Flee and Pursue

A unit that fails its Break test must flee, and its flight can prove even bloodier than the fight that broke it -- a fleeing unit is easy prey for anyone giving chase.

Restrain or Pursue

The winning unit chooses whether to pursue the fleeing enemy or restrain itself. Restraining takes discipline -- it requires a Leadership test; passing holds the unit in position (free to reform once the enemy has fled), while failing means it pursues regardless of what you wanted.

Roll to Flee

The fleeing unit's controlling player rolls 2D6 -- the Flee roll -- for how far it runs.

Roll to Pursue

The pursuing unit's controlling player also rolls 2D6 -- the Pursuit roll -- to see if it catches its prey.

Caught!

If the Pursuit roll equals or beats the Flee roll, the fleeing unit is caught -- it suffers two Wounds, no saves of any kind, per point of Unit Strength the pursuing unit(s) have, exactly as when charging a fleeing enemy. If any models survive, the pursuer stops 1" behind them; if none survive, see Move Pursuers.


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