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| Book | Kind | Edition | Version | Last update |
Age of Darkness Rulebook |
Age of Darkness Rulebook | Rulebook | 3 | | |
The structure of a Battle is detailed in this section. It includes the sequence of actions that Players will need to follow in order to properly resolve a Battle and organises those actions into Turns and Phases. The Rules of Battle details the sequence of actions in a Turn and then a separate section for each Phase.
Designer’s Note
Unlike other editions of the Age of Darkness game, we have chosen to place all of the ‘when to do things’ Rules in discrete sections after the ‘how to do them’ Rules. The Rules of Battle are subdivided into sections for each of the Phases, arranged in the order that Players must resolve them, allowing for them to be most easily referenced during play.
The Turn Sequence
This section details how a Battle is divided into Turns and the Phases that make up those Turns.
Every Battle is organised into a number of Battle Turns, usually four. Each Battle Turn includes two Player Turns, one for each Player in the Battle during which that Player moves and attacks with the Units under their control. The Turn Sequence is the order in which the various Phases of each Player Turn arc taken and dictates when certain actions may be taken and by which Units.
The following is the Turn Sequence in full:
THE PLAYER TURN- THE START PHASE
- The Effects Sub-Phase - THE MOVEMENT PHASE
- The Reserves Sub-Phase
- The Move Sub-Phase
- The Rout Sub-Phase - THE SHOOTING PHASE
- The Attack Sub-Phase
- The Morale Sub-Phase - THE ASSAULT PHASE
- The Charge Sub-Phase
- The Challenge Sub-Phase
- The Fight Sub-Phase
- The Resolution Sub-Phase - THE END PHASE
- The Effects Sub-Phase
- The Statuses Sub-Phase
- The Victory Sub-Phase
In any Battle, play will begin with a Player taking the first Player Turn, during which they are considered the Active Player. Which Player takes the first Player Turn is decided by the Mission being used (see page 307). After that Turn is complete, the Opposing Player will become the Active Player and complete a Player Turn. That is considered one Battle Turn, and once complete either another Battle Turn will be begun or the Battle will end, as dictated by the Mission being used.
The following Rules will define each Phase of the Turn in order, showing what actions arc taken in each Phase and explaining any Rules that arc used only in that Phase.
A Note on Player Terminology
It is important to note that whichever Player is currently taking their Player Turn is the Active Player, with the other Player referred to as either the Reactive Player or the Opposing Player. Should a Rule simply state ‘Player’ without qualifier then it is referring to the Active Player.
The Start Phase
The Start Phase is the first Phase of any Player Turn.The first Phase of each Player Turn is the Start Phase. This Phase is used to adjudicate the start and end of certain effects and Rules.
The Effects Sub-Phase
Effects which begin or end ‘at the start of the Turn’ begin or end in this Sub-Phase.
All Rules whose effects either begin or end at the ‘start of a Player’s Player Turn’ start or end in this Sub-Phase. The effects of those Rules will cither end in this Sub-Phase and have no further effect on any Model or start in this SubPhase and only apply their effects once it has ended.
If the removal or application of any effects triggered by this Sub-Phase require any Tests or Checks then those are made in this Sub-Phase as instructed by the Rule that applies them. The Active Player decides the order in which any such Tests or Checks are made.
Once all Sub-Phases of the Start Phase have been resolved, the Active Player must begin the Movement Phase.
The Movement Phase
The Movement Phase is where the Active Player moves their Units, and also where Reserves are rolled for and brought into play.The Movement Phase is where Models make moves, Rush or make Fall Back Moves. Note that some moves (such as Charge Moves) may occur in other Phases as detailed by the Rules for those Phases and moves. The Movement Phase is also where Reserves are rolled for and brought into play.
Reserves Sub-Phase
Reserves Tests are made in this Sub-Phase, and Units enter the Battlefield from Reserves.In the Reserves Sub-Phase, the Active Player must make a Reserves Test for each Unit under their control that is in Reserves or Aerial Reserves.
A Reserves Test is made by selecting one Unit that is in Reserves or Aerial Reserves and rolling a single Dice as a Test with a Target Number of 3+. Some Rules may apply modifiers to this Test as per the normal Rules for modifying Tests, if the Test is successful then the Active Player may choose to either leave the Unit that was selected in Reserves or to immediately bring it into play from Reserves or Aerial Reserves. If the Test is failed then the selected Unit must remain in Reserves or Aerial Reserves. Note that a single Reserves Test is made for Units that include Models on which other Models are Embarked - a separate Test is not made for the Transport Sub-Type Model and the Embarked Unit.
The Active Player must continue to make Reserves Tests until either all Units under their control in Reserves or Aerial Reserves have had a Reserves Test made for them, or there are no Units under their control in Reserves or Aerial Reserves. Once all Tests have been made and any Units eligible have entered play, the Reserves Sub-Phase ends and the Move Sub-Phase begins.
Entering Play From Reserves
If a successful Reserves Roll is made for a Unit in Reserves and the Controlling Player chooses to bring that Unit into play, the following procedure is used to deploy that Unit onto the Battlefield.
The Controlling Player must select a point along the edge of the Battlefield that is within the Deployment Zone for that Player as defined by the Mission in use. Some Rules may allow the selection of a point outside that Player’s Deployment Zone, this will always be specified by the Rule in question.
One Model from the Unit entering play, selected by the Unit’s Controlling Player, is placed at the selected point on the Battlefield Edge. That Model may then be moved using the same Rules for moving found in the Move Sub-Phase.
Once that Model has been moved, each other Model in the Unit entering play must be placed and Moved in the same manner and in an order chosen by the Unit’s Controlling Player. All Models after the first must end their Move in Unit Coherency - if for any reason a Model’s Move cannot be ended in Unit Coherency then that Model must immediately be Removed as a Casualty.
The Unit’s Controlling Player continues to place and move Models until all Models in the Unit have entered play.
A Unit that enters play from Reserves in this manner may not move in the Move Sub-Phase of the same Movement Phase, but may act as normal in the Shooting and Assault Phases of the same Player Turn. Entering play from Reserves is considered to be moving for Rules that are affected by a Unit having moved, even if the Models in the Unit that is entering play do not move after being placed. When moving as part of entering play from Reserves, Models in a Unit may Rush (see page 246) but if any Models in the Unit do so then the entire Unit is treated as if it had Rushed.
Move Sub-Phase
The Active Player may move each of their Units in this Sub-Phase.During the Move Sub-Phase, the Active Player may choose to move any of the Units under their control. There are a number of Rules and situations that make a Unit ineligible to move during the Move Sub-Phase, the most common of which are:
- A Unit may not move in the Move Sub-Phase if it entered play from Reserves in the same Player Turn.
- A Unit may not move in the Move Sub-Phase if it has the Pinned Status.
- A Unit may not move in the Move Sub-Phase if it has the Routed Status and will instead move during the Rout Sub-Phase.
- A Unit may not move in the Move Sub-Phase if it is Locked in Combat.
- A Unit may not move in the Move Sub-Phase if any Model in the Unit has a Movement Characteristic of 0 or ‘-’.
Other Rules may also restrict a Unit from being moved during the Move Sub-Phase, in all cases these Rules will specifically state this. The Controlling Player may also choose not to move a Unit that would otherwise be eligible to move.
Units that cannot move or whose Controlling Player chooses not to move, other than to Pivot (see page 216), are considered to be Stationary. Different Rules will offer both benefits and penalties to Units that have been moved and those that have been left Stationary. Players will have to balance the needs of their strategy in determining when each will be more beneficial to them.
In order to move the Units under their control, the Active Player must follow this procedure to resolve the Move Sub-Phase:
- Select Unit.
- Move Unit.
- Select New Unit.
1. Select Unit
The Active Player must select a Unit under their control that is eligible to move and has not yet been selected or Moved during that Move Sub-Phase.
2. Move Unit
Once a Unit has been selected, the Controlling Player may move the Unit. If the Controlling Player does not move the Unit then it is counted as having remained Stationary. If the Unit is to move, then that move is made at this point. If it is to remain Stationary then the Players must move to Step 3.
3. Select New Unit
Once the selected Unit has either been moved or has remained Stationary, another Unit must be selected using the same criteria as the first.
The Active Player continues selecting and moving Units until every Unit under that Player’s control that is eligible to move has been selected and either moved or remained Stationary. Once all eligible Units have been selected and their move resolved, the Move Sub-Phase ends and the Rout Sub-Phase begins.
Moved vs Stationary
In order to have moved, one or more Models in a Unit must end the Movement Phase in a different position than that which they started the Phase. A Model cannot be ‘moved’ in such a fashion that it ends its ‘move’ in the same position as it began the move. In cases where the distance a Model has been moved is important to a Rule, only the distance between that Model’s position at the start of the Movement Phase and its position at the end of the Movement Phase is counted. When determining this distance, if the direct line between a Model’s starting position and current position passes through an Area of Impassable Terrain or other obstacle through which a Model cannot move, then count the distance of the Model’s path of movement around the obstacle rather than the direct line between its start and end positions. If, when a Player has the option of moving a Unit, they choose not to move any of the Models in that Unit, and no Models in the Unit otherwise change position on the Battlefield, other than to pivot in place, then that Unit is considered to be Stationary.
Moving Units
When the Active Player selects a Unit during the Move Sub-Phase and moves that Unit, then each Model in that Unit may be re-positioned to a new location on the Battlefield. This new location must be equal to or less than a number of inches equal to its Movement Characteristic from its position when the Unit was selected. When moving Models that arc part of the same Unit, the Controlling Player must, if possible, end the moves of those Models so that each Model in the Unit is in Unit Coherency (see page 180). If for any reason a Unit cannot end its move in Unit Coherency then the Unit automatically gains the Suppressed Status.
When moving a Unit, no Model in the Unit being moved may:
- End its move in Impassable Terrain.
- End its move within 1" of an enemy Model.
- End its move within 1" of a friendly Model that is Locked in Combat.
- End its move outside the bounds of the Battlefield.
- End its move on top of any other Model.
If a Unit includes Models with different Movement Characteristics, this does not modify the Unit’s move - but the Unit must still end its move in Unit Coherency if at all possible. This may mean that some Models in the Unit must move less than their Movement Characteristic in order to ensure the Unit maintains Unit Coherency. If no Models in a Unit change position on the Battlefield, other than to pivot in place, then that Unit does not count as having moved and has remained Stationary.
Line of Movement
Each move is intended to simulate the warriors represented by Models actually moving across the Battlefield - for game purposes, it is often not important to show exactly what path this ‘movement’ has actually followed. However, in certain circumstances it will be important to show that a Model’s move has not taken it through an obstacle that would either reduce the distance that can be moved or block a move entirely. The Opposing Player can at any time request that the Active Player show the Line of Movement for a given Model to ensure it has not moved incorrectly.
To determine the Line of Movement simply trace, or use a flexible tape measure or other device, the path from the Model’s starting position when the Unit was selected to be moved, to its final position at the end of the move. This Line of Movement need not be a straight line, but may not cross any of the following:
- An Area of Impassable Terrain.
- The Base or structure of a Terrain Piece (this does not include Area Terrain that has a Base).
- The Hull of a Model with the Vehicle Type.
- Any area within 1" of an enemy Model.
- Any area within 1" of any Model that is Locked in Combat.
- Any area that is outside the bounds of the Battlefield.
The Line of Movement is allowed to cross an Area of Difficult or Dangerous Terrain, but if any portion of a Model’s Line of Movement passes through such an Area of Terrain then the Movement Characteristic of that Model is reduced by -2 until the end of that Move Sub-Phase, reducing the distance it can be moved as part of that move.
Note that when following a specific Line of Movement in order to avoid obstacles, Players must measure the length of the line traced to determine the total distance moved. This may mean that the Model cannot move as far as if it was simply re-positioned. However, if when simply re-positioned, a straight line drawn between the start and end points of a Model’s move would cross any obstacle or Area of Terrain, then a Line of Movement must be established to determine the actual distance that can be moved and no Player may opt to ignore the obstacles.
Rush
A Unit that makes a Rush may not make Shooting Attacks or Charge, but moves further.When the Active Player selects a Unit under their control to move in the Move Sub-Phase, they may declare that the Unit will Rush. A Unit that Rushes may not make Shooting Attacks in the Shooting Phase of the same Player Turn or have a Charge declared for it in the Assault Phase of the same Player Turn. All Models in a Unit that Rushes add the value of that Model’s Initiative Characteristic to the value of its Movement Characteristic when determining how many inches a Model that Rushes may move.
