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Attack


To attack an enemy fighter, you must resolve the following steps:

Step 1: Select a weapon and target​


Select one of the fighter’s weapons to be used for the attack.

  • An attack with a melee weapon is a melee attack action
  • An attack with a ranged weapon is a ranged attack action 

Then, select a visible enemy fighter within range of the weapon to be the target.

  • If there are any enemy fighters within 1” of the attacking fighter, you must select one of them to be the target of a melee attack action.
  • Ranged attack actions cannot target enemy fighters within 1” of a friendly fighter.

2. Make hit rolls​

Roll a number of dice equal to the weapon’s Attacks characteristic. These are referred to as hit rolls. Determining which hit rolls have scored a hit or a critical hit depends on what kind of attack it is.

2.1 Melee Attack Actions​

For melee attack actions, you must compare the Fight characteristic of the attacking fighter (after applying modifiers) with that of the target and consult the melee attack table.

Dual Wielding​

A fighter that is dual wielding can make a melee attack action using both of their weapons. When selecting weapons, you must declare which weapon is the main-hand weapon, and which weapon is the off-hand weapon.

Then, make the hit rolls for the main-hand weapon, followed by a single hit roll from the off-hand weapon (disregarding its Attacks characteristic) and allocate damage from each weapon separately.

Melee Attack Hit Table​

Fight vs FightMissHitCritical Hit
Twice (or greater)1-23-45-6
Greater1-23-56
Equal1-34-56
Lesser1-456
Half (or less)1-45-6-

Melee Modifiers​

ModifiersAttacker
Attacker makes a diving charge+1 Fight
Target is flanked+1 Fight
Attacker is panicked-1 Fight

Diving Charge​

When a fighter makes a melee attack action immediately after a move action that ended with them falling more than 2” vertically, you may add 1 to their Fight characteristic.

Flanking​

If the target of a melee attack action is flanked, the attacking fighter may add 1 to its Fight characteristic. To be flanked, at least one friendly fighter must be within 1” of the target, while not being within 1” of other enemy fighters.

Panicked​

A fighter that is panicked must subtract 1 from their Fight and Shoot characteristics (see Bravery and Panic).

2.2 Ranged Attack Actions​

For ranged attack actions, you must compare the Shoot characteristic of the attacking fighter (after applying modifiers) with the ranged attack table.

Ranged Attack Hit Table​

Attacker's Shoot characteristic12345+
Hit5+5+4+3+3+
Critical Hit-6665+

Ranged Attack Modifiers​

ModifierAttacker
Attacker is on a platform (at least 2" above target)+1 Shoot
Attacker is threatened-2 Shoot
Attacker is panicked-1 Shoot
Target is at long range-1 Shoot
Target is in cover-1 Shoot

Attacking from a platform​

When making a ranged attack action, if the attacking fighter is on a platform that is 2" or more above the target, add 1 to the Shoot characteristic of the attacking fighter.

Cover​

When making a ranged attack action, if the target is in cover, subtract 1 from the Shoot characteristic of the attacking fighter. A fighter is in cover if any of the following are true:

  • You cannot draw an imaginary line between the closest points on each fighter’s base without it passing through an obstacle. Do not count obstacles within ½” of the fighter making the Attack action (this represents fighters being able to aim around corners and through gaps in nearby terrain, and so on).
  • The target is on a platform that is 2” or more above the fighter making the ranged attack action.

Long Range​

When making a ranged attack action, if the target is more than 12" away, subtract 1 from the Shoot characteristic of the attacking fighter.

Threatened​

When making a ranged attack action, if there are any visible enemy fighters within 6" of the attacking fighter that are not within 1" of a friendly fighter, the attacking fighter is threatened. Unless one of those enemy fighters is selected as the target, subtract 2 from the Shoot characteristic of the attacking fighter.

Step 3: Allocate Damage​


To determine how much damage is allocated to the target, follow these steps:

  • Total up the damage from the hit rolls. For each hit, add the weapon's hit damage to the total. For each critical hit, add the weapon's critical damage instead.
  • Then, reduce the total by the target's Armour characteristic.
  • Allocate the resulting damage points (if any) to the target (see Damage).

Example Combat​

Gerthrude Horrst, a stern sister of sigmar, strikes at a Darksoul warrior. Both fighters have a Fight characteristic of 4, so Gerthrude will score a hit on a 4+ and a critical hit on a 6.

As she is dual wielding a hammer and a dagger, she strikes first with her hammer and rolls a 5 and 6 – a hit and a critical hit! The hammer has a 2/3 damage characteristic, resulting in 5 damage points. The Darksoul is wearing heavy armour with an armour characteristic of 3, but the hammer has the piercing 2 special rule, so she reduces the Darksoul's armour to 1, and allocates 4 damage points to the Darksoul (5 damage -1 for the armour).

She then makes a single hit roll for her off-hand dagger, which also results in a critical hit. Since the weapon doesn't have the piercing special rule, the critical hit is completely blocked by the armour (3 damage -3 for the armour)