Core Rules
Close Combat
Core Rule Close combat resolves melee engagement between eligible opposing units according to the normal engagement, melee attack, and damage rules. Entry Into Close Combat A unit enters close combat when it legally reaches…
Core Rule
Close combat resolves melee engagement between eligible opposing units according to the normal engagement, melee attack, and damage rules.
Entry Into Close Combat
A unit enters close combat when it legally reaches engagement with an enemy unit through a command or effect that permits melee engagement.
The rule or command that caused the engagement determines when close combat begins, but melee resolution is handled through core/melee.md.
Joining Ongoing Melee
Any command that can initiate a Charge can also be used to join an ongoing melee, unless that command or another rule explicitly states otherwise.
Once that command has fully resolved, melee takes place as normal according to timing/melee_timing.md, this file, and core/melee.md.
Engagement
- A unit may only engage an enemy where the engagement rules allow it.
- Engagement status, who counts as engaged, and any engagement-based restrictions are defined by
core/general/engagement.md. - If a unit is no longer legally engaged, resolve that state using the normal engagement rules.
Charge and Contact
- Any rule that allows a unit to charge, intercept, or otherwise enter close combat uses the normal close combat engine unless it explicitly states otherwise.
- Movement used to enter close combat still follows the normal movement rules until engagement is legally established.
- A unit cannot use close combat to bypass normal movement restrictions unless a rule explicitly states otherwise.
Melee Resolution
Resolve close combat in this order:
- Confirm that engagement is legal.
- Confirm which models or units may make melee attacks.
- Apply any relevant combat modifiers.
- Resolve melee attacks and melee damage outcomes according to
core/melee.mdand the relevant weapon or unit rules. - Assign damage using
core/damage_allocation.mdunless the melee rule being resolved states otherwise. - Apply casualty timing from the melee or damage rule being resolved.
- Apply any post-combat effects required by the relevant rule.
Multiple Combats and Reinforcement
If multiple separate combats are eligible to resolve, resolve them separately, one after another.
If all eligible combats must be resolved, continue resolving eligible combats one after another until all are done.
Attack assignment in multi-unit melee is defined by core/melee.md.
Any reinforce melee, split charge, or similar multi-unit interaction should be defined once in its owning rule and referenced here rather than duplicated.
Command Interaction
Commands may cause a unit to enter or participate in close combat, but command declaration, response timing, and command restrictions are not defined here.
Damage Interaction
Close combat does not define general damage resolution. Use core/melee.md for melee attack outcomes, and use core/damage.md and core/damage_allocation.md for damage assignment, Sustained Damage, Critical Damage, casualty removal, and related outcomes.
Notes
- This file defines how close combat works, not which commands allow a unit to initiate it.
command_assault.mdandcommand_intervene.mdshould reference this file rather than restating the melee engine.- Command timing is defined in
timing/command_timing.md.
