At the end of step 2 of the Movement Phase Sequence (after Rallying Fleeing Units), a non-Fleeing unit with Random Movement must move using the rules for Pursuing units , with the following exceptions, which only apply in the Movement Phase, unless specifically stated otherwise:
-It always moves the distance stated in brackets (X), which is also used for Flee Distance and Pursuit Distance (including Overruns ).
-It can choose which direction to Pivot in before rolling the Pursuit Distance.
-It cannot move off the Board Edge.
-It does not take Dangerous Terrain Tests unless Charging.
21.A.a.22 Random Movement (X)
At the end of step 2 of the Movement Phase Sequence (after Rallying Fleeing Units), a non-Fleeing unit with Random Movement must move using the rules for Pursuing units , with the following exceptions, which only apply in the Movement Phase, unless specifically stated otherwise:
• It always moves the distance stated in brackets (X), which is also used for Flee Distance and Pursuit Distance (including Overruns ).
• It can choose which direction to Pivot in before rolling the Pursuit Distance.
• It cannot move off the Board Edge.
• It does not take Dangerous Terrain Tests unless Charging.
There are several restrictions connected with Random Movement:
• The unit cannot move normally in the Movement Phase (Advance, March, Reform) and cannot declare Charges in the Charge Phase. Whenever it requires a March Rate (e.g. when Post-Combat Reforming ), use the potential maximum value of X as its March Rate.
• The unit cannot perform Magical Moves .
• The unit loses Swiftstride and can never gain it (but X can be affected by Maximised/Minimised Roll from other sources).
• Characters with Random Movement cannot join units, and units with Random Movement cannot be joined by Characters. Note that Characters that are part of a Combined Unit when the unit gains Random Movement will gain Random Movement too as they are already part of that unit.
• If the unit has several instances of Random Movement, use the one with the lowest average (the owner chooses in case of a tie).
At the end of step 2 of the Movement Phase Sequence (after Rallying Fleeing Units), a non-Fleeing unit with Random Movement must move using the rules for Pursuing units , with the following exceptions, which only apply in the Movement Phase, unless specifically stated otherwise:
• It always moves the distance stated in brackets (X), which is also used for Flee Distance and Pursuit Distance (including Overruns ).
• It can choose which direction to Pivot in before rolling the Pursuit Distance.
• It cannot move off the Board Edge.
• It does not take Dangerous Terrain Tests unless Charging.
There are several restrictions connected with Random Movement:
• The unit cannot move normally in the Movement Phase (Advance, March, Reform) and cannot declare Charges in the Charge Phase. Whenever it requires a March Rate (e.g. when Post-Combat Reforming ), use the potential maximum value of X as its March Rate.
• The unit cannot perform Magical Moves .
• The unit loses Swiftstride and can never gain it (but X can be affected by Maximised/Minimised Roll from other sources).
• Characters with Random Movement cannot join units, and units with Random Movement cannot be joined by Characters. Note that Characters that are part of a Combined Unit when the unit gains Random Movement will gain Random Movement too as they are already part of that unit.
• If the unit has several instances of Random Movement, use the one with the lowest average (the owner chooses in case of a tie).
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