How far a unit can charge is based on its Movement characteristic. However, because a charge represents warriors rushing forward at speed, units can charge further than their basic Movement characteristic.
To represent this, as well as the caprices of fate, a unit's 'charge range' is determined by first making a 'Charge' roll. To make a Charge roll, roll two D6 and discard the lowest result. The highest result is the result of the Charge roll. If both dice roll the same result, discard either. The result of the Charge roll is then added to the unit's Movement characteristic to give the unit's charge range.
With its charge range established, the charging unit makes its charge move. If the charging unit has insufficient movement to complete its charge move, it is unable to reach the enemy and instead makes a failed charge (see Fig 121.1).