Charge
Pushes forward and attacks without hesitation. There is nothing to read here — it will always come at you — which makes it the trait to practice the basics against: receiving on good terrain and crushing with an encirclement.
Activation
Always — active from the first turn.
Action Rules
It can capture and there is a base not its own in Move Range
→ Move to the nearest base by Hex Distance and capture it
It has a skill and a target meeting the stack condition is in range
→ Cast on the nearest such target by Hex Distance
It can attack at range and some enemy is attackable from somewhere in Move Range
→ Prefer air targets, then take Max Standoff against the nearest by Hex Distance
An enemy is within attack range
→ Prefer air targets, then those that cannot counter, then attack the nearest by Hex Distance
Some enemy has a measurable Move Distance
→ Prefer air targets, then advance fully toward the nearest by Move Distance
Some enemy has a measurable Terrain Distance
→ Make a projected advance toward the nearest by Terrain Distance
There is some attackable enemy on the board
→ Make a straight approach toward the nearest by Hex Distance
Rule 3 does not shoot. Moving and attacking are separate acts, so after it moves the table is read again and rule 4 fires in the same turn. If the destination is the hex it already occupies, no move happens and it falls straight through to rule 4.
Rules 3 to 5 look at air targets first because only units good against air can touch fliers at all. Without that priority they would keep hitting whatever ground unit is nearest, and flying would become a safe haven.