Warriors hurl themselves into battle to slay with blade, hammer and claw. Strident war cries and frantic screams echo through the whirling smoke as the moment of cataclysmic violence draws near.
In your Charge phase, if you have any eligible units from your army on the battlefield that you want to charge into close combat, you can select those units, one at a time, to declare a charge. Each can only be selected once per phase. Once all of these charges (if any) have been resolved, progress to the Fight phase.
A unit is eligible to charge if it is within 12" of one or more enemy units in your Charge phase, unless any of the following apply:
■ That unit Advanced or Fell Back this turn. ■ That unit is within Engagement Range of any enemy models. ■ That unit is an AIRCRAFT unit.
Use the following sequence to charge with your units.
Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability (see Fight Phase section)
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.
You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
■ Within Engagement Range of every unit that you selected as a target of the charge. ■ Without moving within Engagement Range of any enemy units that were not a target of the charge. ■ In Unit Coherency
If any of the conditions above cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.
If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Charge Roll: 2D6".
Targets of a charge must be within 12" but do not need to be visible.
Cannot move within Engagement Range of any unit that was not a target of the charge.
Unless otherwise stated, a model can be moved over a terrain feature when it makes a Charge move, but not through it.
A model can be moved over terrain features that are 2" or less in height as if they were not there. A model can be moved vertically in order to climb up, down and over any terrain features that are taller than this, counting the vertical distance up and/or down as part of its Charge move. Models cannot end a Charge move mid-climb – if it is not possible to make a Charge move as a result, the charge fails.
Models can be moved freely over terrain features 2" or less in height.
Models cannot move through terrain features taller than 2", but can climb up and down them.
When a model that can FLY starts or ends a Charge move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’. In addition, it can be moved over other models as if they were not there. A model that can FLY cannot end any move on top of another model.
FLY models that start or end a Charge move on a terrain feature measure distance moved through the air when they make a Charge move.
FLY models can move over other models when they make a Charge move