Combat Rules
19.1Combat Overview
Combat is resolved in three steps:
- Hit Check
- Wound Check
- Damage
All combat rolls use 2d6.
Each attack is resolved separately unless identical attacks are rolled together.
19.2Rolling Attacks Together
Players may roll identical attacks together if all attacks have:
- The same attacker profile
- The same weapon profile
- The same target
- The same modifiers
- The same Damage
- The same traits
If attacks have different modifiers, targets, or weapon traits, resolve them separately.
19.3Hit Check
To make a Hit Check, roll 2d6.
Use the relevant Skill:
- Ranged Skill for ranged attacks
- Melee Skill for melee attacks
If the result is equal to or higher than the attacker’s relevant Skill, the attack hits.
If the result is lower than the relevant Skill, the attack misses.
Lower Skill values are better.
| Skill | Hit Requirement |
|---|---|
| 4 | Hits on 4+ |
| 5 | Hits on 5+ |
| 6 | Hits on 6+ |
| 8 | Hits on 8+ |
A natural roll is the unmodified result shown on the dice.
A natural 2 is always a failure.
A natural 12 is always a success.
Some weapon traits trigger on natural 12s.
19.5 Modifiers
Modifiers adjust the 2d6 result, not the Skill value, unless a rule says otherwise.
Example:
A unit with Ranged Skill 6 rolls 2d6 and gets 5.
It has +1 to hit.
$$5 + 1 = 6$$, so the attack hits.
Positive modifiers are beneficial. Negative modifiers are harmful.
Unless a rule says otherwise, the total modifier to a single roll cannot exceed +3 or -3.
19.6 Wound Check
If an attack hits, make a Wound Check.
Roll 2d6.
Compare the weapon’s Strength to the target’s Toughness and apply the following modifier.
| Strength Compared to Toughness | Wound Check Modifier |
|---|---|
| Strength is double or more than Toughness | +2 |
| Strength is higher than Toughness | +1 |
| Strength is equal to Toughness | +0 |
| Strength is lower than Toughness | -1 |
| Strength is half or less than Toughness | -2 |
Wound Threshold = 7 + Armor after AP
Armor after AP is calculated as:
Armor after AP = Armor - AP
Armor after AP cannot be reduced below 0 unless a rule specifically allows it.
If the modified Wound Check equals or exceeds the Wound Threshold, the attack wounds.
If the modified Wound Check is lower than the Wound Threshold, the attack fails to wound.
19.7 Armor Penetration
AP stands for Armor Penetration.
AP reduces the target’s Armor for the purpose of calculating Wound Threshold.
Example:
Target Armor: 3 Weapon AP: 1
Armor after AP = 2.
Wound Threshold = 7 + 2.
The attacker must get 9 or higher on the modified Wound Check to wound.
19.8 Wound Check Example
A weapon with Strength 6 attacks a target with Toughness 4 and Armor 2.
Strength 6 is higher than Toughness 4, but not double, so the attack gains +1 to the Wound Check.
The target has Armor 2.
Wound Threshold = 7 + 2 = 9.
The attacker rolls 2d6 + 1 and needs 9 or higher to wound.
If the weapon had AP 1, the target’s Armor after AP would be 1.
Wound Threshold = 7 + 1 = 8.
The attacker would roll 2d6 + 1 and need 8 or higher to wound.
19.9 Damage
If an attack wounds, the target loses Cohesion equal to the weapon’s Damage value.
Example:
A weapon has Damage 2.
The attack wounds.
The target loses 2 Cohesion.
If a profile reaches 0 Cohesion, it is destroyed.
19.10 Overkill
Excess damage from an attack does not spill into another unit profile unless a weapon trait or ability says otherwise.
Within the same profile, damage reduces the profile’s total Cohesion normally.
19.11 Destroyed Units and Buildings
When a non-Core unit reaches 0 Cohesion, it is destroyed and moved to its owner’s Destroyed Zone.
When a non-Core building reaches 0 Cohesion, it is destroyed and moved to its owner’s Destroyed Zone.
When a Worker is destroyed, apply the Worker Limit and Destroyed Worker rules.
When a Command Center reaches 0 Cohesion, it is removed from the Battlefield but remains available through Core Infrastructure unless the mission says otherwise.
19.12 Full Combat Example
A Disciple attacks an enemy unit in melee.
The Disciple has:
- Melee Skill 6
- Weapon Strength 6
- Weapon AP 1
- Weapon Damage 2
The target has:
- Toughness 7
- Armor 3
Step 1: Hit Check
The Disciple rolls 2d6 and gets 8.
The Disciple needs 6+.
The attack hits.
Step 2: Wound Check
Strength 6 is lower than Toughness 7, so the attack suffers -1 to the Wound Check.
The target has Armor 3 and the weapon has AP 1.
Armor after AP = 2.
Wound Threshold = $$7 + 2 = 9$$.
The Disciple rolls 2d6 and gets 10.
$$10 - 1 = 9$$.
The attack wounds.
Step 3: Damage
The weapon deals 2 Damage.
The target loses 2 Cohesion.