Hand-To-Hand Combat

Even in the distant future, hand-to-hand combat, the close physical struggle between enemies, is still important. In many alien environments long range fire becomes difficult, or even impossible. Then foes must settle their differences in the bloody, flesh-tearing slaughter of close combat.

Entering Hand-To-Hand Combat

A model can enter hand-to-hand combat by a move called a charge. During the movement part of the turn, a model may charge an enemy model within reach. For the purposes of a charge the maximum distance a model can move is doubled. A model with a normal move of 4 may make a charge of up to 8", - even if the distance covered is only 2 or 3" the move is still a charge. Terrain and other modifiers apply as usual. No model may simply wander into close combat - it must charge, and the player must say that it is charging, even if the distance involved is only a fraction of an inch.
Once models are in actual physical base-to-base contact they are in hand-to-hand combat. All models in hand-to-hand combat may fight, no matter whose turn it is, no matter whose side they are on
If, for some reason, a charger falls to make contact with his enemy then he may do nothing at all for the rest of that turn. He cannot shoot, perform psionics, rallying, etc This applies only to that model - not the whole unit.

Being Charged

Models which are charged may always turn to face their attacker/s. this is an exception to the normal turn sequence. This does not affect the model's next move, or its ability to stand and fire as described below.
A model being charged may stand and fire at its charger/s. This is permitted even though it isn't the model's turn. This is an exception to the normal turn sequence. Models may not fire if they are carrying slow weapons. Work out all firing before the chargers start to move (or at maximum range). The firers are subject to a minus 1 modifier on their 'to hit' dice to represent the tact that they will be hurried and possibly flustered.
A model being charged may opt to run away. It will make an immediate double rate move directly away from the charger, modifying for terrain and turns as usual. Models which opt to run away and who have insufficient move distance to escape their charges are automatically routed (see p32). A model may not 'stand and fire' and 'run away'.

Unit Coherency During Charges

A unit of troops does not have to charge in its entirety. Some models might charge while the remainder just plod along behind; possibly giving covering fire. Remember - members of a unit must remain within 2" of at least one other member of the unit. This applies equally well to charging troops as to others.
On occasion, some members of a unit being charged may wish to run away leaving the rest of the unit to fight. In this case the charger may always change targets, going for another enemy model that lies within its charge distance. This target too may elect to run away so it is possible for a single attacker to force several models to run away during a single charge.

Close Combat Weapons

Close combat is a desperate, messy affair, and many commonly carried weapons are too bulky to aim or fire in this situation. Only close combat (C-type) weapons can be used in hand-to-hand combat, these are marked in the Equipment section and on the summary charts. These weapons are primarily pistols or weapons which are specifically designed for fighting at close quarters, such as power swords, chainswords, power axes, etc. If the model has no suitable weapon then it will use a rifle butt, fists, feet, etc - this is called an improvised attack.
During close combat each model may make as many attacks as indicated on is profile. Usually this is 1.

Multiple weapons

Troops may carry a weapon in both hands - two pistols for example. In this case the model may make its normal number of attacks with each weapon. So, a character with 1 attack will in fact make 2.
Most weapons require two hands to use. A model cannot be carrying technical equipment (or anything else) in a hand and have that hand free for a weapon.

Attack Arc

In a similar way as with shooting, it is not possible to strike a blow in one direction whilst facing another. A model may only attack
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another model if it is within 90° attack arc to its front. These diagrams illustrate the arc with different shaped bases.
An assailant in a position outside the arc cannot be struck. Remember models can usually turn to face an attack.

SPECIAL ATTACK ARCS

Normally attacks are made to the front only. Attacks by some creatures can sometimes be exceptions to this rule
Stomp. A stomp is a general term applied to many large creatures. it is assunied to he a combination of treading on things, knocking them oven flailing and kicking. Stomp attacks can be made in any direction front, sides or rear.
Bite. A bite is delivered by a creature's jaws. This is normally to the front only.
Gore. Creatures with horns or tusks sometimes have a gore attack, although usually it is assumed goring takes place as part of a bite. Creatures can gore to the front only.
Claw. A claw is an attack from a creature's claws or talons. This is normally to the front or sides only
Tail. Tail lashing speaks for itself, it comprises lashing about with a heavy or strangling tail. Tail attacks can be to the rear or sides, but not to the front.
Tentacle. A tentacle attack is so flexible that it can be all round.

