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. Engages happen immediately after the Upkeep phase. All units not already Engaged can make one attempt to Engage during this phase. Engages usually follow all the same rules as when Running, with the objective of getting into base-to-base contact with the enemy to start melee combat.
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 attempts to Engage, it cannot Move or Shoot, but may still Cast Spells. This is regardless of whether the Engage is a success or failure. It will also be able to attack during the upcoming Melee Phase, assuming that it successfully Engages. In addition, if it successfully Engages, the unit will be able to Strike First in the first turn of melee (ie. the Melee Phase of the turn they Engaged).
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:
- Declare which of your units is attempting to Engage, and which model is the target
- Declare the path that the unit will be taking to reach the target. You can choose to do any one of the following:
- Engage the target via the most direct path possible that does not require any Checks
- Engage via a shorter path than above that does require at least one Check
- Engage via a path of any length that allows a Dive
- Determine the distance your unit is able to move during the Engage
- If your unit can see the target, the distance is equal to the unit's Run speed (ie. 1.5x the base Move of the unit)
- If your unit cannot see the target, the distance is determined by an Out-of-Sight Roll
- Measure the distance between the unit and the target via the path chosen during Step 2 based on usual Move rules
- If the distance determined in Step 3 means the unit can reach the target via the path, other players can now decide if they want to Intercept the Engage with one of their units
- If an enemy's unit could move 2" in a straight line so that they could, at least partially, block the path of the Engage, they are able to Intercept. If they do so, move them to this position and move the Engaging unit in base contact with the Interceptor
- 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
- If the distance in Step 3 is not enough, the Engage fails. Move the unit toward the target via the chosen path, but only as far as the unit's base Move attribute (or only half of the unit's base Move attribute if a 1-5 was rolled on an Out-of-Sight Roll).
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 16-20, the Engage distance is as normal (1.5x base Move of the unit). On any other roll, it is reduced as described. If, as a result, you fail the Engage you must move towards the target the distance specified in the 'Failed Engage Move' column.
| d20 | Engage Distance | Failed Engage Move |
|---|---|---|
| 1-5 | 0.5x base Move of the unit | 0.5x base Move of the unit |
| 6-15 | 1x base Move of the unit | 1x base Move of the unit |
| 16-20 | 1.5x base Move of the unit | 1x base Move of the unit |
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 Engaged to happen.
Jump Attack
A unit may perform a Jump Attack under all of the following conditions:
- As part of your Engage you make a successful Jump Down check
- Where you land after your Jump Down check directly engaged with a unit
If you successfully perform a Jump Attack you roll your attacks with Advantage for the current turn.
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.
Fear
Whenever you first Engage or are Engaged by a unit that causes fear and your unit does not also cause Fear, you must make a Morale check.
| Morale Check Result | Effect |
|---|---|
| Passed Morale check | Nothing happens |
| Failed Morale check | Roll all attacks with disadvantage this round |
- If both units cause Fear, this negates Fear's effect and neither must make any Morale Checks.
- Fear checks only happen for the first round of combat.