Initiative Step
Work your way through theInitiative values of the models in the combat, starting with the highest and
ending with the lowest.
Start of Initiative Step Pile In
At the start of each Initiative step, any model whose Initiative is equal to the value of thecurrent Initiative step, that isn’t already in base contact with an enemy model, must makea Pile In move
Pile In move is a 3" move that is performed in the following order:
• First, any models Pile In if this will bring them into base contact with an enemylocked in this combat.
• Second, any models Pile In if this will bring them to within 2" horizontally or 6"vertically of a friendly model that is in base contact with an enemy locked in thiscombat.
• Any remaining models that are not in base contact with one or more enemy modelsand have yet to Pile In must now do so, and must attempt to get as close as possible toone or more of the enemy units locked in this combat.
After models have Piled In, any model whose Initiative is equal to the value of th current Initiative step and who is engaged with an enemy model must fight.A model is engaged in combat if:
• It is in base contact with one or more enemy models.
• It is within 2" horizontally and/or 6" vertically of a friendly model in base contact withone or more enemy models in the same combat.
Number of Attacks
Each engaged model makes a number of attacks (A) as indicated on its
characteristics profile, plus the following bonus attacks:
• +1 Charge Bonus: Engaged models that charged this turn get +1 Attack this turn.Models in units that made a disordered charge do not get this bonus.
• +1 Two Weapons: Engaged models with two single-handed weapons (often a Meleeweapon and/or pistol in each hand) get +1 Attack. Models with more than two weaponsgain no additional benefit; you only get one extra Attack, even if you have four arms anda sword in each.
• Other Bonuses: Models may have other special rules and wargear that confer extra Attacks
Roll To Hit
To determine whether hits are scored, roll a D6 for each Attack a model gets tomake and compare the WS of the attacking model to the WS of the target unit.Then, consult the To Hit chart below to find the minimum result needed on aD6 To Hit.
Units With Multiple Weapon Skills
A few units contain models with different Weapon Skills. Whilst each model in such aunit rolls To Hit using its own Weapon Skill, Attacks made against such a unitare resolved using the Weapon Skill of the majority of the engaged enemymodels. If two or more Weapon Skill values are tied for majority, use the highest ofthose tied values.
For example, a mob of 20 Gretchin (Weapon Skill 2) led by an Ork Runtherd (WeaponSkill 4) are engaged in a combat. Since the Gretchin are in the majority, close combatattacks against the unit are resolved using their Weapon Skill of 2 – the Runtherd can’tdo much to prevent the Gretchin getting hit. However, when the Gretchin and Runtherdattack their enemies, the Gretchin will hit based on a comparison of their Weapon Skill 2and the enemy’s Weapon Skill, while the Runtherd will compare his Weapon Skill 4 withthe enemy’s
In most cases, when rolling To Wound inclose combat, you use the Strength on the attacker’s profile regardless of what weapon heis using. However, there are some Melee weapons that give the attacker a Strength bonus,
and this is explained later in the Weapons section.For example, in a unit containing Gretchin and an Ork Runtherd, the Gretchin’s Attacksare made with their puny Strength of 2, but the Runtherd’s Attacks use his Strength of 3.
Cover Saves
Models do not get cover saves against any Wounds suffered from close combat attacks,and for obvious reasons, cannot Go to Ground – there is nowhere to hide!
Armour Saving Throws
Models can take armour saves to prevent Wounds caused in close combat – provided thattheir armour is good enough, of course! As in the Shooting phase, if the Wound is causedby a weapon with an AP that ignores the wounded model’s Armour Save, then the savecannot be taken.
