Flee
Runs for a base instead of fighting — an enemy base while healthy, one of its own to heal once worn down. It refuses to enter a zone of control, so chasing it head-on never catches it. You have to cut it off or seal the route with a belt.
Activation
Always — active from the first turn.
Action Rules
It can capture and there is a base not its own in Move Range
→ Move to the nearest base by Hex Distance and capture it
Attrition is at or past the Retreat Threshold and it stands on a base hex of its own side
→ Enter the base
Attrition is at or past the Retreat Threshold and a base of its own side has a measurable Detour Distance
→ Flank toward the nearest such base by Detour Distance
Attrition is below the Retreat Threshold and a base not its own has a measurable Detour Distance
→ Flank toward the nearest such base by Detour Distance
It has no attack rule at all. It never initiates, though it still counters when struck, and it never casts.
Every move is a flank, running clear of your zones of control. Seal every direction and it stops; with no route left it waits. Let it reach a base and it heals back to full, which is what makes deciding where to finish it a real question.