The Confluence
CHAPTER 04

Attacks & Damage

Making attacks, resolving damage and using thresholds.

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01

Attacking

When a unit attacks, every surviving model in that unit attacks once. For each model, choose an eligible weapon and target, then resolve that model’s attack separately unless a rule explicitly grants additional attacks or allows that model to attack with multiple weapons.
02

Skill Dice

When a model makes an Attack Roll, roll two d12s together. These are its Skill Dice: one Focus Die and one Panic Die.
Add the two Skill Dice together, add the attacking model’s Skill, then apply any Advantage or Disadvantage. Advantage adds 1d6. Disadvantage subtracts 1d6. If the final total equals or exceeds the target’s DC, the attack hits.
Focus > Panic — Inflict: trigger the weapon’s Inflict effect, if it has one.
Focus = Panic — Critical Hit: any matching result from 1–12 is a Critical Hit.
Panic > Focus: no additional effect unless the weapon is Hazardous. If it is Hazardous X, the attacking unit suffers X Direct Damage after resolving the attack.
The Focus/Panic relationship is determined only by the two d12s. Skill, Advantage and Disadvantage modify the attack total but do not change whether the attack Inflicts, Criticals or triggers Hazardous. Panic being higher than Focus does not make the attack miss; resolve the attack total normally.
If a rule allows an Attack Roll to be rerolled, reroll both Skill Dice unless that rule specifically names one die or one result. If a rule allows natural 1s to be rerolled, reroll only the Focus or Panic Die showing a natural 1. The second result must be used.
03

Critical Hits

A Critical Hit occurs whenever the Focus Die and Panic Die match, from 1 + 1 through 12 + 12. On a Critical Hit, deal the maximum possible Damage instead of rolling unless a rule explicitly states otherwise. Because the Skill Dice are equal, a Critical Hit does not also trigger Inflict or Hazardous.
04

Multi-model Unit Attacks

Every surviving model attacks once when its unit attacks. A model’s attack is spent when that model is included in the unit’s attack, even when identical weapons are rolled together for convenience.
Models using the same weapon profile may be batch-rolled. Each model still makes a separate Attack Roll with its own Focus Die and Panic Die, and each successful attack resolves its own Damage separately.
Example
A five-model unit has three models carrying Flamers. Resolve Flamer ×3 as three separate Flamer attacks. Those attacks account for those three models. Then resolve the 4th model’s attack and the 5th model’s attack with their equipped weapons.
×3 means three models are each making one attack. It does not mean one attack with tripled Damage. A fixed unit-level or collective attack is only used when a rule explicitly says so.
05

Damage Thresholds

Every unit has a Minor Threshold and Major Threshold. If an attack's Damage is below the Minor Threshold, the unit loses 0 HP. If the Damage meets or exceeds the Minor Threshold but is below the Major Threshold, the unit loses 1 HP. If the Damage meets or exceeds the Major Threshold but is below double the Major Threshold, the unit loses 2 HP. If the Damage meets or exceeds double the Major Threshold, the unit loses 3 HP and immediately makes a Battle Shock test.
06

Direct Damage

Direct Damage causes a unit to lose the stated amount of HP directly. Do not roll Damage Dice or compare Direct Damage against the unit’s Minor or Major Thresholds. Unless explicitly stated otherwise, abilities that reduce normal Damage do not reduce Direct Damage.
07

Casting Psychic Powers

A model with access to Psychic Powers may attempt a Psychic Power during its activation instead of making its normal attack. The model may move normally before or after attempting the power, subject to the normal movement rules. Roll 1d12 + Skill against the power’s Difficulty. If the result equals or exceeds the Difficulty, the power is successfully manifested and its effects are resolved. If the test fails, the power has no effect. Unless otherwise stated, a model may attempt one Psychic Power each Battle Round.
08

Healing

When a unit restores HP, increase its current HP by the amount restored, up to its starting HP. Healing cannot return destroyed models unless a rule explicitly states otherwise.
09

Returning Destroyed Models

If a rule allows healing to return destroyed models, restore HP normally. As the unit’s HP is restored, return destroyed models when the unit once again has enough HP to support them. Returned models do not need to be restored to full HP separately.