Charge!

Command
Cost: 
1 command point
Action: 
Interrupt
Target: 
One nearby ally (on the ally's turn)
Effect: 

As a standard action this turn, the target can both move and make a basic attack.

Adventurer Feat: 

If you spend an additional command point, the target can use a melee attack instead of a basic attack.

Champion Feat: 

The target gains a bonus to the melee attack it makes from this command equal to your Charisma modifier.

Epic Feat: 

This turn, if the target moves to attack an enemy you are also engaged with, that enemy is vulnerable to the attack.