Historically, wounded elephants would often go berserk and harm their allies. I hadn’t drafted rules for such matters in the prior version of the game, but with the addition of dragon turtles, giant crocodiles, and triceratops to D@W, these rules became even more important! Therefore I present the rules for…
Unpredictable Creatures: Normal troops tend to retreat when heavily damaged. Units including unpredictable creatures such as war dogs or elephants might instead go berserk, attacking friend and foe alike.
When an unpredictable units recoils, it normally retreats one hex directly away from the attacker without changing facing. However, if it cannot complete its retreat due to an intervening unit, the unpredictable unit immediately turns to face the unit which is blocking its retreat and conducts an immediate attack sequence against it (regardless of whether the unit is friend or enemy). This attack will be a trample if possible, and a charge if not. The unit will advance if possible after its attack sequence. If an unpredictable unit cannot complete its recoil due to impassable terrain, it will flee instead.
When an unpredictable unit flees, it changes its facing towards its own battlemap edge and immediately retreats a number of hexes equal to its hustling movement rate. For each hex of its retreat, randomly determine which of the two eligible front hexes the unit retreats into – the unit’s commander does not get to choose! If the unpredictable unit cannot complete its randomly-determined retreat due to an intervening unit, it conducts an immediate attack sequence against it (regardless of whether the unit is friend or enemy). This attack will be a trample if possible, and a charge if not. After its attack sequence is resolved, the unit is considered routed and removed from play. If the unpredictable unit cannot complete its randomly-determined retreat due to impassable terrain, it is simply routed and removed from play.