Combat Charts

Roll to Hit

Roll a D6 for each Attack a model gets to make. The score needed to hit depends on the relative Weapon Skill of the attacker and the defender -- cross-reference the two on the chart below for the minimum roll needed. Equally-matched models hit each other on a 4+; the more one model's Weapon Skill outstrips the other's, the easier (or harder) the roll gets. A natural 6 always hits and a natural 1 always misses, regardless of any modifier.

Attacker's WS / Target's WS12345678910
14+4+5+6+6+6+6+6+6+6+
23+4+4+4+5+5+6+6+6+6+
32+3+4+4+4+4+5+5+6+6+
42+3+3+4+4+4+4+4+5+5+
52+2+3+3+4+4+4+4+4+4+
62+2+3+3+3+4+4+4+4+4+
72+2+2+3+3+3+4+4+4+4+
82+2+2+3+3+3+3+4+4+4+
92+2+2+2+3+3+3+3+4+4+
102+2+2+2+3+3+3+3+3+4+
Roll to Wound

Not every hit harms the enemy -- some glance off tough hide, others cause only superficial damage. Pick up every die that scored a hit and roll it again, cross-referencing the attacker's Strength with the defender's Toughness on the chart below (the same chart used for shooting) for the minimum score needed to wound. In most cases this uses the Strength on the attacker's own profile, though some close combat weapons grant a Strength bonus (see the Weapons chapter). Roll separately for models with different Strength values. A natural 6 always wounds and a natural 1 always fails, regardless of any modifier.

S / T12345678910
14+5+6+6+6+6+6+6+6+6+
23+4+5+6+6+6+6+6+6+6+
32+3+4+5+6+6+6+6+6+6+
42+2+3+4+5+6+6+6+6+6+
52+2+2+3+4+5+6+6+6+6+
62+2+2+2+3+4+5+6+6+6+
72+2+2+2+2+3+4+5+6+6+
82+2+2+2+2+2+3+4+5+6+
92+2+2+2+2+2+2+3+4+5+
102+2+2+2+2+2+2+2+3+4+
Take Saving Throws

The defending player rolls a D6 for each wound suffered -- equalling or beating the model's save (after modifiers) deflects the wound. This works exactly as in the Shooting phase (see Saving Throws), including how the different types of save combine. Remember that an attack of Strength 4 or higher imposes a save modifier, same as shooting.

StrengthSave Modifier
1-3--
4-1
5-2
6-3
7-4
8-5
9-6
10-7

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