Source: Warhammer Armies Project: Unofficial 9th Edition

Roll to Flee
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A unit flees 2D6.

With the intentions of the victorious unit declared, it's time to see just how badly the losing unit wants to escape and calculate the distance that it flees.

It is difficult to say precisely how far fleeing troops will run because they are no longer fighting as a body but milling around in a frightened mob. Indeed, unless the fleeing troops are all of one mind, confusion is likely slow their escape, making it all the more likely they are caught by their pursuers. To represent the fleeing unit swiftness of foot and reaction, the controlling player rolls 2D6, the result is the Flee roll.

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