Rush forward with explosive force to slam into your target, disrupting their stance and delivering a powerful melee blow. Ideal for surprise or break-through attacks.
Roll d100 versus DR 100
Will often end in opposed rolls against such skill as: Side Step, Tumbling, Keep at Bay etc.
On success, you close the distance and deliver a forceful melee attack with a +10 bonus to your attack roll + 10 per 20 Success Rate.
The movement component must be in a straight line
Requires at least 3 Action Points as it is inherently sequenced with an attack (1 for movement, 2 for the strike)
1 AP spend on this skill lets you move your combat movement +1 meter. Thus, if target is 6 meters away and your combat movement is 2, you must spend 2 AP on this skill and 2 AP on the attack.
Against a duelist who uses Tumbling: Charge Roll: 80 + 60 skill = 140 vs. Opponent Tumbling Roll 145. Opposed roll fails → Charge is sidestepped and attacker is potentially exposed.
Through open terrain at a spellcaster: Charge Roll: 70 + 65 = 135 vs. DR 100. SR = +35 → +20 bonus to follow-up strike
Charge is a bold, committed maneuver where the character hurls themselves toward a target in a single explosive burst. It merges momentum, aggression, and battlefield awareness, attempting to overwhelm the target before they can respond effectively.
Ideal for open terrain or when catching enemies off guard, Charge becomes significantly harder against ready, mobile, or reactive opponents. Because the attack relies heavily on both timing and placement, even small miscalculations can leave the attacker vulnerable to countermeasures such as Side Step, Tumbling, or Attacks of Opportunity.
Despite its risks, a well-timed Charge can break lines, disrupt formations, and start an encounter with a dramatic advantage.
Inherently sequenced with an attack, you still bolster this skill by sequencing it will skills like sprinting (for extra movement), Sliding attack (to avoid whirlwind, keep at bay and attacks of opportunity) and Augmented Speed (module) for extra speed and defense.
Skill such as Side Step, Tumbling, Keep at Bay. Spells like Frostblink