A Hell Pit Abomination is moved in the owning player's Compulsory Movement, moving 3D6" each turn. First, pivot the Hell Pit Abomination to face the direction in which you wish it to travel and then roll 3D6; this is how many inches directly forward the creature will move. If a triple is rolled, do not move the Hell Pit Abomination; instead roll immediately on the Berserk Abomination chart.
If the Abomination's movement is sufficient to take it into an enemy unit then it counts as charging. The target may make a charge reaction as normal, counting the Movement value rolled as the Abomination's maximum charge distance (for purposes of fleeing, standing and shooting, and so on). If the move is blocked by impassable terrain the Hell Pit Abomination will stop 1" away from it. If the Hell Pit Abomination's move takes it into a friendly unit the creature will immediately cause D6 Impact Hits to the unit in its way,
before withdrawing back 1" and ending its movement.