Core Rules

Melee

Core Rule Melee resolves close combat attacks between eligible engaged models or units using the normal melee attack and damage rules. Eligibility A melee attack is legal only if: the attacker is eligible to…

Last updated 9 August 2026

Core Rule

Melee resolves close combat attacks between eligible engaged models or units using the normal melee attack and damage rules.

Eligibility

A melee attack is legal only if:

  • the attacker is eligible to make a melee attack
  • the target is a legal enemy target unless a rule explicitly states otherwise
  • the attacker and target satisfy the engagement or melee range requirements
  • no rule prohibits the attack at the moment it resolves

Weapon Use

  • A model uses an eligible melee weapon profile when resolving a melee attack.
  • A model with an eligible Assault ranged weapon may use that Assault ranged weapon as its close-combat weapon instead of using a melee weapon, as defined in core/ranged_weapons.md.
  • Close-combat use of an Assault ranged weapon is not a shooting attack and does not roll Target Lock.
  • If a rule allows a model to make a melee attack without a listed melee weapon, resolve that attack using the fallback melee rules defined by the relevant unit or universal rule.
  • Reusable weapon trait vocabulary is owned by core/weapon_traits.md.
  • Weapon-specific melee behavior should be defined in its owning weapon or keyword rule and referenced here rather than duplicated.

Attack Resolution

Resolve melee in this order:

  1. Confirm attacker eligibility.
  2. Confirm target legality.
  3. Select eligible melee weapons or eligible Assault ranged weapons being used as close-combat weapons.
  4. Apply any relevant melee modifiers.
  5. Roll melee attacks simultaneously where the melee rules require simultaneous resolution.
  6. Determine successful hits.
  7. Compare successful hits and determine the melee damage outcome.
  8. Assign damage using core/damage_allocation.md unless the melee rule being resolved states otherwise.
  9. Apply casualty timing from the melee or damage rule being resolved.
  10. Apply any post-attack effects defined by the relevant weapon or rule.

Multiple Enemy Targets

If a unit is engaged with multiple enemy units during the same melee, that unit chooses how to assign its eligible melee attacks among those enemy units unless another rule explicitly states otherwise.

If two or more friendly units are fighting one enemy unit in the same melee, the enemy unit chooses whether to focus its eligible melee attacks on one of those units or split its eligible melee attacks between them, unless another rule explicitly states otherwise.

Melee Damage Outcomes

When opposing sides resolve melee simultaneously, compare successful hits after failed rolls are removed.

If both sides have equal successful hits:

  • Compare Force values.
  • If Force values are equal, no damage is dealt.
  • If one Force value is higher, deal damage equal to the Force difference multiplied by the number of matching hits.

If one side has more successful hits:

  • The side with more successful hits deals damage equal to the weapon's Force.
  • Apply any bonus damage as appropriate.

Casualty Timing

Melee damage and casualty timing are resolved through the melee or damage rule being resolved.

Shooting's delayed non-critical casualty removal timing does not apply to melee by default.

Engagement Interaction

  • Engagement is defined in core/general/engagement.md.
  • Melee uses engagement but does not define engagement.
  • If a rule allows melee outside normal engagement conditions, that exception should be defined in the owning rule and referenced here.

Vehicle Interaction

Vehicles use the melee engine unless a vehicle rule explicitly modifies it.

Use core/vehicles/vehicle_melee.md for vehicle-specific melee rules.

Ranged Interaction

Restrictions on ranged attacks while engaged should reference core/general/engagement.md and any relevant weapon exceptions rather than being redefined here.

Close-combat use of Assault ranged weapons is owned by core/ranged_weapons.md.

Damage Interaction

Melee defines melee attack outcomes. Damage assignment, Sustained Damage, Critical Damage, casualty removal, and related damage outcomes use core/damage.md and core/damage_allocation.md unless the melee rule being resolved states otherwise.

Command Interaction

Commands may allow, require, or modify melee attacks, but command declaration, response timing, and restrictions are not defined here.

Notes

  • This file defines how melee works, not which commands cause a unit to enter melee.
  • Charge declaration and command timing should be defined in their owning command or timing rules.
  • Reusable weapon trait vocabulary is owned by core/weapon_traits.md.
  • sequences/melee_sequence.md describes order only and should not define separate melee damage math.
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