Flee Move

(Rule)
Description: A Flee Move is a specific type of move performed in certain situations. The most common instances are failing a Rally Test, choosing to Flee! as a charge reaction or failing a Break Test without being caught by any enemies. When making a Flee Move, follow these steps:
1 - Roll Flee Distance. Normally 2D6.
2 - Each Flee Move starts by Pivoting the unit to face a certain direction.

  • Failed Rally Test: Pivot the unit to face directly away from the closest non-Shaken enemy unit.

The direction is specified by a line from Centre of Unit to Centre of Unit. If there are multiple enemy units at equal distances, the opponent chooses which one of its units will be used for direction of flight.

  • Charge Reaction Flee! and failed Terror Tests: Pivot the unit to face directly away from the Charging enemy.

The direction is specified by a line from Centre of Unit to Centre of Unit.

  • Failed Break Test: Pivot the Shaken unit so that its Rear Facing is parallel with the Facing it was Engaged in of the enemy.

If multiple units are eligible, the opponent chooses which of its units is chosen for this.

3 - Move the Shaken unit straight forward by the distance rolled.
4 - A Flee Move, including the initial Pivot, ignores the Unit Spacing rule, and can move through any obstructions. However, the move cannot end overlapping other units or Impassable Terrain, continue the move in a straight line until the unit can be placed on the battlefield without overlapping obstructions. Remember that the unit ignores the Unit Spacing rule, which means it can be placed within 1" of other units or Impassable Terrain.

  • If the obstruction encountered was a friendly unit, this unit must take a Panic Test.

  • If the obstruction encountered at any point of the move was an enemy unit or Impassable Terrain, treat these as Dangerous Terrain (4+)(note that enemy units that declared a Charge against the Fleeing unit is handled differently, see below).

5 - If the Flee Move takes the unit into contact with the Table Edge, or an enemy unit that has declared a Charge against the Fleeing unit in this phase, the unit is removed as a Casualty.



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