Note that a Player may only choose to have a Unit Rush when Moving that Unit during the Move Sub-Phase or Reserves Sub-Phase of a Player Turn where they are the Active Player. Units may not Rush as part of any Reaction that allows them to make a Move, or have a Rush declared for them in any Phase or Sub-Phase other than the Move Sub-Phase or Reserves Sub-Phase.
Wobbly Model Syndrome
Sometimes, a particular piece of Terrain may make it hard to place a Model exactly where you want. In cases like this, it is perfectly acceptable to leave the Model in a safer position, as long as both Players have agreed and know its ‘actual’ location.
Rout Sub-Phase
All Fall Back Moves are made in this Sub-Phase.Certain Rules, such as the Routed Status, may require Units to move during the Rout Sub-Phase. Unlike moves made during the Move Sub-Phase, those made during the Rout Sub-Phase will require a Unit to be moved in a specific manner and rarely allow the Controlling Player to move them as they will. The Active Player may not choose to move a Unit during the Rout Sub-Phase, but rather various Rules and Special Rules will require the Active Player to move certain Units during this Sub-Phase.
The most common type of move made during the Rout Sub-Phase is when a Unit Falls Back, which is described as follows. Other Rules may present other types of move to be made in the Rout Sub-Phase, in such a case the Rule will present all Rules required to make such a move.
Falling Back
A Unit with the Routed Status may not be moved during the Move Sub-Phase, but must instead make a Fall Back Move during the Rout Sub-Phase. Other Rules may also require a Unit to make a Fall Back Move, those Rules will detail when such a move must be made.
To make a Fall Back Move, the Controlling Player of the Unit that is falling back moves each Model in the Unit a distance equal to the total of the Current Value of the Model’s Initiative Characteristic added to the result of a Dice roll (roll one Dice once for all Models in the same Unit and add the same result to each Model’s individual Initiative Characteristic) directly towards the nearest point on the Battlefield Edge that is within that Player’s Deployment Zone. If the Mission in use does not define a Deployment Zone for that Player, then Models move towards the closest Battlefield Edge instead.
Models making a Fall Back Move have the distance they move reduced as normal by Terrain and, unlike in a normal move, must move around obstacles or obstructions in a specific manner. When a Unit’s path is obstructed while making a Fall Back Move, the Controlling Player must always determine a Line of Movement that allows the Model to move as far as possible towards the target point on the Battlefield Edge. The Controlling Player must end the move of any Model in Unit Coherency if possible, but all Models must move the full distance possible which may force the Controlling Player to place Models so that they are no longer in Unit Coherency. Note that a Unit that ends its move out of Unit Coherency while it has the Routed Status never gains the Suppressed Status. Models making a Fall Back Move may not end that move within 1" of any enemy Model. If no other Line of Movement, other than one that would leave a Model making a Fall Back Move within 1" of an enemy Model, is available then the Model making a Fall Back Move must end that move early at the furthest point it can reach in the direction of the Battlefield Edge whilst also remaining at least 1" from any enemy Model.
If any Model in a Unit that is Falling Back moves into Base Contact with any point on the Battlefield Edge within the Controlling Player’s Deployment Zone, then that Model must end its movement at the point where it entered contact with the Battlefield Edge. Once all Models in a Unit that includes one or more Models which have entered contact with a Battlefield Edge that is within the Controlling Player’s Deployment Zone as part of a Fall Back Move have finished their moves, a Leadership Check must be made for that Unit. If that Leadership Check is failed, then all Models in the Unit are immediately Removed as Casualties. However, if that Leadership Check is passed then the Unit remains in play and all Models in the Unit lose the Routed Status, but gain the Suppressed Status.
The Shooting Phase
The Shooting Phase is where the Active Player makes Shooting Attacks with their Units.In the Shooting Phase, the Active Player may choose to make a Shooting Attack for each of their Units, resolving each attack in turn before moving to the next. Any potential Statuses inflicted by attacks made by any Player are also resolved in this Phase after all Shooting Attacks have been made.
Attack Sub-Phase
Shooting Attacks are made by the Active Player in the Attack Sub-Phase.During the Attack Sub-Phase, the Active Player may choose to make Shooting Attacks with any of the Units under their control. There are a number of Rules and situations that make a Unit ineligible to make a Shooting Attack during the Attack Sub-Phase, the most common of which are:
- A Unit may not make a Shooting Attack in the Attack Sub-Phase if it made a Rush in the Move Sub-Phase of the same Player Turn.
- A Unit may not make a Shooting Attack in the Attack Sub-Phase if it is Locked in Combat.
- A Unit may not make a Shooting Attack in the Attack Sub-Phase if it is Embarked upon another Model.
Other Rules may also restrict a Unit from making a Shooting Attack during the Attack Sub-Phase - in all cases these Rules will specifically state this. The Active Player may also choose not to make a Shooting Attack with a Unit that would otherwise be eligible to do so.
During the Attack Sub-Phase, the Active Player must select each of the Units under their control that are on the Battlefield. For each eligible Unit, once it is selected, the Controlling Player must choose to either make a Shooting Attack for that Unit using the Rules provided as follows, or to have that Unit make no Shooting Attack in the current Player Turn. Once all Units under the Active Player’s control have been selected and either had a Shooting Attack made with them or had the Controlling Player choose not to do so, the Attack Sub-Phase ends and the Morale Sub-Phase begins.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
- Select Target Unit.
- Check Target.
- Declare Weapons.
- Set Fire Groups.
- Select Fire Group To Resolve.
- Make Hit Tests.
- Make Wound Tests.
- Select Target Model.
- Make Saving Throws & Damage Mitigation Tests.
- Select Next Fire Group.
- Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.
1. Select Target Unit
The Attacking Player must select one enemy Unit to be the target of the Shooting Attack. The Unit selected as the target may not be a Unit that is Embarked on another Model (but may be a Model with a Unit Embarked on it), a Unit in Reserves or otherwise removed from play, or any Unit that is part of a Combat (see page 263).
2. Check Target
In order for the Shooting Attack to be made, at least one Model in the Attacking Unit must be able to draw a Line of Sight to one or more Models in the Target Unit. Only Models in the Attacking Unit that have Line of Sight to at least one Model in the Target Unit may make attacks as part of the Shooting Attack (see page 185 for the Rules for determining Line of Sight). If no Model in the Attacking Unit has a valid Line of Sight to any Model in the Target Unit then no Shooting Attack may be made and the Attacking Player must choose to either return to Step 1 and select a different Target Unit or end the Shooting Attack. Note that some Shooting Attacks, such as those made as part of the Return Fire or Overwatch Reaction, may not allow a different target to be selected. In such a case, the Attacking Player must choose to end the Shooting Attack if no valid Line of Sight can be drawn by any Model in the Attacking Unit.
When determining Line of Sight to a Model with the Vehicle Type, the Armour Facing that is being targeted must be determined in this Step. The Armour Facing being targeted is always the facing that is in Line of Sight for the majority of Models in the Attacking Unit. If more than one Armour Facing is in Line of Sight for a majority of the Attacking Unit, then the Controlling Player of the Target Unit may choose which of the eligible Armour Facings is the target.
3. Declare Weapons
Once a Target Unit has been selected, the Attacking Player must declare which Weapons will be used to make attacks as part of that Shooting Attack. Each Model in the Attacking Unit may have attacks made for it with one Weapon available to that Model (some Models may have Types or Special Rules that allow attacks to be made for them with more than one Weapon). If a Weapon has more than one profile, then attacks using different profiles must be declared separately as if they were different Weapons, but the Controlling Player may only use one of the profiles available for a given Weapon to make attacks in any Shooting Attack, and the Controlling Player must specify which Models from the Attacking Unit are using which profile for each affected Weapon.
Only Weapons that are within range of at least one Model in the Target Unit to which the Model that has the Weapon also has a valid Line of Sight may be declared for use as part of a Shooting Attack. A Model is ‘in range’ with a Weapon if the distance between the attacking Model and a Model in the Target Unit to which it can draw a valid Line of Sight is equal to or less than the Range Characteristic of that Weapon. If a Model has no Weapons that are both in range and Line of Sight of a Model in the Target Unit then no attacks may be made for that Model. If no Models in the Attacking Unit arc in range of at least one Model in the Target Unit then the Shooting Attack cannot be made, but the Attacking Player may choose to return to Step 1 and select a different Target Unit or end the Shooting Attack.
4. Set Fire Groups
The Attacking Player must establish one or more Fire Groups in this Step. Each Fire Group is comprised of all of the attacks made with Weapons of the same name. So, a Unit for which a Shooting Attack is made that has attacks made for it with bolters, bolt pistols and plasma guns must divide its attacks into three Fire Groups - one for each of the Weapons used. As established in the previous Step, all attacks in a Fire Group must be in Range and Line of Sight of at least one Model in the Target Unit. Furthermore, if a Weapon used to make any attacks has more than one profile, then attacks using different profiles must form different Fire Groups even though they are made with the same Weapon. Lastly, if the Attacking Unit includes Models with different Ballistic Skill Characteristics, then Fire Groups must be further divided so that no Fire Group includes attacks made by Models with different Ballistic Skill Characteristics.
When making Hit Tests, all attacks in a Fire Group are rolled at the same time and their results kept separate from those of other Fire Groups. In all cases, the Player making the Shooting Attack decides in which order the Fire Groups comprising a Shooting Attack are resolved, but all attacks in a given Fire Group must be resolved in the appropriate steps of this process before another Fire Group may be selected.
5. Select Fire Group To Resolve
Once all Fire Groups have been set, the Attacking Player selects one Fire Group. That Fire Group will be resolved before the effects of any other Fire Groups are resolved. Once a Fire Group has been selected, move to the next Step.
6. Make Hit Tests
Once a Fire Group has been selected, the Player making the Shooting Attack totals the Firepower Characteristics of all Weapons in that group. That total determines the number of Hit Tests that must be made for that Fire Group. These Tests are made by the Player making the Shooting Attack in this Step, using the Rules found on page 247.
Once all Hit Tests have been made for a Fire Group, the successes are placed to one side and the failures are discarded. All Hits (successes generated by Hit Tests) remain in the Fire Groups that generate them - if all Hit Tests made for a Fire Group fail to generate any successes then that Fire Group is discarded and the Attacking Player must return to Step 5 and select a new Fire Group to resolve. Once all Hit Tests for the selected Fire Group have been resolved, move to the next Step.
Designer’s Note: Batch Rolling
In many cases, a number of Tests will need to be made that have identical Target Numbers and potential results. In such cases, it is entirely proper for all of those Dice to be rolled at once and then sorted into successes and failures - a practice known as batch rolling or ‘fast dicing’. It is up to the Player that is rolling to decide if they wish to roll each Test one at a time or to batch roll.
Splitting Fire Groups
Sometimes, a Hit, wound or Unsaved Wound will gain a bonus to one of its Characteristics or gain a Special Rule depending on the results of a Hit Test or Wound Test (for example, due to the Breaching (X) Special Rule, see page 327). At the end of the Step in which this occurs, the Attacking Player must split that Fire Group into separate Fire Groups, one for unmodified Hits, wounds or Unsaved Wounds and a new Fire Group for the modified Hits, wounds or Unsaved Wounds. The Fire Group which includes modified Hits, wounds or Unsaved Wounds is placed to one side and the Attacking Player should continue to resolve the Fire Group that contains any unmodified Hits, wounds or Unsaved Wounds. If no unmodified Hits, wounds or Unsaved Wounds remain in that Fire Group then the Attacking Player must instead continue to resolve the Fire Group for modified Hits, wounds or Unsaved Wounds from the Step where it was set aside. In all cases, where a Fire Group has been set aside after Step 5 and the Attacking Player is instructed to select a new Fire Group to resolve, they must first select a Fire Group that has been put aside before selecting any other Fire Group to resolve.
