Charge Distances
Fleet Re-rolls
This is an attempt to distill the logic of what to reroll with Fleet into something I can remember mid-game. Based on the distance you need:
- 8" or less
- Reroll any dice showing 3 or less.
- 9"
- Reroll any dice showing 3 or less. If there were two 4s, reroll one of them.
- 10"
- Reroll any dice showing 4 or less.
- 11"
- Reroll any dice showing 4 or less. If there were two 5s, reroll one of them.
- 12"
- Reroll any dice that isn’t a 6, and keep your fingers crossed!
Charge Distance Probabilities
Percentage chances of making a charge of each distance. Remember to add 2 to the actual distance if you’re charging through difficult terrain with Infantry and similar.
2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |
standard | 100 | 97 | 91 | 83 | 72 | 58 | 41 | 27 | 16 | 8 | 2 |
reroll both | 100 | 99 | 99 | 97 | 92 | 82 | 65 | 47 | 30 | 15 | 5 |
reroll lowest one | 100 | 99 | 98 | 94 | 89 | 80 | 68 | 52 | 35 | 19 | 7 |
Fleet | 100 | 99 | 99 | 97 | 92 | 84 | 72 | 56 | 39 | 23 | 9 |
3d6, pick highest 2 | 100 | 99 | 98 | 94 | 89 | 80 | 68 | 52 | 35 | 19 | 7 |
Apparently the Greater Brass Scorpion gets to charge 3d6, which comes out like this:
3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
3d6 total | 100 | 99 | 98 | 95 | 90 | 83 | 74 | 62 | 50 | 37 | 25 | 16 | 9 | 4 | 1 | 0 |