Charge Action

Charge is a special type of movement action that lets your miniature engage an opponent in combat. It consists of two parts: the movement towards the target and the mandatory Attack action that follows.

Here’s how it works:

1) Declare which miniature is going to perform the Charge and which

opponent’s miniature is going to be the valid target.

  • a) A valid target must be in the line of sight.

  • b) A valid target must be in the most straight path possible to be the target of the Charge. The most straight path = minimum distance Charge require to be done by the Attacker to be base to base with the target.

  • c) This distance has to be possible to perform before to declare a Charge over the target.

2) Charge Distance: roll 1D6” and add it to your movement profile for just this movement.

  • a) If you don’t reach, your Charge is failed and your miniature will move the Charge Distance following the most straight path and will change their mode to Defensive.

  • b) If your Charge Distance is equal or over the most straight path, move your miniature inch by inch, meaning that one inch of your move implies one inch closer to the target, following your desire path and end your movement base to base with the opponent.
  • c) You are allowed to move and pivot around the opponent miniature, but you must end up being base to base with the opponent’s miniature.

3) Attack Action: Roll your Aggressive dice to attack the target of your

charge.

  • a) Bonus: If the opponent’s miniature is more than 2” from the charging miniature, the Attacker gets an instant 6! to their roll which removes one of the attack dice they have to roll for that attack.

➢ If an obstacle interrupts a straight-line charge, you can always go around it or try to go through it.

➢ Every charge is always followed by an Attack that will start a Melee Combat.

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