During Phase 2 (Maneuver), the non-active player may interrupt the active player's movement by declaring one of the following reactions:
Trigger: An enemy unit declares a charge against you.
Effect: When the charger reaches 4.0" away, your unit fires a full volley at Short Range. Apply casualties immediately. If the charger takes a loss or disorder, they must pass a Discipline Check or the charge stalls 2.0" away.
Trigger: Enemy unit moves laterally across your front arc without charging.
Effect: Fire a single volley at them at the most advantageous point in their move.
Trigger: Formed enemy closes within 6.0" of your skirmish screen.
Effect: Skirmishers immediately fall back 4-6" through friendly lines without causing disorder. Note: If skirmishers do NOT evade, they are instantly Overrun and Destroyed by the charge.
Trigger: Enemy enters your enfilade/flank 90° zone.
Effect: The outer stand of your line pivots 90° backward to face the threat, preventing the enfilade bonus.
Trigger: Enemy declares an Assault against you.
Effect: Forfeit your closing volley. Both units meet in the middle. You gain the +1 charging bonus.
If a charging unit survives the Closing Volley and makes physical base contact, resolve melee via Opposed 1D6 Rolls.
Base Score: Roll 1D6 + Current number of physical stands.
Modifiers:
A unit can never possess more than one Disorder Marker at a time. If a unit is already Disordered and fails a discipline check, friction check, or loses a melee, it instead suffers 1 Micro-Hit. (This replaces the standard "Instant Rout" rule, simulating severe attrition).
A unit with a Disorder Marker suffers:
Roll 1D6 to pass friction tests or resist suppression: