CHARGE PHASE: Difference between revisions
Created page with "'''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.''' {| class="wikitable" | | | |- | |The Charge phase is split into two steps. First you charge with your units. Then your opponent performs Heroic Interventions. 1. CHARGES 2. HEROIC INTERVENTIONS | |- | | | |} === 1. CHARGES === Start your Charge phase by selecting one elig..." |
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=== CHARGING WITH A UNIT === | === CHARGING WITH A UNIT === | ||
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved | Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails, but you can still move the unit an amount of distance equal to your dice result, but you must end the move closer to the charged unit. | ||
* Declare targets of the charge (must be within 12"). | * Declare targets of the charge (must be within 12"). | ||
* Charge roll = 2D6". | * Charge roll = 2D6". | ||
* If insufficient to move charging unit into Engagement Range of all targets, charge fails. | * If insufficient to move charging unit into Engagement Range of all targets, charge fails, but you still move the distance rolled and have to end closer to the unit targeted by the charge. | ||
* If charge successful, models make their charge move. | * If charge successful, models make their charge move. | ||
* Cannot make a charge move within Engagement Range of any unit that was not the target of the charge. | * Cannot make a charge move within Engagement Range of any unit that was not the target of the charge. | ||
=== OVERWATCH === | |||
Few warriors sit idly by when an enemy horde descends upon them, but let fly with every weapon at their command. Though such shots are often inaccurate (there’s not much time to aim, and there’s something distinctly off-putting about the onset of a bellowing foe), each has a chance of felling an enemy and altering the balance of the ensuing melee before it even begins. In fact, a particularly lucky burst of Overwatch fire can rob a charge of so much momentum that it comes to a stumbling halt! | |||
As soon as a charge has been declared against one of your units, that unit can immediately fire Overwatch at the would-be attacker – it doesn’t have to, but it’s often a good idea. | |||
An Overwatch attack is resolved like a normal shooting attack (albeit one resolved in the enemy’s Assault phase) and uses all the normal rules for range, line of sight, cover saves and so on. Unlike a normal shooting attack, Overwatch cannot cause Morale checks or Pinning tests. Any shots fired as Overwatch can only be fired as Snap Shots. Therefore, weapons and models that cannot fire Snap Shots cannot fire Overwatch. | |||
* When declared a target of a charge, you can shoot the charging unit. | |||
* Follows all the normal rules of shooting | |||
* Unit being charged can only fire Snap Shots. | |||
* BLAST weapons cannot be used for Overwatch as they cannot fire Snap Shots. | |||
== 2. HEROIC INTERVENTIONS == | == 2. HEROIC INTERVENTIONS == | ||
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* '''Heroic Intervention''': Move up to 3". | * '''Heroic Intervention''': Move up to 3". | ||
* Must end closer to the closest enemy model. | * Must end closer to the closest enemy model. | ||
=== CHARGING OVER TERRAIN === | === CHARGING OVER TERRAIN === | ||
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* '''FLY''' models can move over other models when they make a charge move. | * '''FLY''' models can move over other models when they make a charge move. | ||
* '''FLY''' models move over terrain (including '''BUILDINGS''') like any other model when they make a charge move. | * '''FLY''' models move over terrain (including '''BUILDINGS''') like any other model when they make a charge move. | ||
[[Category:Rules]] | |||