7. Make Wound Tests
Once all Hit Tests for the selected Fire Group have been resolved, the Attacking Player totals the Hits in that Fire Group. That total determines the number of Wound Tests that must be made for the selected Fire Group. These Tests are then made by the Attacking Player using the Rules found on page 196. Note that to determine the Target Number for a Wound Test targeting a Unit that includes more than one Model, use the Toughness Characteristic that is in the majority in the Target Unit by counting the number of Models with each different value - the Bulky (X) Special Rule and Type of a Model have no effect on whether a Toughness Characteristic is in the majority, it is decided simply by the number of Models with a given Toughness Characteristic in the Unit. If two or more Toughness Characteristics are tied for majority, use the highest of these tied Characteristics.
If the Shooting Attack is targeting a Unit of Models with the Vehicle Type then no Wound Tests are made. Instead an Armour Penetration Test is made in this Step for each Hit, using the Rules detailed on page 220. If the Unit includes more than one Model then all Armour Penetration Tests are resolved using the Armour Facing determined as the Target in Step 1. Any Armour Penetration Tests that result in a Penetrating Hit are considered successes and placed to one side until Step 8, while any that result in a Glancing Hit are placed aside until Step 11. Any Armour Penetration Tests that result in neither a Penetrating or Glancing Hit are considered failures and discarded.
Once all Wound Tests have been made for the selected Fire Group, the successes are placed to one side and the failures are discarded. All wounds (successes generated by Wound Tests) remain in the Fire Groups that generate them - if all Wound Tests made for a Fire Group fail to generate any successes then that Fire Group is discarded and the Attacking Player must return to Step 5 and select a new Fire Group to resolve. Once all Wound Tests for the selected Fire Group have been resolved, move to the next Step.
8. Select Target Model
Once the total number of wounds or Penetrating Hits generated by the current Fire Group has been decided, the Player that controls the Target Unit must select the initial Target Model.
The Target Model may be any Model in the Target Unit - it does not have to be in Line of Sight or in range of any given Model in the Attacking Unit. If any eligible Model has already had its Wounds Characteristic or Hull Points Characteristic negatively modified (sometimes referred to as having ‘already lost Wounds’) but has not been removed from the Unit, then such a Model must be selected as the Target Model unless it also has the Command SubType. Note that if a Fire Group being resolved includes wounds, then the Target Model selected may not have the Vehicle Type, while if the Fire Group being resolved includes Penetrating Hits then the Target Model selected must have the Vehicle Type - if an appropriate Target Model cannot be selected then all remaining wounds or Penetrating Hits in the Fire Group are discarded. If a Fire Group includes both wounds and Penetrating Hits, then separate Target Models must be selected for each.
Once a Target Model has been selected, the Players must move to Step 9.
Designer’s Note: Unlikely Target Models
The choice to allow the Target Model selected to be out of Line or Sight or range of certain Models may lead to situations where a Player can select a Model as the Target Model when there appears to be no practical way for it to have been hit. This is intentional, and a choice made for two reasons. Firstly and forcmostly, it is simple and does not require us to track which Hits or wounds were caused by which specific Model, speeding up the process of resolving a Shooting Attack. Secondly, while Models remain in place during the Shooting Phase, the actual warriors they represent are constantly in motion - moving between shooting positions and to aid or cover their squad mates. We can assume within the narrative of the Battle, if not the exact position of the Models, that any number of explanations exist for how an unlikely Model becomes the target of enemy attacks.
9. Make Saving Throws & Damage Mitigation Tests
In this step wounds and Penetrating Hits are applied to the Target Model from the Current Fire Group one at a time until either all wounds or Penetrating Hits in the Fire Group have been applied or the Target Model is removed from the unit as a Casualty.
To apply a wound or Penetrating Hit, first determine if the Target Model may take a Saving Throw - note that a Model may attempt only one Saving Throw per wound applied, no matter how many may be available. If a Saving Throw is available, the Player controlling the Target Model may attempt one Saving Throw per wound or Penetrating Hit applied, and if the Saving Throw is successful, the wound or Penetrating Hit is discarded. If the Saving Throw is failed then the Player controlling the Target Model may attempt a Damage Mitigation lest, if any are available. If a Damage Mitigation Test is successful then the wound or Penetrating Hit is discarded, and if it is failed then an Unsaved wound or Unsaved Penetrating Hit is generated and applied to the Target Model.
Wounds or Penetrating Hits that arc applied and not discarded due to a successful Saving Throw or Damage Mitigation Test are referred to as Unsaved Wounds or Penetrating Hits. When applied, the Target Model must reduce its Wounds Characteristic or Hull Points Characteristic by an amount equal to the Damage Characteristic of the Unsaved Wound or Penetrating Hit (which is derived from the Weapon for which the Fire Group was created, but may have been modified by certain Special Rules). If the Target Model’s Wounds Characteristic or Hull Points Characteristic is reduced to 0 or less then it is removed from the Unit as a Casualty and placed to one side (do not remove it from play until Step 11) and a new Target Model must be selected using the same process as when selecting the initial Target Model. If the Target Model’s Wounds Characteristic or Hull Points Characteristic is not reduced to 0 or less then the Model remains in play and another wound or Penetrating Hit is applied to it, following the same procedure as the first.
Designer’s Note: Batch Rolling Armour Saves
As with Hit Tests and Wound Tests, in most cases the Target Unit will be composed of Models that all have the same Saving Throws and Damage Mitigation Tests. Rather than applying wounds or Penetrating Hits one at a time, the Player that controls the Target Unit can simply make a Saving Throw for each wound or Penetrating Hit and then remove eligible Models. If Players choose to use this faster process then they may want to note any Models with different Wargear, such as banners or special Weapons, that would make them more valuable and roll any Saving Throws separately.
The Player that controls the Target Unit continues to allocate wounds or Penetrating Hits in this manner until either all Eligible Target Models in the Unit have been removed from the Target Unit as Casualties or there are no more wounds or Penetrating Hits remaining in the Eire Group. If there are any Fire Groups that have not yet been resolved and Models remain in the Target Unit then the Players move to Step 10, or if there are no more Fire Groups to resolve or all Models in the Target Unit have been Removed as Casualties then the Players must instead move to Step 11.
10. Select Next Fire Group
If more Fire Groups remain after one has been fully resolved then the Attacking Player must select a new Fire Group to resolve and return to Step 6.
11. Remove Casualties
In this Step, all Models removed from the Target Unit as Casualties must be removed from play. If the number or type of Models removed would trigger a Panic Check (see page 272) or other Checks in the Morale Sub-Phase then a Marker should be placed by the Unit to indicate this. Models with the Vehicle Type that have suffered Glancing Hits should have one roll made for them on the Vehicle Damage Table for each Glancing Hit suffered in this Step.
Morale Sub-Phase
All Checks made to see if Units gain Statuses are made in this Sub-Phase by both the Reactive and Active Players.Once all Shooting Attacks have been resolved, any Checks required by either the Active or Reactive Player to decide if Statuses arc applied to a Unit are made in this Sub- Phase. The following are the most common situations that require a Check to be made due to the results of a Shooting Attack:
- Out of Coherency: If the removal of Models as Casualties has left any Unit Out of Coherency, then a Cool Check must be made for that Unit by its Controlling Player. If this Check is failed then all Models in the Target Unit gain the Suppressed Status.
- Panic: If the number of Models removed from any Unit during any Shooting Attack was equal to 25% or more of the total number of Models in that Unit at the start of that Shooting Attack then a Leadership Check must be made for the Unit in this Sub-Phase. If this Check is failed then all Models in the Target Unit gain the Routed Status.
There may be other Special Rules that, if Hits or wounds are inflicted on Models in the Target Unit, require other Checks to be made in order to avoid further Statuses being inflicted upon the Unit. The requirements and nature of such Checks will be detailed by the Special Rules in question.
No Unit may have more than one Check made for it for a given Status in the Morale Sub-Phase, but can have different Checks made for it for multiple different Statuses. If more than one Rule would apply the same Status, then a single Check, chosen by the Active Player, is made and all others are ignored. If multiple Checks must be made for different Statuses affecting a single Unit, then checks to avoid gaining Routed are made first (and if failed, all other Checks are ignored and no further Statuses are gained) and then other Checks are made in an order chosen by the Active Player.
The effects of any Statuses gained are applied at the end of this Sub-Phase and have no effect on attacks made during the Attack Sub-Phase.
The Assault Phase
The Assault Phase is where the Active Player resolves Charges for the Units under their control and where both Players resolve Combats.The Assault Phase is composed of the following Sub-Phases:
- Charge Sub-Phase.
- Challenge Sub-Phase.
- Fight Sub-Phase.
- Resolution Sub-Phase.
Starting with the Charge Sub-Phase, each Sub-Phase must be completed in turn before proceeding to the next. The following Rules cover what to do in each Sub-Phase of the Assault Phase.
Assault Terminology
Throughout the Rules for the Assault Phase, there are several terms that are used repeatedly and bear explanation before any of those Rules are presented. These terms are as follows:
ASSAULT – The term ‘Assault’ or ‘making an Assault’ refers to the entire sequence that must be followed when a Player selects a Unit during the Assault Phase - beginning with a Charge and ending when a winner for the resulting Combat has been declared.
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to- Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.
CHARGE – A ‘Charge’ is a special type of multi-stage move made during the Assault Sequence. Unlike a normal move, Models moved as part of any Step of a Charge may end the move in Base Contact with an enemy Model.
Charge Sub-Phase
The Active Player may declare Charges in this Sub-Phase.During the Charge Sub-Phase, the Active Player may make Charge Moves with the Units under their control. However, there are a number of Rules and situations that make a Unit ineligible to make a Charge Move during the Charge Sub-Phase - the most common of which are:
- A Unit may not make a Charge Move in the Charge SubPhase if it Rushed in the Move Sub-Phase of the same Player Turn.
- A Unit may not make a Charge Move in the Charge SubPhase if it is Locked in Combat.
- A Unit may not make a Charge Move in the Charge SubPhase if it is Embarked upon another Model.
- A Unit that includes any Models with the Pinned or Routed Statuses may not make a Charge Move.
Other Rules may also restrict a Unit from making a Charge Move during the Charge Sub-Phase - in all cases these Rules will specifically state this. The Controlling Player may also choose not to make a Charge Move with a Unit that would otherwise be eligible to do so.
During the Charge Sub-Phase, the Active Player must select each of the Units under their control that are on the Battlefield and eligible to make a Charge Move in any order. For each eligible Unit, once it is selected, the Controlling Player must choose to either make a Charge Move for that Unit using the Rules that follow, or to declare that the selected Unit will make no Charge Move in the current Player Turn. Once all Units have been selected and either had a Charge Move made with them or had the Controlling Player choose not to do so, the Charge Sub-Phase ends and the Challenge Sub-Phase begins.
To make a Charge Move, a Player must follow this procedure:
CHARGE PROCEDURE- Declare Target.
- Check Line of Sight and Maximum Charge Range.
- Make Set-up Move.
- Make Volley Attacks.
- Make Charge Move.
As part of the Rules for conducting a Charge, the term ‘Charging Unit’ will be used to refer to the Unit whose Models will be making a Charge, while the term ‘Charging Player’ will be used to identify the Player that controls the Charging Unit. The term Target Unit’ will be used to refer to the Unit that is selected as the Target for the Charge.
Charges and Statuses
A Unit that includes Models with any Status may be selected as the Target Unit for a Charge. A Charge targeting a Unit that includes Models with any Statuses is conducted as normal - except that a Unit that includes Models with any Status will suffer penalties in the Fight Sub-Phase if the Charge is successful (see the Rules for Statuses on page 201).
A Unit that includes any Models with the Pinned or Routed Statuses may not have a Charge declared for it, but a Unit that includes any Models with the Stunned or Suppressed Statuses can have a Charge declared for it. A Charge declared for a Unit that includes any Models with the Stunned or Suppressed Tactical Statuses is conducted as a Disordered Charge - and a Unit that includes Models with any Statuses will suffer additional penalties in the Fight Sub-Phase if the Charge is successful (see the Rules for Tactical Statuses on page 201).
1. Declare Target
Once the Charging Player has selected a Unit with which to conduct a Charge, this Step begins. In this Step, a Target Unit must be nominated by the Charging Player. The Target Unit that is nominated must be an enemy Unit. Once a Target Unit has been nominated, move to Step 2.
