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 Fight | Miss | Hit | Critical Hit |
|---|---|---|---|
| Twice (or greater) | 1-2 | 3-4 | 5-6 |
| Greater | 1-2 | 3-5 | 6 |
| Equal | 1-3 | 4-5 | 6 |
| Lesser | 1-4 | 5 | 6 |
| Half (or less) | 1-4 | 5-6 | - |
Melee Modifiers
| Modifiers | Attacker |
|---|---|
| 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 characteristic | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Hit | 5+ | 5+ | 4+ | 3+ | 3+ |
| Critical Hit | - | 6 | 6 | 6 | 5+ |
Ranged Attack Modifiers
| Modifier | Attacker |
|---|---|
| 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)