Special Movement Spawn of Chaos are moved in the Compulsory Movement part of the Chaos player's
Movement phase, moving 2D6" each turn. The player has no control over the distance moved, but must nominate in which direction the Spawn will move before rolling the dice (this must be in a straight line).
If the Spawn's movement is sufficient to take it into an enemy unit then it counts as charging, following all of the normal rules. The target may make a charge response as normal, counting the Movement value rolled as the Spawn's maximum charge distance (for the purposes of fleeing, standing and shooting. etc).
Unbreakable Some creatures are utterly fearless and will never give
up a battle, no matter how hopeless the situation
might be. This could be because of the troops'
extreme bravery, or because the creatures fighting are not truly alive.
These troops never break in close combat, and they are also immune to panic, terror and fear or any other Psychology rules. If defeated in close combat (even by fear-causing creatures that outnumber them) unbreakable troops continue to fight on regardless of results. They may never, however. declare that they are fleeing as a charge reaction, as they will literally die fighting under any circumstances.