12.2 - Attack Sequence

Core Rules, p. 31

Step 1: Pile In

When a model is active in its appropriate initiative step, it first may make a 3" pile-in move. When you make a pile in move with a model, it must finish that move no further away from the nearest enemy model than it was at the start of the move.

Step 2: Pick a Target

When you make a melee attack with a model from a unit, before you make any attacks, the attacking model must select which unit within range it will allocate its attacks to.

All of the models' attacks must be allocated to the same unit.

Only enemy units can be picked as targets for an attack.

Models from a target unit of melee attacks must be within 1" of the attacking model's base or in base contact.

Step 3: Number of Attacks

The number of attacks a model can make is determined by its Attacks (A) Characteristic.

The model may gain bonus attacks based on different factors. Each of these respective bonuses stack:

  • If the model was part of a unit that performed a successful charge in the preceding Charge Phase it gains +1 to its Attacks (A) characteristic (see 11.1.5).
  • If a model is equipped with 2 Melee type weapons or 1 Melee type Weapon and 1 Pistol type weapon, it gains +1 to its Attacks (A) characteristic.
    • A model equipped with at least 1 Melee type weapon that has the Specialist Weapon or Two-Handed Special rule does not gain the above bonus.
  • Any other special effect or rule which may confer additional Attacks to the model.

Make the attacks one at a time unless you are making combined attacks (see 8.4.2).

Step 4: Rolling to Hit

Roll a dice. Consult the following chart to determine if the attack hit.

If the Weapon Skill (WS) Characteristic of the attacker is… … the roll hits on a result of…
2 or more points higher than the Weapon Skill (WS) characteristic of the target… 2+
1 point Higher than the Weapon Skill (WS) characteristic of the target… 3+
Equal to the Weapon Skill (WS) characteristic of the target… 4+
1 point Lower than the Weapon Skill (WS) characteristic of the target… 4+
2 or more points lower than the Weapon Skill (WS) characteristic of the target… 5+

An unmodified hit roll of a 1 always fails and an unmodified hit roll of a 6 always hits.

Step 5: Roll to Wound

Roll a dice. Follow the steps for rolling to wound as described in shooting attacks (see 8.5). For resolving wounds see 9.0.

If the target of the attack is a vehicle and they hit, see vehicle penetration (see 8.5.7). Melee attacks are always assumed to be against the Vehicle, Knight, Aircraft, Fortifications Rear Armour (RA) Characteristic.

Step 6: Roll to Save

Roll a dice. Follow the steps for rolling saves as described in the shooting attacks (see 8.5). Cover saves cannot be taken against Melee attacks (see 8.5.2) but Invulnerable saves can be taken (see 8.5.3). Units with multiple saves and Toughness characteristics work exactly as described under shooting attacks (see 8.5.4, 8.5.5 & 8.5.6).

Step 7: Allocate Wounds

Wounds are allocated the same manner as shooting attacks (see 9.0).

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