ROLLS ABOVE 6
When a roll requires more than 6, roll twice:
7+: roll a 6, then roll 4+ (8.3%)
8+: roll a 6, then roll 5+ (5.6%)
9+: roll a 6, then roll 6 (2.8%)
CHARGE
Roll 1d6. On a 1, the charge fails — move normally, no bonus.
On 2+, charge succeeds: add extra movement (2=1", 3-4=2", 5-6=3") and gain +1 to hit in melee.
Cavalry charging infantry: enemy gets -1 to defence roll.