Example:
The Catachan Devil

A good example of a creature with different attacks is the Catachan Devil. These ferocious animals are large, territorial carnivores. They originate from the Catachan system, but have been mysteriously introduced onto several worlds. Catachan Devils are superbly adapted to life amongst the hot, damp jungles of their home planet. Their bodies are segmented, The midsections each having a pair of legs. According to the age of the creature the number of sections, legs, and the creature's overall size vary. Large individuals can have twenty sections, a dozen pairs of legs and reach over 30 metres long. Depending on The size of the creature, the legs confer a number of basic stomp attacks. The rear section is modified into a long tail which curves over the creatures back in the manner of a scorpion. Also like a scorpion, the tail has a poisoned barb, successful hits cause D6 points of damage against living targets (1 point otherwise). On older male Catachan Devils the front par of limbs becomes grossly enlarged, taking on the appearance of crab claws. Often one claw will be much larger than the other and the locals refer to these creatures as 'fiddlers' Each claw gives one attack causing D4 points of damage: fiddlers cause D6 points of damage with their large claw. The Catachan Devil's head is small and pointed, with luminous green eyes. In front of the eyes, and surrounding the creature's mouth, are rings of short tentacles, these are used to grab the Devil's prey and draw it towards The mouth. The tentacles have stinging cells which subdue the victim. Because of their small size the tentacle mass has only 1 attack, but causes D4 damage on successful hits. The mouth itself is extendible, comprising two rasping lateral mandibles, although the creature has no teeth as such, bony hooks lining the mouth serve the same purpose and can leave an extremely ugly wound.

M WS BS S T W I A LD Int Cl WP
Small 4 3 0 5 5 4 8 a* 10 2 10 7
Medium 5 3 0 6 6 6 8 b* 10 2 10 7
Large 6 3 0 7 7 8 8 c* 10 2 10 7
a* 2 Stomps, 1 tail, 1 tentacle, 1 bite - total 5
b* 4 Stomps, 1 tail, 1 tentacle, 1 bite - total 7
c* 6 Stomps, 1 tail, 1 tentacle, 1 bite - total 7

There is a 50% chance of a Large Devil being an adult male with 2 additional claw attacks. There is a 10% chance of a male being a fiddler with a more powerful claw.

Stomps and bites cause I points of damage each.
Tail attacks cause D6 points of damage against living targets.
Claw attacks cause D4 points of damage (D6 for fiddlers).
Tentacle attacks cause D4 points of damage.

The Catachan Devil is a relatively complicated creature, it has several attack types, and does variable damage with each type. Most creatures are far simpler with only 1 or 2 attack types. The Background section gives details for more creatures and, of course, you are free to invent your own

Catachan Devil

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PROCEDURE FOR HAND-TO-HAND COMBAT

Each combat proceeds as follows.
1 Order of attack Models attack in strict order. Those with highest initiative strike first, followed by those with progressively lower initiatives.
2 Throw to hit Roll D6 to see if the blow hits.
3 Throw to damage For each hit scored the attacker rolls a D6 to see if hits have scored wound damage.
4 Saving throw Models which are wearing armour may try to avoid the elects of wound damage by making a saving throw combat results
Combat results After both sides have attacked, models may be forced back or routed.

ORDER OF ATTACK

Models attack in strict order, those with the highest initiatives striking first, followed by those of successively lower initiatives.

If a creature has more than one attack, all of its attacks takes place at the same time.

Any troops killed before they have a chance to striking back because of having a lower initiative than their opponents may not fight back.

If combatants have the same initiatives, then treat their attacks as simultaneous. So any casualties incurred may strike back before the models are removed. Alternatively, each side rolls a dice and the highest score goes first. If combatants have identical initiatives, but one side has charged, the chargers should be permitted to attack first.