2. Check Line of Sight and Maximum Charge Range
Once a Target Unit has been declared, first check that at least one Model in the Charging Unit has a valid Line of Sight to one or more Models in the Target Unit (see the Rules for Line of Sight on page 185). If not then the Charging Player must return to Step 1 and select a new target or end the Charge process.
If a valid Line of Sight exists to at least one Model in the Target Unit, the Charging Player must check the distance between the two closest Models in the Charging Unit and Target Unit that are in Line of Sight of each other. If that distance is equal to or less than 12" then the Players must move to Step 3. If the distance is greater than 12" then the Charge cannot proceed and the Charging Player must either return to Step 1 and select a new target or end the Charge process for this Unit with no Charge made.
3. Make Set-up Move
If the Charging Unit is within 12" of the Target Unit and can draw a valid Line of Sight then the Charging Player may choose to make a Set-up Move for the Charging Unit. A Set-up Move is the first of two possible moves made as part of a Charge and allows all Models in the Charging Unit to move a set distance directly towards the Target Unit. The distance moved in a Set-up Move by any given Model is decided by adding that Model’s Initiative Characteristic to its Movement Characteristic and checking the Set-up Move Distance Table.
Set-up Move Distance
To determine how far a Model must move as part of a Set-up Move, add the Current Value of the Model’s Initiative Characteristic to the Current Value of that Model’s Movement Characteristic and check the table below. Note that when making a Set-up Move the Model moving must move the maximum possible distance, or move until it enters Base Contact with a Model from the Target Unit.
| I+M | MOVE | | 1-6 | 1" | | 7-9 | 2" | | 10-11 | 3" | | 12-13 | 4" | | 14-19 | 5" | | 20+ | 6" |
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To make a Set-up Move, first determine the initial Model from the Unit making a Set-up Move. The initial Model is always the Model nearest to the Target Unit (as measured by the shortest possible route, going around Impassable Terrain, friendly Models and enemy Models in other Units).
Once the initial Model has been determined, the Controlling Player moves that Model towards the nearest enemy Model in the Target Unit, using the shortest possible route and moving the maximum possible distance. A Set-up Move is not modified by Difficult Terrain, but rolls for Dangerous Terrain must still be made. If the Model is Removed as a Casualty by a Dangerous Terrain Test, the Controlling Player of the Unit making a Set-up Move must determine a new initial Model to move. Models making a Set-up Move may move within any distance of any enemy Model without penalty or restriction and may end the move in Base Contact with an enemy Model. However, no Model making a Set-up Move may move into Base Contact with an enemy Model from a Unit other than the Target Unit.
After moving the first Model in the Unit, the remaining Models making a Set-up Move may be moved in any order, moving each Model as close to an enemy Model in the Target Unit as possible. However, Models making a Set-up Move must end that move in Unit Coherency with another Model from the same Unit that has already moved. If it is not possible to move and maintain Unit Coherency, Models making a Set-up Move must be moved as close as possible to another Model in the same Unit that has already moved instead.
Once the Charging Player has either made a Set-up Move for all Models in the Charging Unit or chosen not to make a Set-up Move for any Models in that Unit, Step 3 ends. If any Models from the Charging Unit are now in Base Contact with any Models from the Target Unit then the Charge is complete and all further Steps are skipped (note this means that neither Volley Attacks or Overwatch Reactions may be made by the Target Unit). If no Models from the Charging Unit end this Step in Base Contact with any Model from the Target Unit then proceed to Step 4.
Disordered Charge
In certain situations, a Charge may be deemed to be Disordered. A Unit making a Disordered Charge may not make a Set-up Move or Volley Attack (the Target Unit may still make a Volley Attack). Furthermore, a Unit making a Disordered Charge may never gain any bonus granted by Special Rules that require the Unit or Model to have successfully Charged an enemy Unit, nor may any Model in a Unit making a Disordered Charge attempt to Manifest a Psychic- Blessing or Curse.
Any Unit that has Disembarked from another Model in the same Turn as it has a Charge declared for it must make a Disordered Charge. Likewise, any Unit which includes Models with the Stunned or Suppressed Statuses that has a Charge declared for it must make a Disordered Charge.
4. Make Volley Attacks
Once any Set-up Move has been made (or the Charging Player has chosen not to make one), both the Charging Unit and/or the ’Parget Unit may make Volley Attacks. Note that if the Target Unit is Locked in Combat with other Units, then neither Unit may make Volley Attacks or Overwatch Reactions. Units that include any Models with a Tactical Status may make Volley Attacks as normal. However, Units that include any Models with the Routed or Stunned Tactical Statuses may not have Overwatch Reactions declared for them.
If Volley Attacks are made, then the Unit making a Volley Attack may make a Shooting Attack. This Shooting Attack uses all the Rules presented in the Rules for Shooting Attacks (sec page 247), except that only Weapons with the Assault Trait may be used and that all attacks are made as Snap Shots.
The Charging Unit is used to make the first Shooting Attack, followed by the Target Unit. Although, either or both Players may opt not to make a Volley Attack for the Unit they control. The target of a Shooting Attack made in this Step must be either the Charging Unit or the Target Unit and no attack made as part of a Volley Attack may inflict any Statuses.
Once all Volley Attacks have been made move to Step 5 - unless all Models in the Charging Unit or the Target Unit have been Removed as Casualties. If this happens, the Charge process is ended immediately and the Active Player may select another Unit to resolve a Charge for.
Designer’s Note: Volley Attacks and the Overwatch Reaction
The Overwatch Reaction may be declared as part of the Make Volley Attacks Step of the Charge procedure. If it is declared for the Target Unit, then it is not made in addition to a Volley Attack. Instead, it simply allows the Player controlling the Target Unit to use any Weapon in the Target Unit rather than just Weapons with the ‘Assault’ Trait and to attack at full BS rather than as Snap Shots. Consider this Reaction an upgrade to the standard Volley Attack rather than a separate attack - one representing a few scattered shots made from the hip, while the other an organised attempt to set a firing line in the face of an enemy charge.
5. Make Charge Move
After all Volley Attacks and Overwatch Reactions have been resolved, the Charging Player must make a Charge Move. To make a Charge Move, the Charging Player must first make a Charge Roll, rolling two Dice and discarding the Dice which, once rolled, has the lowest result. The value of the remaining Dice is the result of the Charge Roll.
If the Charge Roll’s result is less than the distance between the closest Models in the Charging Unit and Target Unit that can draw Line of Sight to each other, then the Charge Roll is failed and no Charge Move is made. If no Charge Move is made then the Charging Unit must have a Cool Check made for it. If the Check is passed then there is no further effect, while if the Check is failed then all Models in the Charging Unit gain the Stunned Status.
If the Charge Roll’s result is equal to or greater than the distance between the closest Models in the Charging Unit and Target Unit that can draw Line of Sight to each other, then the Charge Roll has succeeded and a Charge Move is made. Unlike a Set-up Move, the Player controlling the Charging Unit may not choose not to make a Charge Move if the Charge Roll was successful. To make a Charge Move, first determine the initial Charger from the Charging Unit. The initial Charger is always the Model nearest to the Target Unit (as measured by the shortest possible route, going around Impassable Terrain, friendly Models and enemy Models in other Units).
Once the initial Charger has been determined, the Controlling Player moves that Model towards the nearest enemy Model in the Unit being Charged, using the shortest possible route and moving up to a number of inches equal to the result of the Charge roll.
A Charge Move is not modified by Difficult Terrain, but rolls for Dangerous Terrain must still be made for each Model that makes a Charge Move through Dangerous Terrain. Any Dangerous Terrain rolls must be made as soon as the Model has finished moving and before the next Model in the Unit is moved. If the Model is Removed as a Casualty by a Dangerous Terrain Test, the Controlling Player of the Charging Unit must determine a new initial Charger to move. Models making a Charge Move may move within any distance of any enemy Model without penalty or restriction and may end the move in Base Contact with an enemy Model.
The initial Charger may not move into Base Contact with an enemy Model from a Unit other than the Target Unit, unless it is impossible for the initial Charger to contact an enemy Model from the Target Unit without also contacting an enemy Model from another Unit. After moving the first Model in the Unit, the Charging Player can move the remaining Models in any order, moving each Charging Model as close to an enemy Model in the Target Unit as possible. However, a Charging Model must end its Charge Move in Unit Coherency with another Model from the same Unit that has already moved. If it is not possible for a Charging Model to move and maintain Unit Coherency, move it as close as possible to another Model in its own Unit that has already moved instead. No Charging Model may move into Base Contact with an enemy Model from a Unit other than the Target Unit, unless it is impossible for that Model to contact an enemy Model from the Target Unit or retain Coherency with its own Unit without also contacting an enemy Model from another Unit.
Once all Models in the Charging Unit have been moved, if at least one Model from the Charging Unit is in Base Contact with a Model from the Target Unit, then the two Units are Locked in Combat. However, if for any reason no Models in the Charging Unit end their Charge Move in Base Contact with an enemy Model then the Charge is considered to have failed and the Charging Unit is not Locked in Combat. If the Charge fails then the Charging Player must immediately make a Cool Check for the Charging Unit. If this Check is passed then there is no further effect. If this Check is failed then all Models in the Charging Unit gain the Stunned Status.
In either case, this ends the Charge sequence for the current Unit and the Active Player should select another eligible Unit and resolve any Charges for that Unit from Step 1.
Challenge Sub-Phase
The Challenge Sub-Phase is where commanders and champions fight single combat Challenges.During the Challenge Sub-Phase, the Active Player may declare Challenges for eligible Models under their control. In order to be eligible for a Challenge to be declared for a Model, the following conditions must all be met:
- The Model must have the Command or Champion SubType or a Special Rule that otherwise allows it to take part in a Challenge.
- The Model must be Locked in Combat with at least one enemy Unit that includes an enemy Model eligible to take part in a Challenge.
- The Model must not be under the effects of the Routed Status.
Other Rules may also restrict a Model from being eligible to take part in a Challenge - in all cases these Rules will specifically state this. The Controlling Player may also choose not to declare a Challenge for a Model that would otherwise be eligible to do so.
Designer’s Note: Heroic Intervention
Players may notice that these Rules allow only the Active Player to declare Challenges. However, this does not mean that if the Active Player chooses not to issue a Challenge that the Reactive Player has no option to force a confrontation. The Reactive Player can use the Heroic Intervention Reaction (see page 210) to issue a Challenge even if the Active Player chooses not to.
During the Challenge Sub-Phase, the Active Player must select each Combat on the Battlefield, that includes one or more Units under their control and both a friendly and enemy Model eligible to take part in a Challenge, in any order. For each eligible Combat, once it is selected, the Active Player must follow the Challenge Procedure as follows - either issuing a Challenge and immediately resolving it, or choosing not to issue a Challenge and selecting the next Combat. Once all Combats have been selected and either had a Challenge declared for it and resolved or had the Controlling Player choose not to do so, the Challenge Sub-Phase ends and the Fight Sub-Phase begins.
To Declare and Resolve a Challenge, the Active Player must follow these steps:
CHALLENGE PROCEDURE- Declare Challenge.
- Face-Off.
- Focus.
- Strike.
- Glory.
1. Declare Challenge
The Declare Challenge Step of the Challenge procedure starts when the Active Player selects a Combat that includes a Model under their control that is eligible to take part in a Challenge and at least one enemy Model that is also eligible to take part in a Challenge. A Combat may not be selected if it does not contain both a friendly and an enemy Model that is currently eligible to take part in a Challenge.
Once a Combat is selected in this Step, then the Active Player must then choose to either issue a Challenge for that Combat or to pass and select another Combat using the criteria noted above. If no further Combats that include both an eligible friendly and enemy Model exist then the Challenge Sub-Phase ends and the Fight Sub-Phase begins.
If a Player chooses to declare a Challenge for the selected Combat, that Player must then select one Model under their control in that Combat that is eligible to take part in a Challenge, that Model is considered the Challenger. The Opposing Player may then select one eligible Model under their control in the Combat to accept the Challenge. If the Opposing Player cannot or chooses not to select an eligible Model to accept the Challenge, then the Player which issued the Challenge must select one enemy Model from the same Combat which was eligible to accept the Challenge (if any such Model exists) and apply the Disgraced Status to that Model (no other Models in the same Unit gain the Status). The Active Player must then immediately select another eligible Combat as detailed above.
