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| Hello |
An occasional blog occasionally written by occasional gamers
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| Hello |
Each turn is essentially divided into three phases: the all actions but hand to hand phase, the hand to hand phase, and the end of turn actions phase. The first phase covers movement, shooting, and general actions. The third phase covers morale checks, recovery and bottle tests. The middle phase gets a bit more tricky. This is how we do hand to hand.
The Movement Phase
1- During phase one any model can declare a charge when activated following the normal charge rules. Measure to determine if the charge is in range, and if it is, move the charging model into base to base with model(s) being charged. Place a small die next to the charging model with the number “one” showing. This will be important later. Normal rules for charging closest models and charging in the most direct line are in effect.
Any model that successfully enters hand to hand, and any model successfully charged are now locked in and cannot be the target of on purpose shooting or other ranged base attacks, but can be hit by deviating fire in which case any area affects have a chance of hitting one or more of the models locked in. If any of the models is touched by a deviating area effect template then each model in the hand to hand is hit on a 4+ (roll separately for each model.) Swirling melee means that even if a specific model is not touched by the template there is still a chance they are hit.
If a model is taken out and there are no other friendly models in hand to hand, then the hand to hand is effectively over before it started. Any charging model who is left standing with no opponent is immune to all firing for the remainder of the turn. Any model that was charged and hasn’t activated yet for the turn can activate as normal if they have no opponent left. Pinning hits are ignored.
NO ACTUAL HAND TO HAND COMBAT OCCURS UNTIL THE LATER HAND TO HAND PHASE
If a model goes down but not out in the above situation, they remain locked in hand to hand. If no other friendly models come to their rescue by joining the hand to hand before the hand to hand phase, the downed model will be automatically be taken out as per the normal rules for charging a downed model.
2- Further models may charge into a hand to hand during the movement phase. Models can even charge into an existing “locked” hand to hand combat. The second model to charge into an existing hand to hand combat will place a die showing a “two.” A third model charging will place a die marked “three” and so on.
Example: In a fight between Orlocks and Goliaths, a Goliath charges an Orlock successfully.
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| The fight starts..ignore the Escher for now |
Move the Goliath in to base to base contact with the Orlock and place a die with the number “one”next to the Goliath. Note that the originally charged Orlock will have no die next to him
Later in the turn a Orlock decides to help out and successfully charges the Goliath that had already entered hand to hand combat. Move the Orlock into base contact with the Goliath and place a die marked “two” next to hm
Another Orlock charges. Move that Orlock into contact with the Goliath and place a die marked “three” next to him
Finally, a Goliath charges in to improve the odds. Move the charging Goliath into base contact with the closest Orlock and mark the Goliath with a die showing “four”.
In all instances above, there must be room for the charging model to be placed in base contact for a charge to be successful.
3-In the bloody and sneaky Underhive there may be times when a third or even fourth gang jump into a hand to hand between multiple gangs. In these cases, declare a charge as normal and move into base contact with model you want to attack. Place the appropriately numbered dice next to the charging model. The charge must be against the closest model of the gang declared the enemy. An Escher who wants to attack a Goliath can run past an Orlock as the Orlock is not the declared enemy in this case, but must choose the closest Goliath
Example- In the combat above, a sneaky Escher decides to use this opportunity to jump on the Goliaths and declares a charge. If successful, move the Escher model into base contact with the closest Goliath and place a die marked “five” next to the Escher.
The Combat Phase
Some general rules
1. Any model who charges on the turn that the hand to hand takes place is given the +1 charge bonus in all combats that turn even if subsequently charged.by another model. This represents that the combat is simultaneous and all charging models are crashing in. This also prevents punishing models that charged early in the movement phase. It is possible for two models fighting each other to both get the charge bonus
2. Models never gain the bonus for being second model attacking if the other model attacking the same foe is not from the same gang.
