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====Running Away==== Running Away is when your troops have their morale broken and start [[Total War|fleeing the battle; a shameful display!]] Units that are Running Away move in the exact opposite direction from the closest enemy Unit (in the event of multiples being the same distance away, the one with the most Wounds). Cavalry, Large Creatures, and anything with flying move 3d10, all else moves 2d10. Running Away has multiple causes: * As a voluntary Reaction to being Charged. This only works on a turn they have not yet Run Away from a Charge that turn, and costs no Action Points. They do a complete 360 turn before they begin to flee. * If in one round of being shot the Unit takes half its total Wounds in damage (excluding Character Wounds), it must make an Honor test or Run Away. * If suffering a Defeat in Combat Resolution and the Damage Difference is higher than the Confrontation Value, the Unit must take an Honor test or Run Away. If the Damage Difference is higher than the unmodified value of the Honor of the Unit, it must make an Honor test or Run Away. * If a Unit runs away from Combat due to failing an Honor roll, the Unit it was engaged with can attempt to Chase by making the same distance roll as if they were Running Away. This costs no Action Points. If they reach the fleeing enemy, they get an immediate free attack. If they reach another enemy Unit instead they count as having made a successful Charge against it, which is resolved next turn. If the Unit is reached, and survives the free attack, it makes another Running Away roll without the second Unit being able to Chase it a second time. * The Unit that is Running Away makes it through all friendly Units in its way. If it doesn't have enough distance to completely clear a Unit, it reaches the other side and stops 3 centimeters away. Any friendly Unit that a Running Away Unit passes through that does not have a Bushi hero in it must make an Honor roll or also start Running Away. If it passes or has a Bushi, it takes a -1 Honor and Initiative penalty for two turns. * If a running Unit runs into an enemy Unit, they become locked in Combat. The Unit that was formerly Running Away automatically loses all Initiative and Honor rolls.
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