4. Combat Phase
In the combat phase you go through the following steps.
1. Pair off Combats
The player with the initiative pairs off each of their engaged models with an enemy they’re engaged with for a combat. After pairing models off, if there’s still models left that are engaged, but haven’t been assigned a combat they join into a combat to gank a poor fool.
The player without initiative will then have both players go step by to resolve these combats as described below.
2. Duel Roll
Players gather a D6 for each remaining wound among their models on their sided of the combat. Players then roll these, and keep the single highest result. The sided of the combat with the single highest result wins the combat! If tied, the side with the highest melee Weapon Skill wins! If still tied, then the player with initiative must choose to either have the models stand still and do nothing or both sides take hits from each other.
3. Saving Throws!
The side that loss the combat takes hits equal to the number of dice the opposing side rolled in the dual step. If the losing side has multiple models that could be hit, then the winning side assigns the hits amongst the losers. Any loser(s) who survived their hits must back away one yard away from their attacker.
Surrounded
Before rolling to save, check to see if the model can back up if they were to survive. If they are unable to because of being surrounded by enemies, terrain, drop offs, etc; then they take double the number of hits they were assigned.
Make Way
If a model is unable to backup because of one or more unengaged friendly model, up to one of those models can move up to an inch to make way for their ally.
Prone Fighters
If a model is prone due to going to ground or for some other reason when they fight, they do not roll any dice in the duel roll. Instead they are considered to have gotten a result of 1.
Bar Fighting
All models are capable of participating in combat with their bare hands or improvised weapons. When doing so they half their Strength, rounded up.