as described above.
If, after any reactions are resolved, there are
no models in close combat, the Assault has failed - the action is over. If the unit has an action remaining - it can execute another as normal. Otherwise, the units activation ends.
If at least one model remains in base-to-base contact with an enemy model - continue on to step 2.
2.
Assign a stress token to the target unit:
Being charged by blood thirsty enemy soldiers is terrifying - the target unit receives a stress token before any dice are rolled.
3.
Resolve Melee Combat:
You may resolve each close-combat in any order you wish, and one at a time, following the following procedure for every model in base-to-base contact with an enemy model.
a. Each player rolls dice for the models fighting. The number of dice rolled is equal to the model’s melee weapon “A” stat. If a model has no melee weapons, it rolls a single d3. The highest dice rolled counts as each model’s score.
b. If an enemy model has already fought off one or more of your models, add a bonus dice for each of your models defeated by the enemy model so far during this assault.
c. Add any bonuses or penalties to the roll. (For example, some traits allow you to add 1 or more to your roll).
d. Calculate who won the combat:
- If the final scores are tied: Both models take a single hit. The Strength of the hit equals the melee weapon’s “S” stat being used by each model.
- If one model scores higher: It wins the combat, and the loser takes a hit. The Strength of the hit equals the melee weapon’s “S” stat being used by the winner, with a +1 bonus.
- If one model scores double or more than the other: A critical hit is scored against the loser. Critical hits get a +2 Strength bonus, and a +1 Damage bonus.
e. Make armor saving throws and apply damage just like Ballistic attacks.
f. When a model is damaged in close-combat, its unit earns a stress token.
4.
End of the Assault:
If the Assaulting unit has any actions left, it may carry out it's last action as normal. Otherwise, it's activation ends.
Assault Lock -Sometimes models will survive a failed close combat roll, and the models will remain in base-to-base combat. If these models are of the same class, they are "Locked" together, and cannot move away. If forced to - like when a unit breaks and retreats, it is destroyed automatically. Locked models cannot fire ballistic weapons.
If one unit is of a larger class - it is not considered to be locked, and can move away freely, or fire its ballistic weapons normally. Ballistic weapons cannot target enemy models in base-to-base contact unless it has the "Point Defense" trait.
Models are never considered locked with models that do not have melee weapons regardless of class.
Units can carry out actions normally if one or more of it's models are locked in close combat - but unit formation must always be maintained. At the end of any action, close combat is resolved for any models locked in close combat as described above.
For example - let's say a unit of tanks begins its activation with one of it's models engaged in close combat with enemy infantry. The Tanks are not locked - as one unit is of a larger class. The tank unit can choose to carry out a fire action, and fire at a different unit entirely. After shooting is resolved however, melee combat is resolved for the tank engaged with the enemy infantry.