Fleeing Units

Forwared from „Fleeing“

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  • 17.C Fleeing
    A unit is considered Fleeing from the moment:
    • It fails a Break Test (after potential rerolls)
    • It fails a Panic Test (after potential rerolls)
    • Its Flee Distance is rolled
    As soon as a unit passes its Rally Test, it is no longer considered Fleeing.
    When a unit is Fleeing, it cannot perform any voluntary actions (a voluntary action is an action that a unit would have the option to not perform). This includes (but is not limited to):
    • Declare Charges
    • Charge Reactions other than Flee
    • Move in any way other than a Flee Move
    • Shoot
    • Channel
    • Cast spells or activate One use only Special Items which need to be activated voluntarily
    Models cannot receive Commanding Presence or Rally Around the Flag from a Fleeing model.
    17.C Fleeing
    A unit is considered Fleeing from the moment:
    • It fails a Break Test (after potential rerolls)
    • It fails a Panic Test (after potential rerolls)
    • Its Flee Distance is rolled
    As soon as a unit passes its Rally Test, it is no longer considered Fleeing.
    When a unit is Fleeing, it cannot perform any voluntary actions (a voluntary action is an action that a unit would have the option to not perform). This includes (but is not limited to):
    • Declare Charges
    Charge Reactions other than Flee
    • Move in any way other than a Flee Move
    • Shoot
    Channel
    • Cast spells or activate One use only Special Items which need to be activated voluntarily
    Models cannot receive Commanding Presence or Rally Around the Flag from a Fleeing model.

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