A fleeing unit must attempt to stop fleeing by taking a Rally test in 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. Rally tests are taken in the Movement phase after charges have been declared but before further movement has occured (see the sequence at the start of the Movement section). 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 reforming and may not shoot or fight, though the player may rearrange its formation and turn it to face in whichever direction he chooses. Any rallying characters may cast spells as normal. If a fleeing unit has suffered a great many casualties it will be unable to rally - its warriors are too demoralised and are interested only in escape. A unit must have at least 25% of its original number of models surviving to be able to rally. If a fleeing unit has less than 25% of its original number left, the unit cannot rally and will continue to flee until it leaves the table or is destroyed. Other models, such as characters, may never join a fleeing unit. A character cannot leave a unit which is fleeing, so cannot be rallied if a unit he has joined flees with less than 25% of its original number left. |