Ambush, Overwatch, and Charge

Ambush and Overwatch are Basic Actions that can all be modified by Skills to improve what they do and add extra functionality. The Actions allow your character to attack during the enemies turn while they are moving. Ambush is for Melee Combat while overwatch is for Ranged Combat.Charge is a Special Action that is always available and can be modified by Skills as well. It can only be used in your turn.-The action will end your turn when you use it, much like a stance, taking 2 OP to use.-You must have a melee weapon equipped.-As soon as an enemy enters range, without obstructions or other characters in the way, you will interrupt the enemy movement, run up and attack them.-The enemy will then get to control their unit again. They can then proceed normally (but count as being engaged in melee combat!) if they did not get stunned.-Counter Attacks can be made as normal to each enemy attack, depending on if you have enough OP remaining.-Traps and persistent AoE effects (such as from spells or some consumables) can cause an Ambush to fail if you hit the trap or effect before the target. The OP used to go into Ambush is lost!-The target will be affected by a "Surprised" debuff that will reduce the chance of hitting with the counter-attack by -10.: It IS possible for the enemy to not even trigger your Ambush...and then the OP you used is wasted! This will typically occur because there is a minimum (very small) distance to successfully Ambush that was implemented to avoid certain bugs that can occur. You can see this if you are standing in a doorway and the enemy approaches from a sharp angle, when you are hugging a wall or other obstruction, or are too close to a corner and the enemy can sidle up to you without you ever getting a clear path to them.In the left screenshot above we see the Merc Captain trying to be sneaky by hugging the column and going into Ambush. In the right screenshot we see it fails as the enemy is able to get into contract with him without triggering the Ambush. This is because the corner of the column is preventing him from getting a clear shot. A few steps back would free up the Ambush to properly trigger.: An Ambush can be countered by a longer-ranged Charge!-There are a number of passive skills that increase distance travelled, chance to hit, and chance to crit during an ambush.-Prowl is a skill that can increase your chance to hit during an ambush and allow you to make a Dodge as if you entered Dodge stance. It also increases the Damage Modifer by +50. This will take +1 SP and +1 OP.-Onslaught is a skill that can increase your chance to hit during an ambush and allow you to make a Parry as if you entered Parry stance. It also increases the Damage Modifer by +50. This will take +1 SP and +1 OP.-Runes can increase the damage and range of Ambush.-The action will end your turn when you use it, much like a stance, taking 2 OP to use (3 OP for Blackpowed weapons).-You must have a ranged weapon equpped.-As soon as an enemy enters range and is at least 25% visible you will interrupt the enemy movement and shoot them. This will 'commit' the movement, preventing them from backtracking.-The enemy then get to control their unit again. They can then proceed normally if they have any SP left, or did not get stunned.-Entrenched is a skill that can increase your chance to hit during an overwatch and allow you to make a Dodge as if you entered Dodge stance. This will take +1 SP and +1 OP.-Runes can increase the damage of Overwatch.-The Brethren's (Chaos) starter skill Lurker increases the chance of hitting during an Overwatch by +15-This is like any Special Action taking 3 OP to use. It requires no special skills to use.-You must have a melee weapon equipped.-There is a minimum AND maximum range to be able to charge. In the screenshot above, the Charge indicator is circled as the Sister to the right is in range of the Charge. Note the other Sister, to the left, is too close to be charged!-The path must be generally clear of obstructions and other units.-Charge will increase the Damage Modifier of the attack by +50.-You do not need to use SP for the movement of the charge itself...so you can charge even if you are completely out of SP, as long as the above conditions are met.-A successful charge puts a debuff on the target that gives them a -10 to their hit for any Counter Attack.-Traps and persistent AoE effects (such as from spells or some consumables) can cause a Charge to fail if you hit the trap or effect before the target. The OP used for the Charge is lost!-A normal charge applies a -10 hit penalty. Mighty and Swift change will change this (the hit modifiers listed below are NOT additive to this -10 penalty).-There are a number of passive skills that increase distance travelled, chance to hit, and chance to crit during a charge.-Mighty Charge is a skill than will increase distance, Damage modifier up to +100, and reduce the target's chance to parry by up to -30, while changing the chance to hit to -30.-Swift Charge is a skill than will increase distance, reduce the Damage Modifier to +25, and reduce the target's chance to Dodge or Parry by up to -30, while changing the chance to hit to +10.-Runes can increase the damage and range of Charge.