Core Rules

Charge

Core Rule A charge is a movement-based attack action that attempts to bring a unit into engagement with one or more legal enemy targets in order to enable close combat interaction. Charge Eligibility A…

Last updated 9 August 2026

Core Rule

A charge is a movement-based attack action that attempts to bring a unit into engagement with one or more legal enemy targets in order to enable close combat interaction.

Charge Eligibility

A charge is legal only if:

  • the charging unit is permitted to charge
  • the declared target is a legal enemy target unless a rule explicitly states otherwise
  • the charging unit can make a legal charge movement
  • no rule prohibits the charge at the moment it resolves

If another rule adds an additional valid target to the charge after declaration, treat that unit as a legal target of the charge for movement and engagement purposes.

Charge Movement

  • A charging unit moves according to the normal movement rules except where the charge rules explicitly allow otherwise.
  • A unit charging may move into engagement with the declared target as permitted by the charge rules.
  • If another rule adds an additional valid target to the charge, the charging unit may also move into engagement with that additional target.
  • A successful charge requires at least one charging model to end in a position that creates legal engagement with at least one legal target of the charge.

Joining Ongoing Melee

Any command that can initiate a Charge can also be used to join an ongoing melee, unless that command or another rule explicitly states otherwise.

When a unit uses a charge-capable command to join an ongoing melee, it must still complete legal charge movement and create legal engagement with at least one legal target.

Once that command is resolved, melee takes place as normal according to timing/melee_timing.md, core/close_combat.md, and core/melee.md.

Counter-Charge

When a unit reacts to an enemy Charge with Counter-Charge:

  1. Before moving the reacting unit, measure the distance from the closest model in the reacting unit to the closest model in the charging unit.
  2. Halve that measured distance to find the halfway distance.
  3. The reacting unit may move toward the charging unit up to the movement distance allowed by the command or rule that granted the Counter-Charge, using that unit's OPDAT and any explicit movement modifiers.
  4. The reacting unit may not end this movement closer to the charging unit than the halfway distance measured in step 2.
  5. After Counter-Charge is resolved, the charging unit continues resolving its Charge normally.

Failed Charge

A charge fails if the charging unit cannot complete a legal charge movement that results in engagement with at least one legal target of the charge.

If a failed charge allows repositioning, partial movement, or another fallback outcome, that behavior should be defined in the owning command or scenario rule and referenced here rather than assumed universally.

Engagement Interaction

  • Engagement is defined in core/general/engagement.md.
  • A successful charge may create engagement with one or more legal targets.
  • Charge does not define engagement itself.

Close Combat Interaction

A successful charge may permit or require close combat interaction according to the relevant close combat and command rules.

Charge does not define the close combat attack engine.

Response Interaction

If another rule allows a response to a charge, that response timing and declaration behavior should be defined in the owning command or timing rule rather than here.

Notes

  • This file defines the charge engine, not universal command timing.
  • Use command or timing files for declaration windows, responses, and command-specific overrides.
  • Intervene may add an additional valid target to a charge without cancelling the original target.
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