Regiment

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Attack Resolution is the sequence for resolving offensive interactions during Ranged Combat or Close Combat. This process governs target validation, Dice Pool calculation, damage mitigation, and Casualty removal. The universal core logic defined in this entry applies to all offensive actions unless specified otherwise by specific combat rules.

  1. Declare Target and Verify Requirements: To initiate an Attack, the active player must nominate a single target Enemy Unit and verify the following conditions:

    • The Attacker must be able to draw an unobstructed Trace from at least one of its Bases to at least one Base of the Target Unit. Standard Units utilize a 180-degree Front Firing Arc for targeting.
    • For Ranged Combat, the Target must be within the maximum Range of the Attacker. Range is measured from the closest point of the Attacker's Base to the closest point of the Target Unit's Base.
  2. Generate Attack Pool: The Attacker calculates the total quantity of dice rolled for the engagement using the following logic:

    • Identify the relevant Attack Stat for the engagement, categorized as either Ranged Attack or Melee Attack. Multiply the Attack Stat by the total quantity of remaining Bases in the Unit.
    • Add any additional dice provided by Unit Keywords or status effects, such as the Charge Action bonus or the Volley Fire Action bonus.
    • The final total represents the quantity of six-sided dice gathered for the Attack Pool.
  3. Roll To-Hit: The Attacker rolls the Attack Pool to determine offensive success:

    • The baseline requirement to score a Hit is a result of 4 or higher (4+).
    • Environmental and mechanical factors including Cover, Range, and Unit Status may adjust the Success Threshold. Modifiers are applied to the threshold value itself, not the die result.
    • A modified Success Threshold cannot be reduced below a 2+ and cannot be increased above a 6+.
  4. Check for Shaken Status: Immediately following the To-Hit Roll, players must evaluate the Target Unit’s Courage. This check occurs before any Save Rolls and is not modified by subsequent damage mitigation.

    • Determine the total quantity of successful Hits. Compare this total to the Target Unit’s Courage Stat.
    • If the quantity of Hits is equal to or greater than the Target Unit’s Courage Stat, the Target Unit immediately receives a Shaken Token (if it does not already possess one).
    • A Unit is restricted to a maximum of one Shaken Token. If a Unit that is already Shaken meets the Courage threshold again, no additional tokens are assigned.
    • During Close Combat, both Units perform this check simultaneously. Both Units may receive a Shaken Token before resolving their respective Save Rolls.
  5. Resolve Defensive Saves: The Defender attempts to negate incoming damage by utilizing the Unit's Save Stat:

    • The Defender gathers one die for every successful Hit scored by the Attacker.
    • The Defender rolls the gathered dice. Each die result that meets or exceeds the Unit’s Save Stat negates one Hit.
    • Any Hits that are not negated by the Save Roll are categorized as Wounds and proceed to the Casualty removal sequence.
  6. Assign Wounds and Remove Casualties: Wounds are applied to the Target Unit to determine Base removal:

    • For every increment of Wounds equal to the Unit’s Wound Stat, the Unit must remove one physical Base.
    • Excess Wounds persist on the Unit and apply to the next instance of damage. If the quantity of Wounds reaches multiple increments of the Wound Stat, multiple Bases are removed immediately.
    • The defending player chooses which specific Bases to remove from the Unit.
    • The defending player is strictly mandated to remove Bases in a manner that maintains Unit Coherency. A player cannot select a Base for removal if its absence would leave the surviving Bases out of Unit Coherency.
    • If removing casualties makes Unit Coherency mathematically impossible to maintain, the Unit immediately receives a Shaken Token (if it does not already possess one). At the conclusion of the current Attack Resolution, the owning player must immediately push the isolated Bases the minimum distance required to restore Coherency. This push is not considered a Move Action and does not trigger Overwatch.
  7. Unit Destruction and Cleanup: A Unit is categorized as Destroyed when its final Base is removed from the Play Area:

    • Upon destruction, the Unit and all assigned markers including Shaken Tokens, Dash Tokens, and Activated Tokens are removed.
    • If the Unit has not yet activated during the current Round, its corresponding Faction Initiative Token is removed from the Initiative Pool. If the Unit has already activated, the Initiative Token is discarded.
    • Residual Wounds that did not result in a Base removal persist and are tracked for subsequent activations until the Unit is either repaired or destroyed.
Related Topics: Ranged Combat, Close Combat, Unit Stats, Modifiers