Source: Warhammer Fantasy: 4th Edition

Fleeing Troops
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Once you have completed all of the break tests resulting from combat that turn, and having taken any necessary panic tests, it is time for broken troops to flee. Fleeing troops turn directly away from their enemy and run as fast as they can. They abandon their formation and run from their enemy in complete rout, blindly scrambling over the ground in their efforts to avoid the enemy.

It is difficult to judge how far fleeing troops will run because they are no longer fighting as a unit but milling around in a frightened mob. To establish how far the fleeing unit moves roll dice. If the unit normally moves 6" or less roll 2D6. If the unit moves more than 6" roll 3D6. The result is the distance covered by the fleeing troops minus any penalty for terrain or obstacles. Move the fleeing unit directly away from its enemy so that it is 2D6" or 3D6" away from them and facing in the opposite direction.

A fleeing unit will be destroyed if it is caught by pursuers as described below. If it is not destroyed then the fleeing unit continues to move 2D6" or 3D6" towards the nearest table edge during its movement phase in an attempt to get away from the battlefield as quickly as possible. While it continues to flee the unit can do nothing else. It cannot fight nor shoot with missiles. Where able to do so, it will move round obstacles that block its path, including units of troops, but it will not move towards enemy troops unless it has no other choice.

If any models leave the table edge the unit is considered to have left the battlefield and is removed from play. The troopers have scattered beyond recovery or have found places to hide themselves until the battle is over.

If enemy troops charge a fleeing unit then the fleeing unit makes its 2/3D6" flee roll as normal. The charging unit moves its standard charge distance. The charging enemy destroys the fleeing troops if it catches them.

A fleeing unit may test to rally at the very start of its movement phase. This represents the efforts of leaders and brave individuals to call a halt to the rout, bring the troops to their senses and restore order. This is called rallying and a unit that rallies successfully may reorder its ranks in preparation to fight once more.

To take a rally test roll 2D6. If the score is equal to or less than the unit's leadership (Ld) then the unit stops fleeing and has rallied. The unit must spend the remainder of the turn stationary and may not shoot or fight, but the player may rearrange its formation and turn it to face whichever direction he chooses.

A fleeing unit that has suffered many casualties will be unable to rally. A unit must still have at least 25% of its original number of models surviving to be able to attempt to rally. If a fleeing unit has less than 25% of its original strength left, the troops are too demoralised to rally. The unit continues to flee until it leaves the table or is destroyed.