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Engage Phase

This Phase is skipped during the first player's first turn of the game.

Engaging​

Engaging is the primary way to enable your units to get into melee with enemies. Engaging happen immediately after the Upkeep phase. All units can make one attempt to Engage during this phase, unless they are:

  • Stunned
  • Dazed
  • Already Engaged with an enemy unit that is not Stunned or Dazed

Engaging usually follows all the same rules as when Moving, with the objective of getting into base-to-base contact with the enemy to start melee combat.

If a unit is only Engaged with Stunned and Dazed enemy units, they may voluntarily leave the Melee to try to Engage with another enemy instead.

Moving through allies​

This includes the normal rules of when you can move through allies. The one thing to note is that, if moving through an ally would be the shortest path for the chosen method of Engaging (described below), you must move through that ally.

Impact on other phases​

If a unit successfully Engages, it cannot make a Ranged Attack but will be able to attack in the upcoming Melee Phase, Striking First.

If a unit attempts to Engage (regardless of whether it was a success or failure), it may not Move this turn, but may still Cast Spells and use Abilities during the Cast Phase unless otherwise noted.

Measuring​

As an Engage attempt is declared before measuring, there is the risk that your unit may fail an Engage, moving itself only part of the way to the target and leaving themself vulnerable to being shot or Engaged by the enemy on their following turn.

An Engage is resolved as follows:​

  1. Declare which of your units is attempting to Engage, and which model is the target
  2. Declare what Agility Checks the unit will be making as part of the Engage
  3. Determine the distance your unit is able to move during the Engage
    1. Unless the unit is Slowed, the distance is equal to the unit's Move speed
    2. If your unit cannot see the target, first check if the unit is Slowed by an Out-of-Sight Roll
  4. Measure the distance between the unit and the target based on usual Move rules, using the Agility Checks declared in Step 2
  5. If the distance determined in Step 3 means the unit can reach the target, declare the exact path that the unit will take to reach its target using the distance from step 3
  6. The other player can now decide if they want to Intercept the Engage with one of their units
    1. If an enemy's unit could move 2" so that they could, at least partially, block the path of the Engage, they are able to Intercept. This includes through allies, including the target of the Engage. If they do so, move them to this position and move the Engaging unit in base contact with the Interceptor
    2. If no one Intercepts the unit, the Engage succeeds! Move them in base-to-base contact with the target at a point that makes sense given the path of the Engage
  7. If the distance in Step 3 is not enough, the Engage fails. Move the unit toward the target via the chosen path as far as its current Move (which is 3" less if it is Slowed) allows. If the place the unit stops is midway through a Jump Across check, it Falls.

Out-of-Sight Rolls​

When attempting to Engage a unit that your unit does not have Line-of-Sight of, roll on this table. On a roll of 11-20, there is no impact. On a roll of 1-10, the unit is Slowed.

d20Engage Distance
1-10The unit is Slowed. Engage Distance is Move Stat minus 3
11-20Engage Distance is Move Stat

Engaging multiple enemies​

If it is possible to Engage in such a way that you are in base contact with multiple enemies, you may do so. Declare the multiple targets when starting to resolve the Engage, as usual. Choose the shortest path that allows you to reach this position.

If it is unclear whether one unit can Engage multiple targets (due to spacing of the targets or whether there is a large enough gap for the Engager to move through, it is encouraged to allow the Engagement to happen.

Jump Attack​

A unit has performed a Jump Attack if it made a successful Jump Down check as part of the Engage and landed in base contact with the enemy (ie. did not land and then move into base contact afterwards).

When Jumping Down as part of an Engage, a unit cannot be Intercepted. If it lands and then continues moving afterwards to complete an Engage, it can be Intercepted via the usual rules from that point on.

If a unit successfully performs a Jump Attack, that unit roll its attacks with Advantage for the current turn.

It's assumed a unit will always attempt to Jump Attack as part of a Jump Down as long as it has the jump range to do so. However, if it fails the Jump Down, it will still land in base contact with the enemy and count as being Engaged. This means that, if it was Dazed or Stunned by the Fall, it may immediately be Incapacitated by the enemy in the upcoming Melee Phase. If it avoided being injured from Falling, it will fight as normal but will not get the benefits of a successful Jump Attack.

Making Room for Engaging​

If a unit is on the edge of a ledge or top of a ladder you may still Engage them. If there is not enough room for your unit to be placed next to the unit Engaged then shuffle it back to make room.