As stated earlier, characters may automatically move a number of yards equal to their Base Move, unless performing a Complex Action. A Simple Action may be used to move at double that rate, instead, but the character suffers a -3 to any actions. The character may also Run or Sprint as a Complex Action, moving at x3 and x4 his Base Move, respectively. Running causes 1 Fatigue per 3 Rounds, with a minimum of 1, and Sprinting causes 1 Fatigue per Round.
Moving past an enemy who is not currently engaged in battle or performing a Complex Action grants the enemy a free attack on the character. Simply moving close to an enemy, in order to Attack, does not grant this free Attack, only moving in and out of range does.
Instead of simply moving and attacking, a character may choose to Charge. A Charge is at no Penalty to hit, and adds 1 to the DB of the Attack for every 3 yards moved, rounding down. The character may choose to Run or Sprint into a Charge, but suffers the Fatigue cost and a -4 Penalty to hit.
If the Charge is successful, the opponent suffers the extra Damage, and must make an opposed Strength roll with the attacker. The attacker gains a +1 to his Strength roll for every 2 yards moved in the Charge, rounding down. If the opponent fails, he is knocked to the ground, Prone.
If the Charge misses, the defender gains a free Attack on the charger, at no Penalty. Also, if the defender wishes to do so, the attacker can be knocked Prone with no roll. If the defender chooses not to knock down the charger, the charger continues past his target until he has moved his full Movement for that Round.