Attack

Units can perform attacks to attempt to defeat enemy units.

* A unit typically performs an attack by performing an attack action during its activation.

* During a unit’s activation, it is possible for a unit to perform more than one attack through the use of card abilities or other game effects; however, that unit can only perform one attack action during a single activation, regardless of whether it is an attack action or a free attack action.

* During an attack, the unit that is performing the attack is the attacker and the target of the attack is the defender.

» Multiple units can be chosen as defenders (see step 3).
* There are two types of attacks: ranged and melee.

» During a ranged attack, the attacker and defender are not in a melee, and the attacker can use only weapons that have a blue range (, , , , , ) icon.
» During a melee attack, the attacker and defender are in a melee, and the attacker can use only weapons that have a red melee () icon.
* Command cards, unit abilities, and other game effects can allow units to perform attacks. The card granting the attack will specify whether the attack is an attack action, a free attack action, or neither.

* To perform an attack, a player resolves the following steps:

1. **Declare Defender**: The attacking player chooses one enemy unit to attack; this enemy unit is now the defender. Then, the attacking player measures the range from the attacker’s unit leader to the closest miniature of the defender to determine the attack’s range.

2. **Form Attack Pool**: The attack pool consists of all the dice the attacker will roll against this defender. When forming the attack pool, players follow these substeps in order:

a. ***Determine Eligible Minis***: Each mini in the attacker is eligible to contribute to the attack pool if that mini has line of sight to any mini in the defender.
b. ***Choose Weapons***: The attacker can choose one weapon from each eligible mini to contribute to the attack pool. To choose a weapon, the attacker must meet all requirements indicated by that weapon’s keywords, and that weapon’s range must include the range of the attack, as determined from the attacker’s unit leader to the closest mini of the defender.
c. ***Gather Dice***: For each eligible mini that chose a weapon, the attacker gathers the number and type of dice depicted on that weapon and places them on the battlefield near the defender.
3. **Declare Additional Defender**: If there are any weapons remaining that have not been added to the attack pool, the player may repeat steps 1–2, forming a separate attack pool with the new weapons.

» Each eligible mini can contribute a weapon to only one attack pool, unless it has the **Arsenal X** keyword and can use more than one weapon during an attack.
» An attack pool can consist of dice from different weapons, but all weapons with an identical name must contribute their dice to the same attack pool.
» The dice in each attack pool should be placed near the corresponding defender.
4. **Roll Attack Dice**: The attacker chooses an attack pool and resolves the following substeps in order:

a. Roll Dice: The attacker rolls the dice in the attack pool.
b. Reroll Dice: The attacker can resolve any abilities that allow the attacker to reroll attack dice.
c. Convert Attack Surges: The attacker changes its attack surge () results to the result indicated on its unit card by turning the die. If no result is indicated, the attacker changes the result to a blank.
5. **Apply Dodge and Cover**: If the defender has a dodge token or is in cover, the defender may spend dodge tokens and apply cover to cancel hit () results. Dodge tokens and cover cannot be used to cancel critical () results.

» A unit can apply cover only against ranged attacks.
6. **Modify Attack Dice**: The attacker can resolve any card abilities that modify the attack dice. Then, the defender can resolve any card abilities that modify the attack dice.

7. **Roll Defense Dice**: Resolve the following substeps in order:

a. Roll Dice: For each hit () and critical () result on the attacker’s dice, the defender rolls one defense die whose color matches the defender’s defense, which is presented on the defender’s unit card.
b. Reroll Dice: The defender can resolve any abilities that allow the defender to reroll defense dice.
c. Convert Defense Surges: The defender changes its defense surge () results to the result indicated on its unit card by turning the die. If no result is indicated, the defender changes the result to a blank.
8. **Modify Defense Dice**: The defender can resolve any card abilities that modify the defense dice. Then, the attacker can resolve any card abilities that modify the defense dice.

9. **Compare Results**: The attacker counts the number of hit () and critical () results, and the defender counts the number of block () results. Then, the defender’s total is subtracted from the attacker’s total, and if the attacker’s total is greater, the defender suffers a number of wounds equal to the difference.

» Critical () results have no additional effect.
10. **Choose Additional Attack Pool**: If the attacker has an attack pool that he has not rolled, the attacker repeats steps 4–9, choosing a new attack pool and rolling it against the defender it has been assigned to.

» After resolving each attack pool, if at any point the attack dice in the attack pool produced at least one hit () or critical () result, the attack was ranged, and the defender is a trooper, the defender gains a suppression token.
» When an attacking unit forms multiple attack pools, resolving each attack pool is treated as an attack for all gameplay effects and abilities, however the unit is still considered to have performed only one single attack or attack action.
» An enemy unit cannot spend a standby token until each attack pool has been fully resolved.
» A unit cannot use the **Detonate X** keyword until each attack pool has been fully resolved.

**Related Topics: Aim, Attack Pool, Cancel, Cover, Dice, Dodge, Firing Arcs, Melee, Melee Weapon, Premeasuring, Range, Ranged Weapon, Surges, Suppression, Unit Leader, Weapons, Wounds**