THE CHARGE. The Bloody Rose looses its penitent host from the Penitorium and runs it into the teeth of an enemy dug in to hold. The attacker is the penitent host; the defender is the gang trying to keep a line or an objective against the charge.
BATTLEFIELD & DEPLOYMENT. The attacker deploys along one board edge, its penitents to the front. The defender sets up in the centre or across the far half, dug in to receive the charge.
OBJECTIVE. The attacker must break the defender or drive it off the central ground by close assault before the game ends. The defender must hold its line intact.
ENDING THE BATTLE. The Bloody Rose wins by controlling the central ground with a Charge-capable fighter while the defender is reduced below half strength. The defender wins by holding its line and its numbers to the end.
REWARDS. Every friendly penitent taken Out of Action in the charge is inscribed on The Redeemed and banks Faith and Reputation at the rail's maximum. The harder the host bleeds to take the ground, the more it grows.
CONTROL TRACK. A successful charge pushes this Order's marker one step up the world's control track and drives the enemy off the ground. A broken charge pushes the marker back — but even a failed charge that martyred its penitents banks their names on The Redeemed for the campaign to come.