CHARGE PHASE
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.
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 |
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1. CHARGES
Start your Charge phase by selecting one eligible unit from your army that you want to charge, and declare a charge with it. An eligible unit is one that is within 12" of any enemy units at the start of the Charge phase. Units that have Advanced or Fallen Back this battle round, and units that start the Charge phase within Engagement Range of any enemy units, are not eligible units. If you have no eligible units from your army that you wish to charge with on the battlefield, progress to the Heroic Interventions step of the Charge phase. After you have finished charging with one of your units, you can then select another unit from your army to do so, and so on, until you have done so with as many of your units as you wish.
No unit can be selected to charge more than once in each Charge phase. Once all of your eligible units that you wish to charge with (if any) have declared a charge and have done so, progress to the Heroic Interventions step of the Charge phase.
- Select a unit from your army to charge with.
- Charge with that unit (see below).
- Select another unit from your army to charge with.
- Once all your units have charged, progress to the Heroic Interventions step.
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. 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").
- Charge roll = 2D6".
- 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.
- 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
Your opponent can now select an eligible CHARACTER unit from their army to perform a Heroic Intervention. An eligible CHARACTER unit is one that is not within Engagement Range of any enemy units, but is within 3" horizontally and 5" vertically of an enemy unit. After they have finished performing a Heroic Intervention with a CHARACTER unit, they can then select another eligible CHARACTER unit from their army to do so, and so on, until they have done so with as many of their units as they wish. If your opponent has no eligible CHARACTER units, the Charge phase ends.
No unit can perform more than one Heroic Intervention in each enemy Charge phase. A unit can never perform a Heroic Intervention in their own Charge phase. Once all of your opponent’s eligible CHARACTER units have performed Heroic Interventions that they want to, your Charge phase ends and you progress to the Fight phase.
- Select one CHARACTER unit to perform a Heroic Intervention.
- Cannot perform a Heroic Intervention if any enemy units are in Engagement Range.
- Must be an enemy unit within 3" horizontal and 5" vertical to perform a Heroic Intervention.
- Select another CHARACTER unit to perform a Heroic Intervention.
- Once all your CHARACTER units have performed Heroic Interventions, progress to the Fight phase.
PERFORMING A HEROIC INTERVENTION
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.
- Heroic Intervention: Move up to 3".
- Must end closer to the closest enemy model.
CHARGING OVER TERRAIN
Unless stated otherwise, a model can be moved over a terrain feature when it makes a charge move, but not through it (so models can’t move through a wall, or pass through a tree, but can climb up or over them).
A model can be moved over terrain features that are 1" or less in height as if they were not there – any vertical distance up and/or down that they would have to make to traverse such terrain features is ignored. A model can be moved vertically in order to climb up, down and over any terrain features that are higher than this, counting the vertical distance up and/or down as part of its charge move. Models cannot finish a charge move mid-climb – if it is not possible to make a charge move as a result, the charge fails.
- Models can make a move freely over terrain features 1" or less in height.
- Models cannot move through taller terrain features, but can climb up and down them.
FLYING WHEN CHARGING
If a unit’s datasheet has the FLY keyword, then when it makes a charge move, its models can be moved across other models (and their bases) as if they were not there, but they must move over terrain features (including BUILDING units) like any other model. A model that can FLY cannot finish any move on top of another model.
- 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.