The Disgraced Status
A Model with the Disgraced Status has its Weapon Skill and Leadership Characteristics halved for the duration of the Assault Phase in which the Status is gained. All effects that would normally apply to a Unit that includes a Model with a Status affect any Models in the same Unit as a Model with the Disgraced Status - including being reduced to a Combat Initiative of 1. Unlike other Statuses, the Disgraced Status is automatically removed in the End Phase of the same Player Turn in which it was inflicted with no Check needed to remove it. Note that Models that would be unaffected by other Statuses are also unaffected by the Disgraced Status and the Disgraced Status can be removed before the End Phase by other Rules and effects that can remove Statuses.
A Unit that includes Models with the Routed Status can include Models that have the Disgraced Status.
If the Opposing Player selects an eligible Model to take part in the Challenge, then that Model is considered the Challenged. Both the Challenger and Challenged are immediately removed from the Combat and placed in Base-to-Base Contact with each other before proceeding to Step 2 of the Challenge Sub-Phase.
Any Models placed to one side as part of a Challenge should be placed out of the way of other Combats, Units and Models. For the duration of the Challenge Sub-Phase, they are considered to be out of play in the same manner as Units Embarked on another Model until the Resolution Sub-Phase when they are returned to the Unit they were originally part of. If removing the Challenger and Challenged Models would leave no other Models from the Units those Models were part of in Base Contact, then the Players must make Pile-in Moves (see page 265). Starting with the Active Player, all Models in both Units that are not taking part in the Challenge must make a Pile-in Move before moving to the next Step of the Challenge Process. Note that if at least one Model from each Unit remains in Base Contact with an enemy Model after the Challenger and Challenged are removed, then no Pile-in Move is made.
2. Face-Off
Once a Challenge has been accepted and the Challenger and Challenged have been moved to one side, the Controlling Player of each Model may select one Gambit (see page 258) that will be applied to the Model under their control in the Challenge. In the first round of any Challenge, the Controlling Player of the Challenger selects the first Gambit. In every Round of a Challenge after the first, the Player that has Challenge Advantage selects the first Gambit.
Once a Player has selected a Gambit, that Player applies any of its benefits or limitations before the Opposing Player selects a Gambit. However, if the selected Gambits’ effects are contradictory then the Gambit selected by the Player with Challenge Advantage takes precedence, or if no Player has Challenge Advantage then the Gambit selected by the Active Player takes precedence. Note that once a Gambit has been selected, no other Models in the Challenge may select the same Gambit in the same Face-Off Step (if the Challenge lasts for more than one pass through the Challenge process, choices made in one Face-Off Step do not limit choices in any additional Face-Off Steps). Once all Models have had a single Gambit selected, or their Controlling Player has chosen not to select a Gambit, the Face-Off Step ends and Players move to the Focus Step.
The following Gambits are available to all Models in a Challenge - note that some Factions or Unique Models may have access to additional Gambits specific to that Faction or Model.
Core Gambits
Seize the Initiative – If this Gambit is selected, then the Controlling Player may roll an additional Dice in the Focus Step and discard the Dice with the lowest result before determining the total.
Flurry of Blows – If this Gambit is selected, then the Model controlled by the Player that selected this Gambit gains a bonus of +D3 to its Current Attacks Characteristic, but any Hits inflicted by these attacks have their Damage Characteristic set to ‘1’ and this may not be modified by any Special Rule (including Shred (X) or Critical Hit (X)).
Test the Foe – If this Gambit is selected, then the Model for which it is selected gains no benefit in the Focus or Strike Steps, but if not Removed as a Casualty automatically gains Challenge Advantage in the Glory Step.
Guard Up – If this Gambit is selected, the Model for which it was selected gains a bonus of +1 to their Weapon Skill Characteristic in the Strike Step, but may only make a single Attack regardless of their Attacks Characteristic. In the Strike Step, each attack made by the enemy Model that fails to Hit grants the Player that selected this Gambit a bonus of +1 to the next Focus Roll made if the Challenge is continued.
Taunt and Bait – If this Gambit is selected, then the Model controlled by the Player that selected this Gambit has its Weapon Skill and Attacks Characteristics reduced to be equal to those of the enemy Model (or if their Characteristics were already equal, by an additional -1) in the Strike Step. However, for each time a Player has selected this Gambit in the current Challenge, they gain +1 Combat Resolution Point if they win that Challenge.
Grandstand – If this Gambit is selected, then the Controlling Player must roll an additional Dice in the Focus Step and discard the Dice with the highest result before determining the total and the Model gains no bonus to the Focus Roll from Outside Support. However, in the Strike Step, the Model under that Player’s control gains a bonus to their Attacks Characteristic equal to the Outside Support bonus they would normally have claimed in the Focus Step.
Feint and Riposte – This Gambit may only be selected by the Player choosing the first Gambit in the Face-Off Step. Once selected, the Player that selected this Gambit may name any one other Gambit (including Faction Specific Gambits that the Player does not have access to) and the Opposing Player may not select that Gambit in this Face-Off Step.
Withdraw – If this Gambit is selected, the Model for which it was selected may only make a single Attack regardless of their Attacks Characteristic during the Strike Step. However, in the Glory Step, a Player that has selected this Gambit may choose to end the Challenge, with no Combat Resolution Points scored by either Player, as long as the Model under their control has not been Removed as a Casualty during the Strike Step.
Finishing Blow – If this Gambit is selected, then the Controlling Player must roll an additional Dice in the Focus Step and discard the Dice with the highest result before determining the total of that Focus Roll. However, a Model for which the Finishing Blow Gambit has been selected gains a bonus of +1 to the Strength and Damage Characteristics of all Hits inflicted in the Strike Step.
3. Focus
At the start of the Focus Step, each Player must declare which Weapon the Model under their control will use to make attacks with in the Challenge. Each Player may select only one Weapon that the Model under their control has, and the Reactive Player must select a Weapon first.
Once all Players have selected a Weapon for the Model under their control, a Focus Roll must be made for each Model by its Controlling Player. To make a Focus Roll, the Controlling Player of a Model rolls a Dice and adds any modifiers that apply from the list below:
- The Combat Initiative score (see page 259) of each Model is added to the result of the Focus Roll made for that Model.
- A Model with the Heavy Sub-Type suffers a -1 modifier.
- A Model that has a current Wounds Characteristic lower than its base Wounds Characteristic suffers a -1 modifier for each point of difference between the Base Value and the Current Value.
- If a Model, or its chosen Weapon, has the Duellist’s Edge (X) Special Rule, it gains a positive modifier equal to the value of X.
- A Model with the Light Sub-Type gains a +1 modifier.
- A Model may gain a positive modifier from Outside Support (see the Outside Support Rule on page 259).
Combat Initiative
Combat Initiative for a given Model is always equal to the Current Value of the Model’s Initiative Characteristic modified by the Combat Initiative Characteristic of the Weapon being used. Where a Weapon’s Initiative Modifier Characteristic is a positive or negative modifier (i.e., prefaced with a ‘+’, ‘-’ or ‘x’ symbol), then it is combined with the Model’s current Initiative Characteristic to determine that Model’s Combat Initiative score. Where the Initiative Modifier Characteristic of a Weapon is a fixed value (with no symbol prefacing the number) then it replaces the current Initiative Characteristic of the Model to determine its Combat Initiative score. If a Weapon has an Initiative Modifier Characteristic of‘1’ then it applies no modifier to the Initiative Characteristic of the Model.
For example:A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of +2 has a Combat Initiative score of 6 (4+2).
A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of -I has a Combat Initiative score of 3 (4-1).
A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of x2 has a Combat Initiative score of 8 (4x2).
A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of 2 has a Combat Initiative score of 2 (4 replaced by 2).
A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of’I’ has a Combat Initiative score of 4 (4 unmodified).
Once both Players have rolled and totalled the results of the Focus Roll and all modifiers, the two totals are compared. The Player with the higher total gains Challenge Advantage and the Model under their control will attack first in the Strike Step and gains a bonus of +1 to its Attacks Characteristic during that Strike Step only (if the Challenge is continued for additional Strike Steps, this bonus does not carry over). If the result of the Focus Roll is a tie, with both Players’ total result the same, then both Players must make a new Focus Roll, doing so until one Player’s total result is higher than that of the Opposing Player.
Once the Focus Rolls have been made and Challenge Advantage decided, the Players must move to the Strike Step.
Outside Support
A Player may claim an Outside Support bonus during the Focus Step if there are other Models under their control in the Combat from which the Challenger and Challenged were selected.
For every five friendly Models in the same Combat as that from which the Challenger and Challenged were selected (from any Units Locked in that Combat), the Model gains a +1 bonus to the Focus Roll.
Only Models that are Engaged may be counted, and Models affected by the Pinned, Stunned, Routed or Suppressed Statuses may not be counted. Models with the Vehicle or Automata Types may not be counted, while Models with the Walker Type count as five Models each for the purposes of this Rule.
If one Player that has a Model Engaged in a Challenge controls other Models in the same Combat, but the other does not (i.e., that Player has only the Model Engaged in the Challenge under their control in that Combat), then a different procedure is used to calculate the Outside Support bonus. In such a case, the Player that controls Models other than the ones Engaged in the Challenge gains a bonus of +2 to the Focus Roll for each five Models, or fraction thereof, in the Combat under their control that arc not Engaged in the Challenge. These Models do not need to be Engaged in order to be counted and may be counted even if they are affected by the Pinned, Stunned, Routed or Suppressed Statuses. However, Models with the Vehicle or Automata Types are still not counted.
4. Strike
Once the Focus Roll has been made and Challenge Advantage decided, the Player must make attacks in the Strike Step. The order in which Models attack is decided by which Player has Challenge Advantage - Initiative and Special Rules do not have any effect. Each Model’s attacks will form a single Strike Group (see page 267), but certain Special Rules may require that Strike Group be split during the Strike Step. All Strike Groups generated for the Player with Challenge Advantage must be resolved before any Strike Groups generated for the remaining Models are resolved.
The Model with Challenge Advantage makes all of their attacks first, before the Opposing Model makes their own attacks. When making attacks, both Players must adhere to the following process:
| 1. | Make Hit Tests: The attacking Player makes a number of Hit Tests equal to the Attacks Characteristic of the Model under their control, plus any modifiers from the Weapon selected or gained from Gambits or the Focus Roll. The Target Number for these Hit Tests is determined using the Weapon Skill of the opposing Model in the Challenge, not the majority Characteristic of the Unit that Model was part of. | | 2. | Make Wound Tests: Once all Hit Tests have been made, any successes generate Hits and a Wound Test must be made for each Hit by the attacking Player. The Target Number for these Wound Tests is determined using the Toughness of the opposing Model in the Challenge, not the majority Characteristic of the Unit that Model was part of. If the opposing Model has an Armour Characteristic instead of Toughness, then an Armour Penetration Test is made instead of a Wound Test. Any Armour Penetration Tests arc made using the highest Armour Value of the opposing Model. | | 3. | Opposing Player makes Saving Throws and/or Damage Mitigation Tests: Once all Wound Tests have been made, any successes generate wounds. The Opposing Player may make one Saving Throw for each wound, if a Saving Throw can be made, with each successful Saving Throw causing one wound to be discarded. If any wounds remain after Saving Throws have been made the Opposing Player may take one Damage Mitigation Test per remaining wound, if a Damage Mitigation Test is available. Each successful Damage Mitigation Test causes one wound to be discarded. | | 4. | Apply Damage from Unsaved Wounds: Any wounds not discarded through Saving Throws or Damage Mitigation Tests become Unsaved Wounds. For each Unsaved Wound, the opposing Model must reduce its Wounds or Hull Points Characteristic by an amount equal to the Damage Characteristic of the Weapon used by the Model that inflicted the Unsaved Wound. If a Model’s Wounds or Hull Points Characteristic is reduced to 0 or less then it is Removed as a Casualty. |
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Winning a Challenge
If a Model engaged in a Challenge is Removed as a Casualty, then the Player controlling the remaining Model is the winner of that Challenge. When either or both Models are Removed as Casualties during a Challenge then the Players must move to the Glory Step immediately.
Challenge Ends as a Draw
If, after all attacks have been made for all Models engaged in the Challenge, neither the Challenger nor the Challenged has been Removed as a Casualty then the Challenge is a draw. The Controlling Player of the Model with Challenge Advantage may choose to either return to the Step 2 of the Challenge procedure and repeat steps 2,3 and 4 of that procedure again or to move to the Glory Step.
