Roll for Flee and Pursuit\ Distances

(Rule)
Description: Each Broken unit now rolls 2D6 to determine its Flee Distance, and each unit that has declared a Pursuit now rolls 2D6 to determine its Pursuit Distance. If any Pursuing unit rolls a Pursuit Distance equal to or higher than the Flee Distance of the unit it is Pursuing, the Fleeing unit is immediately destroyed. Remove that unit as a casualty (with no saves of any kind allowed). If several units are Fleeing from the same combat, the units move in the same order as their Flee Distance was rolled (the owner chooses in which order they roll the Flee Distance). The Active Player chooses which player will roll for their Pursuing units first. Each player chooses the order in which they roll the Pursuit Distances of their own Pursuing units.