(Example- An Orlock and a Delaque fight a Goliath. The Orlock fights and is unsuccessful in taking out the Goliath. The Delaque then fights. The Delaque does not get the second model in bonus)
3-If a charging model causes fear, only the target model(s) take a fear test. A model causing fear can still try to charge multiple opponents but there may not always be room to make contact with multiple models.
4-In the case of a combat with multiple combatants from each side, models must pair off starting with the lowest dice number picking an opponent followed by the next lowest this is usually obvious by model placement
The Hand to Hand Process
Hand to hand is completed as follows: Any models that were locked in hand to hand from the previous turn fight first in the order they fought in the previous turn.
Then the model who is marked with die showing “one” declares an opponent in which it is in base contact. This combat is fought. Next, the model who is marked with the die showing “two” chooses an opponent in base to base contact to fight with the exception of a model with whom it already fought. If a model who is next in line was already taken down or out, skip to the next number. Do this until all combats have been fought. All models get the normal bonuses such as charging or going second)
Follow ups are done in the order of those that were already fighting the previous turn followed by lowest dice markers and then any unmarked fighters going last
Example-Going back to our example fight above : Goliath one fights one of the two Orlocks in which he is engaged-the Orlock three has to pair off with Goliath four who charged) Goliath one decides to fight the original Orlock he charged. The Escher is engaged with Goliath four and will also get a charge bonus
The combat ensues with Goliath one getting the charge bonus. Goliath one takes down the unnumbered Orlock
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| Note that the downed Orlock is not immediate out because a fellow ganger is still engaged. |
Next Orlock two, who is also in base contact with Goliath one has to choose Goliath one because that is the only model in which he is in contact. Orlock two gets a charge bonus and a +1 and extra die for going second Orlock two dispatches Goliath one.
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| Goliath one is removed as he has no friends in base To base contact with his opponents so down equals out |
Finally, the sneaky Escher five fights Goliath four. Both get the charge bonus but Escher five does not get the second model bonus as she is not from the same gang as Orlock three who already fought Goliath four Goliath four takes down Escher Five
Escher five is removed as she has no friends in base to base with Goliath four. Orlock two gets first choice of follow up as he has the lowest remaining die and follows up into Goliath four. Orlock three and Goliath four remain locked in with each other.
In the next turn’s hand to hand combat, Goliath four and Orlock three will fight first Then Orlock two will fight Goliath four unless either Goliath four is down or a new Goliath charges in with no additional Orlocks charging in. In this case The charging Goliath will peel off one of the Orlocks depending on who he makes contact with on the charge
To avoid confusion you can use different color dice for a new batch of chargers who join an existing hand to hand from the previous turn.
This may all seem like a confusing mess, and it may well be, but we were able to gain an understanding pretty quick and we aren’t that bright, so hopefully it works for anyone using it.
Things did not look good. The sneak was fumbled badly and now chaos was the game. After failing to gain any advantage through stealth, the three attacking gangs were slowly being munched by the Emperor’s Getaway Guardian Service and Waste-Side Bears.
Game Note-The Hive Master was in a bit of a conundrum. If the attacking gangs had even the minimal amount of success in sneaking onto the towers and positioning themselves to strike with surprise and force, they would likely have the upper hand. The attacking gangs walked toward one of only three guards on the lower levels, who should have easily been avoided. They were spotted so early in the fight, that they were disadvantaged in every way possible. The defenders had higher ground. Reinforcements would arrive much sooner. The attackers would have to push up ladders that would become choke points. This had the potential to be ugly. The Hive Master could only reduce reinforcements and punish bad tactics. -End of Game Note
The three attacking gangs implemented three distinct strategies. The Pale Veil bolted for the two towers in hopes of securing cover and cutting off the prisoner caravan. The Mischievous Misbehaviors crawled amongst the empty market and exchanged fire with the EGGS and Bears above. The Wastoids sort of lingered at the back taking the occasional shot and advancing towards the Central Tower slowly.
