Raid
Heads for a base rather than for you, escorts moving with it and fighting where they arrive. It walks straight past whatever is in front of it, forcing you to choose between turning back to defend and pressing on — which puts your own turns on a clock.
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
It has a skill and a target meeting the stack condition is in range
→ Cast on the nearest such target by Hex Distance
It can attack at range, has not shot yet, and a blocker is attackable from somewhere in Move Range
→ Of the hexes that can hit that blocker — nearest by Terrain Distance — move to the one closest to the base
A lethal air-target blocker is within attack range
→ Attack the nearest such enemy by Terrain Distance
An air-target blocker is within attack range
→ Attack the nearest such enemy by Terrain Distance
A lethal blocker is within attack range
→ Attack the nearest such enemy by Terrain Distance
A blocker is within attack range
→ Attack the nearest such enemy by Terrain Distance
It carries a capturing passenger and Move Range holds a hex from which that passenger can be unloaded onto a base hex not its own
→ Move to that hex and unload
It carries passengers and Move Range holds a hex from which they can be unloaded next to a base
→ Move to the hex closest to the base and unload whichever passengers can reach it
A transport of the same squad with room is in Move Range, and the ride is faster
→ Move onto that transport and board
A base not its own has a measurable Move Distance
→ Advance fully toward the nearest such base by Move Distance
A base not its own has a measurable Terrain Distance
→ Make a projected advance toward the nearest such base by Terrain Distance
There is a base not its own somewhere on the board
→ Make a straight approach toward the nearest such base by Hex Distance
Rules 4 to 7 restrict targets to blockers because walking past you is what makes this trait threatening. An enemy in range that is not in the way goes unhit and the unit keeps walking. A unit that is blocked will fight through these rules, so no turn is wasted.
Neutral bases count too, and units head for one whether or not they can capture. With several bases on the board each unit picks its own nearest, so a squad can split up on the way.
With no base left to head for it simply waits. Not chasing you is what separates it from Charge — once every base is taken it stops moving altogether.