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Core Rules

Damage

Damage tells you how an attack harms a unit, which models can be affected, and when destroyed models are removed. Most ranged attacks roll damage dice using the weapon's Force and compare the results with the target's Resolve.

Last updated 9 August 2026

Resolving damage

After an attack or another damaging effect succeeds, resolve its damage in this order:

  1. Confirm the successful attack or damaging effect.
  2. Count the successful Target Locks or equivalent successful attack results.
  3. Find the attack's Force or other damage value.
  4. Apply any relevant modifiers or protections.
  5. Determine whether the attack causes normal, Critical, Grievous, or another special type of damage.
  6. Apply Target Limit and any other limit on which models can be affected.
  7. Assign damage to eligible models, starting with the closest eligible models unless another rule says otherwise.
  8. Remove destroyed models at the time required by the damage type.
  9. Resolve any effects that happen after damage.

Normal ranged damage

Unless another rule says otherwise, roll a number of damage dice equal to the attack's Force for each successful Target Lock.

Each result equal to or higher than the target's Resolve deals 1 damage. A natural roll of 1 always fails.

If an attack needs a result of 7 or more to cause damage, first roll a 6 and then roll another 6. Both rolls must be 6 for that damage die to succeed.

Critical Damage

Critical Damage replaces normal damage when a rule says that Critical Damage is caused. Follow the Critical Damage rule for its effects and removal timing.

Grievous Damage

An attack causes Grievous Damage when the attacking weapon's Force is greater than the target's modified Resolve. In that case, each successful Target Lock causes Critical Damage.

Grievous Damage does not change Target Limit, damage allocation, or which models are eligible unless another rule specifically says so. If the target uses a defensive value other than Resolve, such as a vehicle's Shield, Grievous Damage applies only when a rule explains which value to compare.

Target Limit

For a ranged attack, the number of successful Target Locks is also the attack's Target Limit. Normal damage from that attack cannot be assigned to more models than this limit unless another rule says otherwise.

Damage cannot spill onto additional models beyond the Target Limit. Models removed because the unit's Sustained Damage reaches an HP threshold also count toward this limit for that attack.

When destroyed models are removed

  • Models destroyed by Critical Damage are removed immediately.
  • Models destroyed by normal shooting damage are identified when damage is assigned, but remain in place until the entire shooting engagement and any valid responses are complete.
  • Melee and other non-shooting damage use the removal timing stated by their own rules.

Sustained Damage

Damage that does not remove a model becomes Sustained Damage for the unit. Sustained Damage belongs to the unit as a shared pool rather than being recorded on individual models.

When the pool equals or exceeds one model's HP, remove a model using the normal damage-allocation rules and reduce the pool by that model's HP. Repeat this while enough Sustained Damage remains, subject to Target Limit and any other limits on the attack.

Any Sustained Damage left over remains with the unit until another rule removes it or the unit is destroyed.

Splitting and combining damaged units

When a unit splits, divide its Sustained Damage as evenly as possible. If one point remains, give it to the new unit with more models; if the new units are the same size, the controlling player chooses.

When units combine, add their Sustained Damage together. Combining the pools does not immediately remove a model. Resolve model removal normally when the combined unit later suffers damage.

Status effects

Damage causes a status effect only when a rule specifically says it does. Follow the relevant status rule, such as Stunned, when that happens.

Example

A ranged attack scores two successful Target Locks with a Force 2 weapon. The attacker rolls two damage dice for each successful Target Lock, for a total of four dice. The target has Resolve 4, and the rolls are 1, 3, 4, and 6. The 4 and 6 each cause 1 damage, while the 1 automatically fails. Because the attack scored two successful Target Locks, its Target Limit is two, so its normal damage cannot affect more than two models. The damage is assigned to the closest eligible models using the normal allocation rules.

Frequently asked questions

How many damage dice do I roll for a normal ranged attack?

Unless another rule says otherwise, roll a number of dice equal to the attack's Force for each successful Target Lock.

What number does a damage die need to succeed?

The result must be equal to or higher than the target's Resolve. A natural roll of 1 always fails.

What is Target Limit?

For a ranged attack, Target Limit equals the number of successful Target Locks. Normal damage from that attack cannot affect more models than this limit unless another rule says otherwise.

What happens to damage that does not remove a model?

It becomes Sustained Damage in the unit's shared pool. When that pool reaches a model's HP, remove a model and reduce the pool by that HP value.

When are models destroyed by shooting removed?

Critical Damage removes models immediately. Models destroyed by normal shooting damage remain until the full shooting engagement and any valid responses are complete.

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