After the ambush of three gangs by the Emperor’s Getaway Guardian Service with help from the Waste-Side Bears, and the capture of several of the gang members, Emperor’s Getaway was all abuzz with excitement. The prisoners were dragged back to Blightwater Borough just in time to be special guests at the Blightwater Beer Bonanza. There was going to be justice for the theft of cultural items from Hethel’s Bowl…not that the denizens of Blightwater Borough cared about the theft or had any particular grievance towards the prisoners, they just wanted to be entertained.
The gallows were built with care (sort of) and Barrister Kowlis McVallek, leader of Blightwater Borough was making last minute changes to his speech. His how many Squats does it take to screw in a luminary globe was not testing well with his council or the members of the Luminary Guild. McVallek would be kicking off the Beer Bonaza with a rousing oration and a hanging. The occasion even brought out McVallek’s old armor from his brawling days, and the aging leader could still buckle his straps.
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After the ambush by the Emperor’s Getaway Guardian Service, the gangs hiked it back to civilization-or what counts as civilization near the bottom of the EG-in varying moods. The Waste-Side Bears carried their freshly earned credits provided by the EGGS for their turncoatism. Fresh off the betrayal at the hands of the Waste-Side Bears and Shrouded Path, the Mischevious Misbehavios and Pale Veil trudged out minus comrades whom were captured by the Barrister’s militia. The Misbehaviors and Path found themselves in a scrappy mood when they encountered the traitors at the trading post known as Grave’s Posttown where the gangs stopped to re-supply before heading home.
Grave’s Posttown, or the Grave Post for short is a popular trading post for the less established, more unlawful groups It is tolerant of mutants, and the head proprietor Marne Lamplighter tends to look the other way when the more wanted types show up to deal. Violence rarely flares up in the trading post because customers don’t want to be banned. The Pale Veil and Mischievous Misbehaviors were not thinking about bans when six of their crew closed in on a small group of Avians and Bears in the central market. It was going to be a shootout.
The shops and stalls that line the main thoroughfare emptied as the two gangs slowly walked towards each other. The Bears and birds possessed confidence. They did just watch the Emperor’s Getaway Guardian Service haul away several of their rivals The Veilers and Greenies were focused. They had been betrayed and they were out to collect scalps.
The two groups slowly moved in. Two straight lines closing, hands on triggers. They faced off only feet apart. Eyes narrowed. Sweat pooled (except on the Kroot. Kroot don’t sweat.) Tension tightened grips.
The Greens and Unseens blinked. One of the newly recruited little pointy ears fumbled for his gun. The Pathers were quicker. A Kroot pulled his auto pistol and fired the first shot. He missed. A second bird drew and fired knocking down the little grot but couldn’t wound him. A Bear fired his newly acquired plasma pistol and shot down a Veiler. Another Bear fired his autogun but missed. One of the bigger Misbehaviors had the foresight to pack his flamer and swept a gout of flame, burning one bird and barely missing the other. The much slower Pale Veilers pulled guns last but dropped a Bear injured to the ground.
The shooting was decidedly poor. Gangers hit gangers but injuries were minor..for now. A Bear decided that his ammo was not going to cut it and charged a juvenile sneaker. The older, more experienced Waste-Bear clubbed the youngster and knocked him out. Further along the line, the torched (fried?) bird recovered long enough to stand up and be hit again by the flamer. This was too much and the Kroot passed out. The jittery juvenile greenie who had triggered (or didn’t trigger in his case) the shooting, jumped up and howled as he charged the one standing Pather. The Avian was not standing long. The little dude clubbed the more skilled, but less ready bird, knocking him out.
Soon, the noise and violence brought more combatants to the brawl from each gang. The last remaining Kroot of the showdowners was unceremoniously shot down by a long gun toting Veiler who had managed to climb a nearby hab block. Another Pather was shot and killed by a newly arrived little green Juve. This would be the only death on the day.
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