Move Pursuers

Turn the pursuing unit about its centre (ignoring other units) to face directly toward the centre of the unit it's pursuing, then move it straight forward a distance equal to its Pursuit roll -- this happens even if the fleeing unit was caught, representing the pursuers surging forward to cut down stragglers.

Pursuit into an Obstruction

Unlike fleeing troops, pursuers keep some order -- if the pursuit move would take them into (or through) a friendly unit or impassable terrain, they automatically stop 1" short instead.

Pursuit into a New Enemy

If the pursuit move would bring the pursuers into contact with an enemy unit, they must charge it -- following the normal Movement phase charge rules, except no charge range roll is needed (the pursuit roll already proves they have the momentum). The charging unit still wheels and closes the door to maximise contact as usual. The charged unit is taken entirely by surprise -- it gets no charge reaction and must Hold.

If that enemy was already fighting an unresolved combat this turn, the pursuing unit gets to fight a second round of close combat immediately -- and if it wins that too, it can't overrun, automatically restraining pursuit (and may still reform). If the enemy wasn't already engaged, or its combat has already been resolved this phase, the new combat isn't fought until the following turn's Close Combat phase -- where the pursuers still count as having charged, giving both sides any charging bonuses that apply and the usual +1 combat result each, which cancels out.

Diagram showing a red unit escaping its pursuers by moving through a friendly unit.
1. The red unit has rolled high enough to escape their pursuers, and move through a friendly red unit as they flee.
Diagram showing the pursuing blue unit forced to charge a second red unit, wheeling to maximise contact.
2. The blue unit's pursuit move would take them into contact with the second red unit, so they must charge this new enemy, wheeling to maximise contact as normal.
Pursuit into Fleeing Foes

Even a fleeing charged unit gets no charge reaction -- move the pursuers into contact with it exactly as when completing a charge against a fleeing enemy. If that unit is wiped out entirely, the pursuers get one final reform.

Overrun!

A unit that charged into combat and wiped out every enemy it fought can choose to move 2D6" straight forward instead of a normal pursuit -- an overrun, representing the unit surging on to find more of the enemy. This is otherwise a special pursuit move, subject to the same rules for intervening units and terrain. If the charged enemy was wiped out before the Close Combat phase even began (by a spell or template, for instance), the unit can still choose to Overrun or Reform from Victory at the start of the phase, unless it's already made some other move this turn outside the Movement phase.

Pursuit off the Battlefield

A pursuing unit that reaches the battlefield edge moves off it entirely -- but unlike troops fleeing the table, it returns the following Movement phase using the Reinforcements rules, placed back as close as possible to where it left, in the same formation, facing back onto the field with its rear rank touching the edge. Leaving a model (a standard bearer is ideal) behind to mark the spot is a good idea.


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