Walkers fight in an assault in the same way as infantry. Resolve any hits scored on walkers by rolling for armour penetration and damage as for a vehicle. Unlike other models, walkers can launch an assault even if they have fired in the Shooting phase.
Infantry fighting against a walker will normally fight against its frontal armour as the walker rampages through the melee. This is the case if the Walker is immobilised, as the upper torso of the machine can still swing round.
Immobilised, stunned and shaken walkers fight in close combat with one less attack than normal, but otherwise attack normally.
Designer's Note: These modifications help to balance the increased vulnerability of Dreadnoughts and other walkers in close combat under the revised Assault rules. A Dreadnought does not stand impassively while enemies attack its rear armour, and several tons of rampaging Dreadnought should always be a dangerous prospect.
Each Damage roll that is inflicted on a walker counts as a single wound for the purposes of working out who won the combat.
There is one very important difference for walkers in an assault. They never have to check Morale, and so will never fall back in an assault. Even if the walker has lost, count the result as a drawn combat. The only way to win a close combat involving a walker is to destroy it! Unlike other vehicles, walkers can be engaged in close combat by enemy models. If it is engaged, it may not shoot or make any type of move except a reinforcement move.