I agree with the previous poster that Recharge 4 means you get back the power ONLY on a 4 as evidenced by these beasties
Balhannoth Level 13 Skirmisher
Large Aberrant Magical Beast
AC 27, Fort 26, Ref 22, Will 25, HP 80, Bloodied 40,
Init +12, Spd 5, Clb 5
Senses darkvision, Perception +13
Attacks: Melee Tentacle Reach 3; +19 vs AC, 2d6+8 AND push/pull 3
Sneak Attack +3d6 damage with combat adv
Limited Powers: Reality Distortion Move; teleport 5 AND combat adv against all adjacent after teleport. Recharge 4 5 6.
Tentacle Flurry Standard; Melee attack against each in reach. Recharge 5 6.
Warp Attack Reaction; if attacked by enemy within 3, roll d20: 1-9 miss and pull attacker 1; 10+ resolve normally. Recharge 4 5 6.
Skills: Stealth +17.
Dwarf Warlord, Level 12 Soldier (Leader)
Medium Natural Humanoid
Init +11; Senses perception +11
HP 83; Bloodied 41
AC 28; Fortitude 23 Reflex 21 Will 17
Speed 5
m +3 Battleaxe (Standard; at-will) * Weapon
+17 vs. AC; 1d12+8
r +3 Crossbow (Standard; at-will) * Weapon
Range 15/30; +15 vs. AC; 1d8+3
M Drive into Peril (Standard; Recharge 5) * Weapon
+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it
C Hold the line (Standard; Recharge 6)
Close burst 5; Allies get +4 AC untill end of this creature's next turn.
Rally the Troops (Immediate; Recharge 4)
Range 5; target ally can use a healing surge
Skills: Endurance +10, Perception +11
Str +11 Dex +6 Wis +6
Con +8 Int +9 Cha +7
I think those monster kind of prove that recharge only work if the number actually shows up when you roll the die.
Balhannoth Level 13 Skirmisher
Large Aberrant Magical Beast
AC 27, Fort 26, Ref 22, Will 25, HP 80, Bloodied 40,
Init +12, Spd 5, Clb 5
Senses darkvision, Perception +13
Attacks: Melee Tentacle Reach 3; +19 vs AC, 2d6+8 AND push/pull 3
Sneak Attack +3d6 damage with combat adv
Limited Powers: Reality Distortion Move; teleport 5 AND combat adv against all adjacent after teleport. Recharge 4 5 6.
Tentacle Flurry Standard; Melee attack against each in reach. Recharge 5 6.
Warp Attack Reaction; if attacked by enemy within 3, roll d20: 1-9 miss and pull attacker 1; 10+ resolve normally. Recharge 4 5 6.
Skills: Stealth +17.
Dwarf Warlord, Level 12 Soldier (Leader)
Medium Natural Humanoid
Init +11; Senses perception +11
HP 83; Bloodied 41
AC 28; Fortitude 23 Reflex 21 Will 17
Speed 5
m +3 Battleaxe (Standard; at-will) * Weapon
+17 vs. AC; 1d12+8
r +3 Crossbow (Standard; at-will) * Weapon
Range 15/30; +15 vs. AC; 1d8+3
M Drive into Peril (Standard; Recharge 5) * Weapon
+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it
C Hold the line (Standard; Recharge 6)
Close burst 5; Allies get +4 AC untill end of this creature's next turn.
Rally the Troops (Immediate; Recharge 4)
Range 5; target ally can use a healing surge
Skills: Endurance +10, Perception +11
Str +11 Dex +6 Wis +6
Con +8 Int +9 Cha +7
I think those monster kind of prove that recharge only work if the number actually shows up when you roll the die.