In a given Challenge there is no limit to the number of times Steps 2,3 and 4 of the Challenge procedure may be repeated due to the Challenge being continued.
5. Glory
If, when the Glory Step is begun, either Model involved in the Challenge has been Removed as a Casualty then the Controlling Player of the remaining Model is the winner of the Challenge and gains a number of Combat Resolution Points equal to the Wounds Characteristic of the Model Removed as a Casualty (not the number of wounds inflicted, but the Base Wounds Characteristic) - this value is increased by +1 if the Model Removed as a Casualty had the Paragon Type or the Command Sub-Type.
If neither Model has been Removed as a Casualty when the Glory Step is begun, then the Controlling Player of the Model that inflicted the most wounds on the other Model in this Challenge is the winner and gains a number of Combat Resolution Points equal to the number of wounds inflicted. The Controlling Player of the Model that is not the winner gains no Combat Resolution Points even though the Model has not been Removed as a Casualty.
If neither Model was Removed as a Casualty and no wounds were inflicted or both Players inflicted the same number of wounds, then the Challenge is a draw and neither Player gains Combat Resolution.
Once the winner of the Challenge has been decided, the Players must return to Step 1 and select a new Combat to declare Challenges for (or if no eligible Combats remain, end the Challenge Sub-Phase and start the Fight Sub-Phase).
Returning the Challenger and Challenged to Units
Any Models which made attacks as part of the Challenge Sub-Phase, but arc not Removed as Casualties must remain to one side until the Resolution Sub-Phase - after any Combats have been resolved in the Fight Sub-Phase. In Step 1 of the Resolution Sub-Phase, all Models that made attacks as part of the Challenge Sub-Phase are returned to the Unit that they were originally part of. They may be placed anywhere as long as they are in Unit Coherency with at least one other Model from the same Unit and must be Engaged with an enemy Unit if at all possible.
If the Unit the Model was originally part of has been entirely Removed as Casualties during the Fight Sub-Phase then the Model must be placed in Base Contact with any enemy Model in the Unit that it was Locked in Combat with at the start of the Challenge Sub-Phase. In such a case, the Model returned to play is considered to remain Locked in the same Combat, retaining any Combat Resolution modifiers inflicted in both the Challenge Sub-Phase and Fight Sub-Phase. The Combat is then resolved as normal.
Note that this means that Models that make attacks in the Challenge Sub-Phase will not be able to make attacks of any kind during the following Fight Sub-Phase, nor may wounds be allocated to them during that Fight Sub-Phase. In some cases this may result in a Unit being ‘Locked in Combat’ but with no enemy Models to target with attacks during the Fight Sub-Phase. In such a case, no attacks are made during the Fight Sub-Phase, and those Models that remain on the Battlefield as part of that Combat may not make Pile-in Moves or otherwise move. After any Models that were Engaged in a Challenge are returned to their Units, the Combat is then resolved as normal - applying both any Combat Resolution Points from the Challenge as well as any applied due to the composition of the Unit, such as outnumbering or vexilla.

In the example pictured above, two Models, one Iron Warrior from Unit A and one Salamander from Unit B, have been removed to take part in a Challenge and must now be returned to the Units they were part of The Models must be place in Unit Coherency with their Unit and must be Engaged with an enemy Model for the Unit they were in Combat with if possible. No Model being returned to its Unit may be placed in base contact with any Model from Unit C.
The Iron Warrior is returned to position 1, while the Salamander is returned to position 2. Both are in Coherency with at least one Model from their Unit and Engaged with an enemy Model. They are not required to be in base contact with another Model returned from the Challenge, nor in the same position they occupied before being removed to fight the Challenge.
Fight Sub-Phase
In the Fight Sub-Phase, Combats are resolved and Models make melee attacks.In the Fight Sub-Phase, the Active Player will select each Combat on the Battlefield in an order of their choosing and resolve a round of Combat. A round of Combat is a single pass through the Initiative Steps order, allowing all Models in the Units Locked in that Combat to make attacks. Only Units that begin the Fight Sub-Phase Locked in Combat may make attacks during the Fight Sub-Phase. If a Unit that was not Locked in Combat at the start of the Fight Sub-Phase becomes part of a Combat by any means, then the Models in that Unit may not make attacks as part of any Combat in the same Fight Sub-Phase.
Once the Fight Sub-Phase has begun, the Active Player must select each Combat on the Battlefield, one at a time and in an order of the Active Player’s choosing. For each Combat, once it is selected, the Players must resolve a round of Combat. Once that round of Combat has been resolved, the next Combat must be selected. Once all Combats have been selected once and a round of Combat resolved for it, the Fight Sub-Phase ends and the Resolution Sub-Phase begins.
To resolve a round of Combat, a Player must follow this procedure:
- Determine Combat Units.
- Declare Weapons and Set Initiative Steps.
- Resolve First Initiative Step.
- Continue Resolving Initiative Steps.
- Make Final Pile-in Moves.
Fight Sub-Phase Terminology
The Fight Sub-Phase makes use of a number of unique gaming terms that are used frequently throughout. In order to make things clearer and easier to follow, the most important are defined here for reference:
Combat Round – A Combat Round is a single pass through all Initiative Steps used in a given Combat. In each Fight Sub-Phase a given Combat resolves a single Combat Round, and if any Models remain Locked in Combat then further Combat Rounds are resolved in later Player Turns.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
1. Determine Combat Units
The first Step in resolving a Combat is to determine which Units are a part of that Combat. Where a Unit under the Active Player’s control has one or more Models in Base Contact with an enemy Model, it is considered to be Locked in Combat with the Unit that Model is part of. These two Units that are Locked in Combat form one Combat in the Fight Sub-Phase. If Models from a Unit under the Active Player’s control are in Base Contact with Models from more than one enemy Unit, then that Unit is considered to be Locked in Combat with all of those enemy Units, forming a single Combat. Likewise, if more than one Unit under the Active Player’s control has Models in Base Contact with Models from the same enemy Unit, then those Units are Locked in Combat and form a single Combat. The Players should determine which Units will be included in the selected Combat using these guidelines before moving to Step 2.

The example pictured above shows five Units at the start of the Fight Sub-Phase. These five Units are engaged in two distinct Combats. Marked in green are an Iron Warriors Tactical Squad and a Salamanders Tactical Squad. At least one Model from each of these Units is Engaged with an enemy Model from the other Unit and so these Units are Locked in Combat. Marked in yellow are an Iron Warriors Saturnine Terminator Squad and a Salamanders Tactical Support Squad. At least one Model from each of these Units is Engaged with an enemy Model from the other Unit and so these Units are Locked in Combat. No Models from the Units marked in green is engaged with any enemy Model marked in yellow and thus these two groups form separate Combats despite their proximity. Finally, an Iron Warriors Tactical Squad is marked in red, no Models from this Unit are Engaged with any enemy Model and so this Unit is not Locked in Combat.
Note that any given Unit may only make attacks in one Combat per Assault Phase. If for any reason a Unit that has already made attacks as part of a Combat in the current Assault Phase is later included in another Combat, then the Models in that Unit may not make attacks when resolving that Combat.2. Declare Weapons and Set Initiative Steps
Once all Units involved in the current Combat have been determined, the Player that controls each Unit must declare which Weapons will be used to make attacks for Models in that Unit. First, the Reactive Player must declare Weapons for all of the Models under their control in the Combat, and then the Active Player declares Weapons for all of the Models under their control in the combat. Each Model may have a single Melee Weapon selected by its Controlling Player, and all attacks made in this Combat for that Model must use the selected Weapon. If a Model has no Melee Weapons then all attacks for that Model must be made using the basic close combat weapon profile.
| The Basic Close Combat Weapon | | The basic close combat weapon represents a warrior kicking, punching and otherwise using their raw physical prowess and improvised weapons to inflict harm on the enemy. It may only be used when a Model has no Weapons with the Melee Special Rule. A basic close combat weapon has the Melee Trait and the following profile: | | | | | | | | | IM | AM | SM | AP | D | Special Rules | Traits | | 1 | A | S | - | 1 | None | Melee |
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Once Weapons have been declared, Players should note the Initiative Steps that will be used in this Combat Round and which Models will make attacks in those Steps. To determine the number of Initiative Steps required in a Combat Round, first determine the Combat Initiative score of all Models in the Combat. Each Combat Round will include one Initiative Step for each Combat Initiative score among the Models making attacks as part of a Combat.
For example, the Active Player controls a Unit that includes 9 Models with a Combat Initiative score of 4 and 1 Model with a Combat Initiative score of 1, while the Opposing Player controls a Unit that includes 5 Models with a Combat Initiative score of 5. The Round of Combat will include 3 Initiative Steps: an Initiative Step 5 first, then an Initiative Step 4 and then an Initiative Step 1 last.In each Combat Round, the Initiative Steps are resolved in order from highest value to lowest. Any Models that are Removed as Casualties before the Initiative Step in which they attack, cannot attack.
Combat Initiative
Combat Initiative for a given Model is always equal to the Current Value of the Model’s Initiative Characteristic modified by the Combat Initiative Characteristic of the Weapon being used. Where a Weapon’s Initiative Modifier Characteristic is a positive or negative modifier (i.e., prefaced with a ‘+’, ‘-’ or ‘x’ symbol), then it is combined with the Model’s current Initiative Characteristic to determine that Model’s Combat Initiative score. Where the Initiative Modifier Characteristic of a Weapon is a fixed value (with no symbol prefacing the number) then it replaces the current Initiative Characteristic of the Model to determine its Combat Initiative score. If a Weapon has an Initiative Modifier Characteristic of ‘I’ then it applies no modifier to the Initiative Characteristic of the Model.
For example:A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of +2 has a Combat Initiative score of 6 (4+2).
A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of-1 has a Combat Initiative score of 3 (4-1).
A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of x2 has a Combat Initiative score of 8 (4x2).
A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of 2 has a Combat Initiative score of 2 (4 replaced by 2).
A Model with a current Initiative Characteristic of 4 and a Weapon with an Initiative Modifier Characteristic of ‘I’ has a Combat Initiative score of 4 (4 unmodified).3. Resolve First Initiative Step
Once Initiative Steps have been determined, the first must be resolved. The first Initiative Step is always the one representing the highest Combat Initiative score. In each Initiative Step, those Models with the same Combat Initiative score as that Initiative Step will make attacks and then any Hits, wounds and Unsaved Wounds generated by those attacks will be resolved. The Rules on page 266 fully explain how to resolve an Initiative Step.
4. Continue Resolving Initiative Steps
Once the first Initiative Step has been resolved, the remaining Initiative Steps (if there are more than one) are resolved one at a time. In all Combat Rounds, Initiative Steps are resolved starting with the one representing the highest Combat Initiative score and then in descending order. Each Initiative Step must be fully resolved using the Rules found on page 266 before proceeding to the next.
This Step is repeated until all Initiative Steps have been resolved. When no more Initiative Steps remain, the Players must move to Step 5.
5. Make Final Pile-in Moves
Once all Initiative Steps for this Combat Round have been resolved, any Models from a Unit that is part of the Combat being resolved, but that are not in Base Contact with an enemy Model from a Unit that is part of the same Combat, must make a Pile-in Move.
Once any Pile-in Moves have been made, the Combat Round for the selected Combat is complete.
Pile-in Moves
When a Model is required to make a Pile-in Move, the Model’s Controlling Player must attempt to move the Model into Base Contact with an eligible enemy Model. The distance moved for a Pile-in Move is always equal to the current Initiative Characteristic of the Model making the Pile-in Move. If a Model that is required to make a Pile-in Move cannot end that move in Base Contact with an eligible target, then it must end the move as close as possible to an eligible target.
Eligible targets for a Pile-in Move must be one of the following:
- Any enemy Model from the same Combat, if the Model making the Pile-in Move is Locked in Combat.
- Any enemy Model from a Unit that was the target of a Charge made for the Model making the Pile-in Move.
- Any enemy Model from a Unit that has had a Charge declared for it which targets the Unit that includes the Model making the Pile-in Move.
