A unit with a Charge order rolls a graded test that decides whether it balks, stops to fire, or charges home.
How it works
Roll 2D6 with modifiers (+1 attached commander, +1 Rebel Yell, +1 Elite, -1 Green, -1 per 12" from commander, -1 through difficult terrain). 2 or less: Yellow Bellied! (Hold and become Shaken); 3-6: Forward Men! (advance to 6" and shoot); 7-10: Charge! (move to point blank, take defensive fire and morale tests, then contact); 11+: Determined Charge! (no morale test from defensive fire). In v4.4 a dice pool is rolled: 0-1 successes Failed, 2 Falters (move to 6" and shoot), 3+ Charge!.
A charge home test is taken to determine if the charge successfully contacts the enemy.