Source: Warhammer Fantasy: 7th Edition

Lurching Horror
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Spawn are moved in the Compulsory Movement part of the Beastman Movement phase, moving 2D6" each turn. The player has no control over the distance moved, but must nominate in which direction the Spawn will move before rolling the dice (this must be in a straight line). He may not subsequently change the Spawn's facing.

If the Spawn's movement is sufficient to take it into an enemy unit then it counts as charging, following all of the normal rules. The target may make a charge reaction as normal, counting the Movement value rolled as the Spawn's maximum charge distance (for the purposes of fleeing, standing and shooting, etc).