If there are no eligible Models then no Pile-in Move is made and the Model remains in its current position. Models making a Pile-in Move may move within any distance of any enemy Model without penalty or restriction and may end the move in Base Contact with an enemy Model. Pile-in Moves are not modified by Difficult Terrain, but Dangerous Terrain Tests are made as normal.
Resolving an Initiative Step
Initiative Steps are where attacks are made in Combat and will be the focus of the Fight Sub-Phase.Each Initiative Step is a self-contained stage which allows a set number of Models from Units Locked in the same Combat to make attacks. In each Initiative Step, only the Models with the same Combat Initiative score as the value attached to that Initiative Step may make attacks - for example, in Initiative Step 4 only Models with a Combat Initiative score of 4 could make attacks. To complete each Initiative Step, the Player must follow the procedure shown below:
In all cases, each Initiative Step is resolved by following these Steps:
- Declare Combatants.
- Make Pile-in Moves for Combatants.
- Declare Engaged Models.
- Set Strike Groups.
- Make Hit Tests.
- Make Wound Tests.
- Select Strike Group & Target Model.
- Make Saving Throws & Damage Mitigation Rolls.
- Select Next Strike Group.
- Remove Casualties.
Designer’s Note: Statuses and Combat Initiative Score
A Model affected by any Status always makes attacks in Initiative Step 1, regardless of the Model’s Combat Initiative score. This may not be changed by modifiers to Initiative, Combat Initiative score or by other Rules which modify the Initiative Step in which a Model may attack. This means that in most Combats, a Model affected by any Status will almost always attack last, if they survive that long...
1. Declare Combatants
The first Step of any Initiative Step is to declare which Models will make attacks in that Initiative Step. Starting with the Active Player, both Players must indicate which of the Models under their control are eligible to make attacks in that Initiative Step. These Models are hereafter referred to as ‘Combatants’.
2. Make Pile-in Moves for Combatants
In this Step, all Combatants that are not in Base Contact with an enemy Model must make a Pilc-in Move. The Active Player makes Pile-in Moves for all Combatants under their control first, followed by the Reactive Player.
3. Declare Engaged Models
To make attacks in a given Initiative Step, a Combatant must be Engaged with at least one enemy Model in the same Combat. Starting with the Active Player, both Players must indicate which of the Combatants under their control are Engaged and will be making attacks.
ENGAGEDA Model is Engaged if either:
- That Model is in Base Contact with an enemy Model in the same Combat.
- That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
If the Models that arc eligible to attack in a given Initiative Step are Engaged with Models from more than one enemy Unit, then the Controlling Player must also declare which enemy Unit will be the target of each Model that has more than one potential target. In such cases a specific Model is not declared as a target, just the enemy Unit - however, an enemy Unit may only be selected as a target for a Model that is Engaged with at least one Model from that Unit.
4. Set Strike Groups
All Players making attacks in the Initiative Step must establish one or more Strike Groups. Each Strike Group is comprised of all of the attacks made with Weapons of the same name by Combatants under a given Player’s control. So, in an Initiative Step in which a Player intends to make attacks with both chainswords and power swords, that Player would have to divide the attacks made by Combatants under their control into two Strike Groups: one for chainswords and one for power swords.
If a Weapon used to make any attacks has more than one profile, then attacks using different profiles must form different Strike Groups even though they are made with the same Weapon. Lastly, if the Combatants include Models with different Weapon Skill Characteristics, then Strike Groups must be further divided so that no Strike Group includes attacks made by Combatants with different Weapon Skill Characteristics.
In a Combat where attacks in a given Strike Group are to be directed against two different enemy Units, then that Strike Group must be split. A separate Strike Group must be formed for attacks directed against each enemy Unit, so that no Strike Group contains attacks targeting more than one Unit. Note that Models which have joined a Unit, such as those with the Command or Specialist Sub-Types, are not considered separate Units for this purpose.
When making Hit Tests, all attacks in a Strike Group are rolled at the same time and their results kept separate from those of other Strike Groups. In all cases, the Active Player decides in which order the Strike Groups in an Initiative Step are resolved, but all attacks in a given Strike Group must be resolved before another Strike Group may be selected.
Designer’s Note: Strike Groups and Target Units
Note that in a Combat that includes multiple Units, it is important to track which Strike Groups are targeting which Unit, as this will affect the Hit Tests and Wound Tests made for that Strike Group. Players are encouraged to keep these Strike Groups clearly separate between steps in the Initiative Step so that all Players are aware of which Units are the target of which attacks.
5. Make Hit Tests
Once Strike Groups have been declared, the Active Player selects a Strike Group. The Player that controls the Models whose attacks comprise that Strike Group totals the Attacks Characteristics of all Weapons in that group, with the total determining the number of Hit Tests that must be made for that Strike Group. These Tests are made by the Player that controls the Models whose attacks make up that Strike Group, using the Rules found on page 195.
Note that to determine the Target Number for a Hit Test targeting a Unit that includes more than one Model, use the Weapon Skill Characteristic that is in the majority in the Target Unit by counting the number of Models with each different value - the Bulky (X) Special Rule and Type of a Model have no effect on whether a Weapon Skill Characteristic is in the majority, it is decided simply by the number of Models with a given Weapon Skill Characteristic in the Unit. If two or more Weapon Skill Characteristics are tied for majority, use the highest of these tied Characteristics.
Designer’s Note: Batch Rolling
In many cases, a number of Tests will need to be made that have identical Target Numbers and potential results. In such cases, it is entirely proper for all of those Dice to be rolled at once and then sorted into successes and failures - a practice known as batch rolling or ‘fast dicing’. It is up to the Player that is rolling to decide if they wish to roll each Test one at a time or to batch roll.
Once all Hit Tests have been made for a Strike Group, the successes are placed to one side and the failures are discarded. All Hits (successes generated by Hit Tests) remain in the Strike Groups that generate them - if a Strike Group results in no successes then that Strike Group is discarded and the Active Player must select another Strike Group to resolve. Once all Hit Tests for the selected Strike Group have been resolved, the Active Player must select another Strike Group to resolve, if Hit Tests have been resolved for all Strike Groups in this Initiative Step then the Players must move to the next Step.
Splitting Strike Groups
Sometimes a Hit, wound or Unsaved Wound will gain a bonus to one of its Characteristics or gain a Special Rule depending on the results of a Hit Test or Wound Test (for example, due to the Breaching (X) Special Rule, see page 327). At the end of the Step in which this occurs, the Player making the attacks must split that Strike Group into separate Strike Groups, one for unmodified Hits, wounds or Unsaved Wounds and a new Strike Group for the Modified Hits, wounds or Unsaved Wounds. The Strike Group which includes modified Hits, wounds or Unsaved Wounds is placed to one side and the Player making the attacks should continue to resolve the Strike Group that contains any Unmodified Hits, wounds or Unsaved Wounds. If no Unmodified Hits, wounds or Unsaved Wounds remain in that Strike Group then the Player making the attacks must instead continue to resolve the Strike Group for modified Hits, wounds or Unsaved Wounds from the Step where it was set aside. In all cases, where a Strike Group has been set aside after Step 5 and the Player resolving the attacks is instructed to select a new Strike Group to resolve, they must first select the put aside Strike Group before selecting any other Strike Group to resolve.
6. Make Wound Tests
Once all Hit Tests for all Strike Groups have been resolved, Wound Tests must be resolved for all Strike Groups. First, the Active Player selects a Strike Group. Then, the Player that controls the Models whose attacks comprise that Strike Group totals the Hits remaining in that Strike group, with the total determining the number of Wound Tests that must be made for that Strike Group. These Tests are made by the Player that controls the Models whose attacks make up that Strike Group, using the Rules found on page 197.
Note that to determine the Target Number for a Wound Test targeting a Unit that includes more than one Model, use the Toughness Characteristic that is in the majority in the Target Unit by counting the number of Models with each different value - the Bulky (X) Special Rule and Type of a Model have no effect on whether a Toughness Characteristic is in the majority, it is decided simply by the number of Models with a given Toughness Characteristic in the Unit. If two or more Toughness Characteristics are tied for majority, use the highest of these tied Characteristics.
If the attacks in this Strike Group are targeting a Model with the Vehicle Type then no Wound Tests are made. Instead, an Armour Penetration Test is made for each Hit using the Rules detailed on page 220. Note that during the Fight Sub-Phase, all Armour Penetration Tests for attacks targeting a Model with the Vehicle Type are made targeting the Rear Armour facing without regard to the placement of Models on the Battlefield. Any Armour Penetration Tests that result in a Penetrating Hit are considered successes and placed to one side until Step 7, while any that result in a Glancing Hit arc placed aside until Step 10. Any Armour Penetration Tests that result in neither a Penetrating or Glancing Hit are considered failures and discarded.
Once all Wound Tests have been made for the selected Strike Group, the successes are placed to one side and the failures are discarded. All wounds (successes generated by Wound Tests) remain in the Strike Groups that generate them - if a Strike Group results in no successes then that Strike Group is discarded and the Active Player selects a new Strike Group to resolve. Once all Wound Tests for all Strike Groups have been resolved, move to the next Step.
7. Select Strike Group & Target Model
With all Wound Tests or Armour Penetration Tests resolved, the remaining Strike Groups must be divided into two sets - one for each Player, with each Player claiming those Strike Groups that target a Unit under their control. The Active Player must then select a Strike Group they have claimed. If the Active Player has claimed no Strike Groups or has already resolved all Strike Groups they had claimed, then the Opposing Player must select a Strike Group which they have claimed. If there are no Strike Groups to select then skip to Step 10 of the Initiative Step procedure. Once a Strike Group has been selected, the Player that claimed it must select an initial Target Model.
The Player that selects the initial Target Model, may select any Model in the Target Unit (the selected Model does not have to be a Combatant in the current Initiative Step). If any eligible Model has already had its Wounds or Hull Points Characteristic negatively modified (sometimes referred to as having ‘already lost wounds’) but has not been removed from the Unit, then that Model must be selected as the Target Model unless it also has the Command Sub-Type. Note that if the Attacking Player has inflicted only wounds, then the Target Model may not have the Vehicle Type, while if the Attacking Player has inflicted only Penetrating Hits then the Target Model must have the Vehicle Type - if an appropriate Target Model cannot be selected then all remaining wounds or Penetrating Hits are discarded. If the Attacking Player has inflicted both wounds and Penetrating Hits, then separate Target Models must be selected for them. If there is no eligible Model that may be selected as the Target Model then all remaining wounds or Penetrating Hits in the current Strike Group are discarded and a new Strike Group must be selected using the same Rules as those used to select the first.
8. Make Saving Throws & Damage Mitigation Rolls
Once a Target Model has been selected, wounds or Penetrating Hits are applied to that Model from the Current Strike Group one at a time until cither all wounds or Penetrating Hits in the Strike Group have been applied or the Target Model is Removed as a Casualty from the Unit.
To apply a wound or Penetrating Hit, first determine if the Target Model may take a Saving Throw - note that a Model may attempt only one Saving Throw per wound applied, no matter how many may be available. If a Saving Throw is available, the Player controlling the Target Model may attempt one Saving Throw per wound or Penetrating Hit applied, and if the Saving Throw is successful the wound or Penetrating Hit is discarded. If the Saving Throw is failed, then the Player controlling the Target Model may attempt a Damage Mitigation Test, if any are available. If a Damage Mitigation Test is successful then the wound or Penetrating Hit is discarded, and if it is failed then an Unsaved Wound or Unsaved Penetrating Hit is generated and applied to the Target Model.
Wounds or Penetrating Hits that are applied and not discarded due to a successful Saving Throw or Damage Mitigation Test are referred to as Unsaved Wounds or Unsaved Penetrating Hits. When applied, the Target Model must reduce its Wounds or Hull Points Characteristic by an amount equal to the Damage Characteristic of the Unsaved Wound or Penetrating Hit. If the Target Model’s Wounds or Hull Points Characteristic is reduced to 0 or less then it is Removed as a Casualty from the Unit and placed to one side (do not remove it from play until Step 10) and a new Target Model must be selected using the same process as when selecting the initial Target Model. If the Target Model’s Wounds or Hull Points Characteristic is not reduced to 0 or less then the Model remains in play and another wound or Penetrating Hit is applied to it, following the same procedure as the first.