THROW TO HIT

Roll a D6 for the attacking model. The minimum dice score needed to cause a hit will depend upon the WS of the two combatants. WS is used for all hand-to-hand combat, even if the combatants are using c-type pistols or other firearms. The close scuffle of hand-to-hand combat places great emphasis on reactions, brute force and nerve, so WS is used - not BS.

Cross-reference the WS of the attacker with the WS of the defender. The chart gives the minimum score needed on a D6 to score a hit.

Attacker's Weapon skill Defender's Weapon skill
1 2 3 4 5 6 7 8 9 10
1 5 5 6 6 7 7 8 8 9 9
2 4 5 5 6 6 7 7 8 8 9
3 4 4 5 5 6 6 7 7 8 8
4 3 4 4 5 5 6 6 7 7 8
5 3 3 4 4 5 5 6 6 7 7
6 2 3 3 4 4 5 5 6 6 7
7 2 2 3 3 4 4 5 5 6 6
8 2 2 2 3 3 4 4 5 5 6
9 2 2 2 2 3 3 4 4 5 5
10 2 2 2 2 2 3 3 4 4 5

DISADVANTAGED OPPONENTS

Sometimes a model will be disadvantaged in some way, and unable to fight back. It might be unconscious, asleep, or routing. An opponent who is unable to fight back has its WS automatically rated at 1.

TO HIT MODIFIERS

In some circumstances it will be easier, or harder, to score a hit than in others. For example, it would be easier to hit someone from above, and harder if they were behind a wall.

To simulate this the following dice modifiers are used. The modifier is added to the D6 dice made 'to hit', All modifiers are cumulative. For example, a +1, +2 and -1 modifier results in an overall +2.

Modify your score as follows.

+2 Frenzied* In a state of frenzy.
+1 Charging If the model charged into combat this turn.
+1 Uphill If the model is on a higher slope, stair or rampart.
+1 Following up If the model pushed back its combat opponent in the previous turn (explained later).
-1 Crossing a defended obstacle If the enemy is behind a hedge, wall. barricade or other linear obstacle.
-1 Using more than one weapon at once Such as a sword or pistol in each hand. Apply this modifier to both (all) attacks.
-1 If using a weapon wrong handed In the left hand if right handed, or vice-versa. Apply this modifier to wrong handed attack/s only. This also applies in addition to using more than one weapon.
-2 Improvised weapons Except for creatures using special unarmed attacks - such as claw bite, etc.
*Frenzy is a psychological effect described under Psychology.

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Note that some pistol weapons have shooting modifiers when used for normal shooting. These do not apply during hand-to-hand combat but only when the weapon is used at range.

Minimum to hit

There is no such thing as an automatic hit - each attack requires a minimum score of 2 to hit. No modifier will take the score needed below a 2.

Maximum to hit

Sometimes a score of 7 or more is needed to hit. Obviously it is not possible to roll a 7 or more on D6. So, to see if a hit has been scored first roll a D6. If the result is a 6, the blow might have hit, and a further D6 dice roll is made. The chart below gives the scores required.
Score necessary to hit
D6 score needed 6+
7 8 9
4 5 6

To damage

For each hit caused roll a D6. The dice score required to cause wound damage will depend upon the toughness (T) of the target and the strength (S) of the attacker. This is exactly the same as for shooting and the same chart is used (refer back to page 21 if in doubt).
Some close combat (C-type) weapons have their own S. If the attacker is using a C-type weapon, and that weapon has a higher S than the creature itself, use the higher weapon value. For example, the S of a power sword is 5, which is higher than the standard S of most humans (which is 3).
If a creatures own S is higher than that of a C-type weapon carried used the creatures S, not that of the weapon. Obviously, a weapon can only do so much damage no matter who uses it - however. The bigger, stronger creatures can often force a blow or shot that is more telling.

Saving throw

Saving throws may be made for models against combat wounds in the same way with wound damage from shooting (see page 16).

