Melee Attack Action Procedure (MEL)

A Standard Action a unit can perform against an adjacent enemy.

Note: The unit must have at least 1 ⚪️Morale token to perform this action.

1

Step MEL.10 → Start of Action

  • The Attacker must pivot to align its Facing with the target hex.

  • Resolve any effects that trigger "at the beginning of a Melee Attack Action."

  • If a participating unit is destroyed by such an effect, the surviving unit is the winner; proceed to Step MEL.70. → Consolidation Move

2

Step MEL.20 →Use Tactical Formations

  • Players decide if they want to use tactical formations (see §Y).

  • If a participating unit is destroyed by such an effect, the surviving unit is the winner; proceed to Step MEL.70.

3

Step MEL.30 → Resolve Attack Test

The Attacker and Defender resolve an Attack Test by following the Attack Test Procedure (ATC). Apply any resulting 🩸Wounds to both units.

4

Step MEL.40 → Resolve Attack

Resolve any abilities or rules that trigger after wounds are dealt but before a winner is determined.

5

Step MEL.50 → Determine the Winner

Determine the winner of the engagement by checking the following conditions in order:

  1. If one unit is destroyed, the other unit is the Winner. If both were destroyed, there is no winner.

  2. If both units survived, the unit that inflicted more 🩸Wounds is the Winner.

  3. If the number of 🩸Wounds inflicted is tied, the Defender is the Winner.

The Losing unit suffers -1 ⚪️Morale token.

6

Step MEL.60 → Push & Follow Up

The Winner of the melee may choose to push the losing unit.

  • The Loser's Choice: Before being pushed, the losing unit's controller may choose to stand their ground. If they do, the unit suffers -1 ⚪️Morale token instead of being pushed. A unit cannot choose this option if it has 0 ⚪️Morale tokens.

  • Push Displacement: If the unit is pushed, its controller displaces it 1 ⬢ into an empty hex within its Retreat Arc. The pushed unit must end this move facing the hex it was pushed from.

  • Impossible Push: If there are no empty hexes in the loser's Retreat Arc, the push is impossible. The losing unit is not moved and suffers -1 ⚪️Morale token instead. If it already has 0 ⚪️Morale tokens, it suffers 1 🩸Wound instead. If the unit is destroyed by this, proceed to Step MEL.70.

  • Follow Up: The winning unit must move into the hex that was vacated by the pushed unit, adopting the same facing.

7

Step MEL.70 → Consolidation Move

This step occurs only if the enemy unit was destroyed. The Winner may immediately perform one of the following:

  • Follow Up: Move into the hex that was vacated by the destroyed unit. The unit may then pivot freely to any facing.

  • Hold Position: Remain in their current hex and pivot freely to any facing.

8

Step MEL.80 → End of Action

Resolve any effects that trigger "at the End of a Melee Attack Action." The action is now complete.

§13.1Melee Assist

Both the Attacker and the Defender can receive bonus dice from nearby allies who are providing a Melee Assist.

§13.1.1Offensive Assists (for the Attacker)

The Attacker gains a +1 🟥Attack Die modifier for each friendly unit that provides an Offensive Assist.

A friendly unit provides an Offensive Assist if it meets all of the following conditions:

  • It is adjacent to the Defender.

  • It is not ⛓️Engaged with any enemy unit other than the Defender.

§13.1.2 Defensive Assists (for the Defender)

The Defender gains a +1 🟦Defense Die modifier for each friendly unit that provides a Defensive Assist.

A friendly unit provides a Defensive Assist if it meets all of the following conditions:

  • It is adjacent to the Attacker.

  • It is not ⛓️Engaged with any enemy unit other than the Attacker.

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