View Full Version : command ceks and "fleeing"
Bumpasses
12-19-2009, 04:26 PM
soooooo
I just failed a command check due to massive casualties
i can run away 0", and don't have to turn around....
so my unit stay's were it's at.....cowering
and really only lose's it's activation ...no actual running away
("he boldly ran away")
that correct?
j
relasine
12-19-2009, 05:26 PM
Here are the rules for the Core Rule Book on fleeing (p. 83):
A fleeing model must run during its activation. It is not required to move the full distance of its run, however, and it can even run 0 ˝ if desired.
DevonV
12-20-2009, 02:54 AM
You don't just lose your activation, you lose the ability to take actions of any kind, such as free strikes, and in SR5, you probably won't count as contesting or holding anything.
Devilsquid
12-20-2009, 03:34 AM
They pretty much become just speedbumps at that time. Can't do anything except sit there scared till they pass a CMD check.
Much better than the whole unit running away...i likes.
Faultie
12-20-2009, 08:23 AM
The real question is this: Where was Lord Rockbottom?
PPS_Mod:Polar_Bear
12-20-2009, 10:46 AM
They pretty much become just speedbumps at that time. Can't do anything except sit there scared till they pass a CMD check.
Much better than the whole unit running away...i likes.
Agree wholeheartedly.
I want to lose a game because my opponent killed my figs.
I don't want to lose a game because I rolled a 12 at "the wrong moment" and an entire unit decided they wanted to go home and cry under their beds.
PB
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.