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===Reaction to Charge=== Few warriors sit idly by when an enemy horde descends upon them, but let fly with every weapon at their command <code>or retreat.</code> <code>A unit that is charged can choose to react in two ways:</code> *<code>Fire Overwatch: The unit tries to thin out the foes charging them by opening fire.</code> *<code>Fall Back: The unit tries to avoid close combat by retreating.</code> ====Overwatch==== <code>Warriors receiving a charge will try to thin out their foes through open fire.</code> Though such shots are often inaccurate (there's not much time to aim, and there's something distinctly off-putting about the onset of a bellowing foe), each has a chance of killing an enemy and altering the balance of the ensuing melee before it even begins. In fact, a particularly lucky burst of Overwatch fire can rob a charge of so much momentum that it comes to a stumbling halt! An Overwatch attack is resolved like a normal shooting attack (albeit one resolved in the enemy's Assault phase) and uses all the normal rules for range, line of sight, cover saves and so on. Unlike a normal shooting attack, Overwatch cannot cause Morale checks or Pinning tests. Any shots fired as Overwatch can only be fired as Snap Shots. Therefore, weapons and models that cannot fire Snap Shots cannot fire Overwatch. <code>For the purposes of range, the target of the Overwatch attack counts as being within 1β of the models that are firing Overwatch.</code> ====<code>Fall Back</code>==== <code>Units that fall back from charging enemies believe that they have no chance of winning the ensuing fight. A fall back move is not always voluntary. Units that are already fleeing must always declare Falling Back as their charge reaction and certain terrifying creature may force a unit to Fall Back instead of other options. A unit that decides to Fall Back must make a Fall Back moves (see the morale section).</code> ====<code>Reaction Restrictions</code>==== It's worth pointing out that units that are locked in close combat <code>cannot react to a charge</code> - we can assume that other events have their full attention. Also note that a unit being charged may only <code>react to a charge</code> once per turn.
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