A Character within 1” of a Foe is Engaged. While Engaged, a Character may take no Deed but Assault or Stand, and leaves only by winning an Assault and pushing 2”, or when a Foe is taken Out of Action. Each Assault Deed is a single exchange:
Both Characters roll D12 and add their respective Might.
The winner deals damage equal to the difference between the rolls; apply Damage modifiers. Ties deal no damage.
The loser reduces that damage by their Ward; the remainder is the Harm they take, subtracted from their Endurance.
If both Characters are still active after the exchange, the winner may push themselves or their opponent 2” away to end the Assault; otherwise both remain Engaged.
A Character who is Engaged at the start of an Assault Deed may take the Assault Deed again; a Character not Engaged when the Deed begins may Assault only once that Act.
Charge
If a Character moves into Engagement — or into Reach — and Assaults in the same Act, they gain +1 Might. A Character already Engaged at the start of their Act gains nothing.
Group Assault
The acting Character gains +1 Might for each allied Character Engaged with the same Foe and not Engaged with any other.
Terms on this page
Act
A character's activation: up to 3 Deeds in any order; the character is then marked Tired. (→ Deployment & Turn Structure)
Assault
Close combat within 1". Both roll D12 + Might; the winner deals damage equal to the margin (less the loser's Ward), then may push 2" to break off or remain Engaged. (→ Close Combat)
Character
Any miniature in the game, whichever side; a basic character costs 50 Supplies. (→ Core Concepts; Recruitment)
Deed
One action within an Act. Standard Deeds: Move, Assault, Fire, Aid, Aim, Climb, Guard, Hide, Stand, Use. Some cost more than one Deed. (→ Deeds)
Endurance
[6] Damage a character can take before going Out of Action. (→ Recruitment)
Engaged
Within 1" of a Foe. An Engaged Character may take no Deed but Assault or Stand, and leaves only by winning an Assault and pushing 2", or when a Foe is taken Out of Action. An Engaged Character may repeat the Assault Deed within an Act. (→ Close Combat)
Foe
An opponent character. (→ Core Concepts)
Harm
Damage remaining after Ward is subtracted; this is what comes off Endurance. A blow fully absorbed by Ward deals no Harm. (→ Close Combat)
Might
[0] Bonus to Assault, and to defence against Fire. (→ Recruitment)
Out of Action
Endurance reduced to 0 or less; removed from the board, fate resolved in the Aftermath. (→ Effects; Core Concepts)
Reach
A weapon trait allowing Assault from beyond 1" without becoming Engaged; full rule in Lore Definitions. (→ Lore Definitions)
Ward
[0] Damage reduction, subtracted from incoming damage; raised by armour and some Lore. (→ Recruitment)