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===Attacking=== Unlike most wargames, Grimdark Future wraps up the morale, WS, and BS skills all in the Quality Stat. In regards to shooting and punching, you just need to roll equal to or over the quality listed in the model's statline in order to hit. The target then has to roll their Defense stat (adjusting for any AP the weapon has), with any roll better than or equal to the listed value negating the hit. Melee has a second aspect to consider: combat resolution. After both sides of a combat make their moves, you need to evaluate the damage each side made. The winner is the one who obviously did the most damage and the loser needs to test for morale. However, if both sides dealt the same amount of damage, it's a draw and nobody tests morale. * When you have a unit with multiple weapons, each weapon type (so all the assault rifles can hit one unit, while all the flamethrowers hit another one) can target another weapon. * If you have a unit make the charge, the enemy unit can make a return strike. While this doesn't sound so good, note that if they haven't already attacked yet, then the attacks they make on their turn make all their attacks take a 6+ to hit. Do beware that this counter-charge isn't mandatory, so they can wait off to make it to their turns if they think that such a thing is possible.
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