Fleeing

(Rule)
Description: 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 that need to be activated voluntarily

Models cannot receive Commanding Presence or Rally Around the Flag from a Fleeing model.