Designer’s Note: Unlikely Target Models
The choice to allow the Target Model selected to be any Model in the Target Unit may lead to situations where a Player can select a Model as the Target Model when there appears to be no practical way for it to have been struck. This is intentional, and a choice made for two reasons. First and foremostly, it is simple and does not require Players to track which Hits or wounds were caused by which specific Model, speeding up the process of resolving attacks. Secondly, while Models remain in place during the Fight Sub-Phase, the actual warriors they represent are constantly in motion - pushing to and fro in the melee and exchanging blows with any enemies that come within reach. We can assume within the narrative of the Battle, if not the exact position of the Models, that any number of explanations exist for how an unlikely Model becomes the target of enemy attacks.
Designer’s Note: Batch Rolling Armour Saves
As with Hit Tests and Wound Tests, in most cases the Target Unit will be composed of Models that all have the same Saving Throws and Damage Mitigation Tests. Rather than applying wounds or Penetrating Hits one at a time, the Player that controls the Target Unit can simply make a Saving Throw for each wound or Penetrating Hit and then remove eligible Models. If Players choose to use this faster process then they may want to note any Models with different Wargear, such as banners or special Weapons, that would make them more valuable and roll any Saving Throws for those Models separately.
Wounds or Penetrating Hits continue to be allocated from the selected Strike Group in this manner until either all Eligible Target Models have been Removed as Casualties or there are no more wounds or Penetrating Hits remaining in the Strike Group. If there are any Strike Groups generated in this Initiative Step that have not yet been resolved then the Players move to Step 9, or if there are no more Strike Groups to resolve then the Players must instead move to Step 10.
9. Select Next Strike Group
If more Strike Groups remain after one has been fully resolved then the Players must return to Step 7.
10. Remove Casualties
Once all Strike Groups in the current Initiative Step have been fully resolved, all Models Removed as Casualties must be removed from play. Models with the Vehicle Type that have suffered Glancing Hits should have one roll made for them on the Vehicle Damage Table for each Glancing Hit in this Step. The number of Models removed should be noted for the Resolution Sub-Phase, ideally by placing a Dice or Marker to indicate this.
Once all Casualties have been removed from play, the Initiative Step is complete and if there are more Initiative Steps in the Combat to resolve, the next one should be begun. If no more Initiative Steps remain to resolve, then the next Combat is begun or if no more Combats remain to resolve, then the Resolution Sub-Phase begins.
If, once all Casualties have been removed from play, all enemy Models have been Removed as Casualties and only Models from a single side remain, that Combat is declared a Total Victory and those Units that remain are no longer considered Locked in Combat. See the Rules for Massacres on page 271.
Resolution Sub-Phase
In the Resolution Sub-Phase, all Combats that had a Combat Round fought for them must go through the Combat Resolution process. This will determine if the Units remain Locked in Combat or if the Units leave Combat.In the Resolution Sub-Phase, the first Step is to return any Models removed from their Units to take part in Challenges to the Unit they were part of. The Rules for doing so are detailed on page 261. Once ail Models from Challenges have been returned to their Units, the Active Player must select each Combat for which a Combat Round was fought in that Assault Phase. The Combats may be selected in an order of the Active Player’s choosing. Once selected, the Players must resolve the Combat Resolution process for that Combat, and once complete the Active Player selects another eligible Combat. The Resolution Sub-Phase ends when all Combats for which a Round of Combat was fought have been through the Combat Resolution process.
The Combat Resolution process consists of the following Steps:
- Total Combat Resolution Points.
- Declare Winner.
- Make Panic Checks.
- Aftermath.
Massacres
Sometimes, a Combat Round may result in all Models under one Player’s control being Removed as Casualties, leaving the surviving Units no longer Locked in Combat. This is referred to as a Massacre. Any Unit or Units that remain after a Massacre may be selected during the Resolution Sub-Phase, but do not use the normal Combat Resolution process and instead skip to Step 4 and must Consolidate.
Note that it is not considered a Massacre if all Models that are part of a Unit in the Fight Sub-Phase are Removed as Casualties, but a Model that was taking part in a Challenge is ‘returned’ to that Unit at the start of the Resolution Sub-Phase. In such a case the Combat Resolution Process is resolved as normal, retaining all Combat Resolution Points scored as a result of Casualties inflicted during the Fight SubPhase and Challenge Sub-Phase.
1. Total Combat Resolution Points
For the selected Combat, each Player should total the Combat Resolution Points scored by all Units under their control in that Combat. Combat Resolution Points are scored for the following:
- 1 Combat Resolution Point is scored for each enemy Model Removed as a Casualty in that Combat during the Fight Sub-Phase.
- The Player who currently controls the most Models in the selected Combat scores 1 Combat Resolution Point.
- The result of Challenges may grant Combat Resolution Points (see the Rules for Challenges on page 256).
- Certain Wargear items and Special Rules may also allow a Player to score additional Combat Resolution Points.
Note that in a Combat where either Player controls more than one Unit, a single total of Combat Resolution Points is determined, with all Units under that Player’s control contributing towards it. This single total will decide the fate of all Units that Player controls in the Combat rather than determining a separate total for each Unit.
2. Declare Winner
Once Combat Resolution Point Totals have been determined for all Players that control one or more Units in the selected Combat, the winner is declared. The Player that has scored the highest total of Combat Resolution Points is the winner and the Opposing Player is the loser. If two or more Players have scored the same number of Combat Resolution Points then the Combat is a tie and there is no winner or loser.
If a winning Player is declared then proceed to Step 3, if the Combat was declared a tie then proceed to Step 4.
3. Make Panic Checks
The Player that loses a Combat must make a single Leadership Check. The Check uses the majority Leadership of the Unit under that Player’s control in the Combat. If the Player controls more than one Unit in the same Combat then they must select one Unit and use the Leadership Characteristic of the majority of Models in that Unit for the Check. If any Unit under the losing Player’s control includes one or more Models with the Command Sub-Type or Sergeant Sub-Type then the Leadership Characteristic of any such Model may be used for the Check instead. In addition, the difference between the Combat Resolution Points totals of the winning Player and the losing Player is applied as a negative modifier to the result of this Leadership Check.
If the Leadership Check is failed then all Models in the Combat under the control of the Player that lost the Combat gain the Routed Status. If the Check is passed, there is no further effect. If all the Models under the losing Player’s control in the Combat already have the Routed Status then no Leadership Check should be made, and the Models remain under the effects of the Routed Status.
Once the losing Player has resolved this Leadership Check, proceed to Step 4.
4. Aftermath
In this Step, the Players must select an option for each Unit under their control in the Combat. Each Unit may have a different option selected for it, but Units will have the options available to them limited depending on whether the Controlling Player won or lost the Combat and the choices made for other Units. The losing Player must declare which options they have selected for all Units under their control in the Combat before the winning Player makes any choices. If the Combat resulted in a draw, then the Active Player may choose which Player selects options first. The options available are as follows:
- A Unit that includes any Models with the Routed Status must Fall Back.
- Any Unit that does not include any Models with the Routed Status may choose to Hold, Disengage* or Fall Back.
- If all enemy Units are Falling Back or Disengaging, the Player that won the Combat may choose to have any Unit under their control in the Combat Pursue, Gun Down or Consolidate.
*Disengage may only be selected if the Unit for which it is chosen has lost the Combat, not if that Unit won or drew the Combat.Aftermath Options
Hold – All Models in a Unit that Holds must make an immediate Pile-in Move and if any of its Models are in Base Contact with an enemy Model, the Unit remains Locked in Combat.
Disengage – A Unit that Disengages must make an immediate Disengage Move. To make a Disengage Move, the Controlling Player of the Unit must move each Model in the Unit a distance equal to the Model’s Movement Characteristic. This move can be made in any direction, as long as each Model moving is moving away from any enemy Models that are part of the Combat the Model is Disengaging from. If the Model cannot move without moving closer to such an enemy Model then a Disengage Move may not be made for the Unit that Model belongs to and the Unit must instead Hold (see above). Each Model moved must end its move in Unit Coherency with at least one other Model from the same Unit and may not end the move in Base Contact with any enemy Model. If, for any reason, a Unit ends a Disengage Move with any Models in that Unit out of Unit Coherency or in Base Contact with an enemy Model, then all Models in the Unit gain the Routed Status.
Models making a Disengage move can freely move through all enemy Models that are Locked in the same Combat. This is an exception to the normal Rules for moving that state a Model cannot move through any area within 1" of an enemy Model or any Model Locked in Combat. If any Models making a Disengage Move from a Combat would end their move less than 2" from an enemy Model still Locked in that Combat, extend the Disengage move by the minimum amount needed for that Model to end its Move more than 2" from any enemy Model. Models making a Disengage Move have the distance they Move reduced as normal by Terrain and must take Dangerous Terrain Tests as normal.
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move (see the Rules for Falling Back on page 246).
Consolidate – All Models in the Unit may move a number of inches equal to their Initiative Characteristic in any direction, but must end this move in Unit Coherency and at least 2" from any enemy Model. The distance moved as part of the Consolidate option cannot be modified by Terrain - but Dangerous Terrain Tests are made as normal.
Gun Down – The Unit may make a Shooting Attack targeting any one enemy Unit that has Fallen Back from the selected Combat. This attack is considered a Volley Attack for Rules that affect such attacks and attacks may only be made in this Shooting Attack using Weapons with the Assault Trait.
Pursue – Roll a single Dice for each Unit that has been chosen to Pursue. Each Model in a Pursuing Unit must move a number of inches equal to their Initiative Characteristic, added to the result of the Dice rolled for the Unit that Model is part of, directly towards the nearest enemy Model from a Unit that has made a Fall Back Move from the selected Combat. If any Model from the Unit that is Pursuing ends its move in Base Contact with an enemy Model, then it is considered to have made a successful Charge and is Locked in Combat with the Unit that includes that enemy Model.
In the example pictured above the Unit marked in green has beaten the Unit marked in yellow. The yellow marked Unit has Fallen Back, while the green marked Unit will Pursue. The red marked Unit was not a part of the Combat. All Models in the green marked Unit must move directly towards Models in the yellow marked Unit when making their Pursue Move and cannot move towards Models in the red Marked Unit even though it is closer.The End Phase
The End Phase is the last Phase of any Player Turn.This Phase is used to adjudicate the start and end of certain effects and Rules. When the End Phase has been completed, the Player Turn ends. If this is the second Player Turn of this Battle Turn then the Battle Turn also ends (each Battle Turn consisting of two Player Turns, one for each Player). The Players must now begin a new Player Turn, with the current Reactive Player now taking the role of Active Player and the current Active Player taking the role of Reactive Player.
Players must continue to take Turns until the number of Battle Turns specified in the Mission being played has been reached, in which case the Battle ends.
The Effects Sub-Phase
Effects which begin or end ‘at the end of the Turn’ begin or end in this Sub-Phase.All Rules whose effects either begin or end at the ‘End of a Player’s Player Turn’ start or end in this Sub-Phase. The effects of those Rules will either end in this Sub-Phase and have no further effect on any Model or start in this SubPhase and only apply their effects once it has ended.
If the removal or application of any effects triggered by this Sub-Phase require any Tests or Checks then those are made in this Sub-Phase as instructed by the Rule that applies them. The Active Player decides the order in which any such Tests or Checks are made.
Additionally, in this Sub-Phase, if the Reactive Player has any unspent Reaction Points then they must all be discarded and never ‘carry over’ to another Turn.
The Statuses Sub-Phase
In this Sub-Phase, the Active Player makes Checks to remove Statuses from their Units.In this Sub-Phase, any Checks to remove ongoing Statuses suffered by Units under the Active Player’s control are made. The Active Player must select any one Unit under their control that has one or more Statuses and make any Checks or Repair Tests allowed to remove those Statuses. Once all Checks or Repair Tests allowed for the selected Unit have been resolved, the Active Player must select another Unit under their control that has one or more Statuses and continue this process until all Units under their control that have one or more Statuses have had any required Checks or Repair Tests made for them.
The Victory Sub-Phase
In this Sub-Phase, the Active Player scores Victory Points from certain Objectives.In this Sub-Phase, certain Mission specific Rules, such as controlling objectives, will allow the Active Player to score Victory Points in this Sub-Phase. In all cases, the specific Mission Special Rules will state what conditions must be fulfilled to score Victory Points during the Victory SubPhase and how many Victory Points are scored.