Close Combat Results

At the end of each turn' close combat, units which have caused more wounds than they have received have won that round/ A unit which receives more wounds than it causes has lost that round. Each turn's close combat is referred to as a round, irrespective of which side's turn it is.

Push-backs

If a unit loses a round of close combat models still in contact with their enemies are forced to retreat - they are said to have been pushed back. The losing models must retreat 2", moving away from their opponents. This simulates a gradual retreat made during the fight, and it is assumed models remain faced in the same direction. No deduction is made for this 2" move - it is additional to normal movement. Modify for terrain as appropriate. Pushed back models may not move through doors, windows, or into buildings. Instead the unit halts with its back to the building, but is still counted as being pushed back.
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Follow-Ups

If a unit wins a round of close combat its opponent will be pushed back. Unless defending a linear obstacle or prepared defensive position, troops must follow-up retreating foes. Move the models back into close combat in the new position. Models whose opponents have been slain will not follow-up other enemy models, but remain stationary for the rest of that turn.
A unit not wishing to follow-up may try to remain stationary instead. To find out if they do so, or whether they are taken up by the battle and compelled to advance, roll 2D6. If the score is equal to or less then the units leadership (Ld) characteristic then the unit will remain stationary for the rest of that turn. If the score is greater than the unit's Ld then models still facing opponents must follow-up.

Messy Combats

Sometimes units will become mixed up. in this situation it is possible that opponents might both win, or both lose, the combat round. This might happen because a unit is fighting more then one enemy unit at once. It may push back one unit, to itself be pushed back by another. When this happens, that particular round is a draw, and the models from the unit remain in place.

Unit Coherency in Push-Backs

During a push-back, or a follow-up, try to ensure that models remain within the statuatory 2" of at least one other member of the unit. Sometimes this will not be possible. In these cicumstances it is only permissible for a model to be separated from the rest of the unit by more than 2".
This is another situation in which the GM's common sense is important. It is preferable to enforce the 2" rule. If a unit becomes scattered as a result of close combat the GM must give a ruling. The following options cover most situations, they are arranged in order of preference.

1. If a model is more than 2" from the rest of the unit, but is able to move within 2" of the present position of another member of the unit in the player's next turn, ignore the discrepancy. The stray model ,ust move towards its unit in the following turn. If necessary the main body must slow down or halt to allow it to catch up.

2. If a modelis more than 2" from the rest of the unit, and is in hand-to-hand combat, ignnore the discrepancy until the combat has been resolved and the model is free to move. Then see 1 above.

3. If a model is more than 2" from the rest of the unit, and is unable to move to within 2" of the present position of another member of the unit next turn, and is not in hand to hand combat, that model is considered 'split' from its unit - see page xx. It may rejoin the unit exactly as an intentionally split trooper. A small group of models may be split in this way, forming two or more units. Unintentionally split troopers have no orders and will try to rejoin the main body wherever possible. If they cannot see or communicate with their unit, they will act according to the GM's instruction. Split troopers will usually adopt a defensive position and sit tight.

4. In all situations the leader is considered to be the focus of the unit. If the leader strays beyond 2" range it is the rest of the unit that is split., not him. If a unit is truly leaderless then the largest faction can be considered as the main body.
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Breaking Off From Hand-To-Hand combat

If a model begins a turn in close combat with an enemy, it may not simply be moved away. The usual thing to do is to resolve the round and abide by the results as normal.
However, a unit wishing to leave close combat during the movement part of the turn may do so. This is called 'breaking off'. The player must declare his intention to break off and take a rout test. If this is failed the retreat turns into a rout, and the rout and pursue rules apply (see the following section). If the test is passed the unit may retreat at double-pace from hand-to-hand combat. The unit may not charge new opponents, shoot or do anything else for the rest of that turn.
Models whose opponents break from hand-to-hand combat must remain stationary for the rest of that turn. Because their foes have their backs turned, they make strike a blow as they turn. This is like a close combat blow, but is taken immediately. Only one blow is struck by each model - no matter how many attacks the model actually has. Work out hits and wounds as normal except that, as opponents have their backs turned, their WS counds as 1.
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