Close Quarters Battle

Close combat is a quick and dirty affair.  To enter into CQB move your squad within 2” of an enemy and declare you are going to go into CQB.  Note, this can happen after the second action in your activation.  (For example – shoot + move into CQB)

Move into CCapture9QB range – once you’re in range, move all models within the 3” range into base to base contact.  Then move up the other members of the two units.  This is done in order to define the area the winner will occupy rather than who is in CQB range.  The assumption is that everyone will fight.

Roll for initiative – The side who initiates combat gains a +1 modifier to their die roll during the first round.  Additionally, if once side has a higher CQB rating they will get a +1 modifier to their die roll.  If a pinned unit is assaulted they will always go second in the first round of CQB (assuming they make it through the assault) even if they have a higher CQB rating.

Resolve the combat

  • Determine number of attacks – each model has 1 attack but the unit making the assault gets an extra attacks in the first round of CQB (D3 for 5 models or less, D6 for 6 or more)
  • Roll to hit – Use the CQB value for your troop type to determine the roll needed to see if a hit was made.
  • Take any appropriate armor or cover saves.

Mop up Phase – Whoever lost the fewest models in the round of combat is the winner.  The loser will make an immediate morale check modified by -1 for each extra casualty more than the winner.  If they pass their check you will do another round of combat.  However, if they fail the morale check then the unit is removed from play.  If both sides lose an equal number of models, then ignore the morale step and go directly into the next round of combat.  Once the combat is concluded, the winner may consolidate their position with a free move up to 3”.  Regardless, the winning unit will be considered Pinned as they consolidate their new position and will need to unpin in the next round like normal.

Special circumstances

  • Assaulting into a unit on Overwatch – If you’re dumb enough to assault a unit on overwatch, they will automatically take their fire actions at the assaulting unit. The assaulting unit may have to take a pinning or break test.  Failure will stop their assault.  Also, during the initiative check the Overwatch unit will gain a +1 modifier to their roll.
  • Assaulting units who are not in cover – The initiative rules above assume that you’re assaulting a unit in cover. If you’re assaulting a unit who is not in cover, then you will automatically have the initiative.  This is meant as a penalty for being caught out in the open.
  • Multiple units assaulting one unit – More than one unit may assault an enemy at the same time. Declare your intention to have a multiple assault on the target unit and activate both units at the same time.  You will then add +1 to the second unit’s initiative score.
  • One unit assaulting two units – In these cases the attacker will specify which models are attacking the enemy unit. The attacker will get their bonus dice, but no additional benefit for being the aggressor.


Design notes – I did not want CQB to be “heroic” in nature.  From what I can tell, CQB in the modern setting is pretty much a one sided and brutal affair.  Also, my assumption is that you won’t see a long and drawn out battle but rather a quick and violent action.
Moving into CQB range – I chose to handle this in the way listed above for a few reasons.  The first is that you might have differences in basing.  In these instances, folks using multiple models per base would have an advantage over those that are individually based as you would be able to get more troops into combat .  Also, in some other gaming systems I’ve seen far too much fuss over who is or isn’t in assault range.   

CQB vs Vehicles

Vehicles are meant to be protected by an infantry screen.  They are not designed to repel infantry assaults.  Even something as simple as a Molotov cocktail can be disastrous for a vehicle.  Unlike CQB engagements with other infantry, the assault of a vehicle only lasts for 1 turn.  Regardless of outcome, the vehicle will need to take a morale check at the end of combat.

Hitting a vehicle in CQB – IF the vehicle did not move during its last activation, it will be hit automatically.  If it moved less than 8” it is hit on a 4+.  If t moved greater than 8” during it’s last activation it will only be hit on a 6+.

Damaging a vehicle in CQB – In CQB assaults, infantry models will be able to make a VLt hit on the rear armor of then tank on a roll of 6+.  If a member of the assaulting squad has a non-RPG anti-tank weapon (like a fusion gun in sci-fi games), they will be permitted to make their damage rolls with that weapon’s AT value.

Unlike infantry models, a vehicle is not considered engaged in CQB at the end of the turn.  If they survive the encounter they will activate as normal during the next turn.  Also the vehicle will have to pass a morale test or be pinned at the end of the CQB assault.