Charge Attack

Characters and monsters can charge to rapidly close for combat and make an attack. Charging is a full-move action, but a charging character may move 1+1/2 times his base movement when he charges. A knight with a movement of 6 can charge an enemy up to 9 spaces away.

Characters begin their charge on their base initiative, moving up to one-half the distance of the charge. Two segments later, they move the remainder of the distance. Unlike most attack forms, the charge attack is resolved the moment the attacker arrives.

Charging (which might more accurately be called the reckless attack) gives characters several advantages but also imposes some penalties. The charging character gains a +2 bonus on his attack roll. Some weapons, such as lances, are suited for charging and inflict double damage when used in a charge.

Because they are so intent on the attack, however, charging characters are at a disadvantage defensively. They lose all Dexterity bonuses to Armor Class and suffer a +1 penalty to AC in addition to that. Guarding characters with weapons longer than the charger's automatically strike first. In addition, characters can set spears (see Guard) against charges.

Lastly, a charging character must have line of sight and a nearly unhindered, direct path to their target. If these conditions don't exist, it is considered a Run Action.

 
Mounted Charge
One of the most spectacular battle maneuvers is a cavalry charge. There are no special considerations or formations necessary for a mounted charge; a single knight on horseback can use this tactic.

The mounted charge against foot troops gives the charging character a +2 bonus on his attack for charging and a +1 bonus for being mounted. If he's armed with a lance, he inflicts double damage if he hits. In addition, the lance's superior range may allow him to strike before the defender has a chance to attack.

The charging character can also use his mount to move through enemy figures, possibly knocking them down or trampling them. A line of armored knights can literally ride down infantrymen, although they'll provoke attacks of opportunity once they get into the press. Still, the initial shock of such a charge can decimate most infantry formations.

A great defense against the mounted charge is missile fire at the mounts. Usually, the horses are easier to hit than the riders. Any time a mount is injured, the rider must make a riding check (or roll a successful saving throw vs. paralyzation) to keep control of the animal. The riders of any animals following the injured mount must also make riding checks or be stopped by the downed animal.

​Declared.
Move 1.5 x movement
Line of sight (relatively straight)
Move ½ on rolled init., remainder 3 segments later
Attack resolved on arrival
Attacker:
+2 attack
Double damage, if weapon allows
No dex. Bonus to A.C.
+1 penalty to A.C.
Defender:
If guarding, attacks first at longest weapon reach
Charge, Mounted
+3 attack (higher ground, charge)
If armed with lance, double damage
May overrun at same time​

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