Random Movement

(Rule)
Description: At the end of step 2 of the Movement Phase Sequence (after Rallying Fleeing Units), a non-Fleeing unit with Random Movement must perform a Pursuit Move, with the following exceptions that 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 must choose which direction it will move in before Pivoting and rolling the Pursuit Distance.

• It cannot move off the Board Edge using the rules for Pursuing off the Board (it can still overlap the Board Edge with parts of its Unit Boundary other than its Front Facing).

• 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 cannot use Swiftstride (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).