This unit may add (n) to their Charge range, after Sp is doubled. The (n) may be variable, in which case resolve the (n) roll before choosing your Movement order(s).
If this unit is Steady as a result of a Nerve test, it removes 1 damage previously suffered.
Inf
Expendable, Draugr, Zombie
Iron Resolve, Wild Charge (D3)
4
5+
-
3+
25
-/21
3
2