Panic Tests

A Panic test is simply a Psychology test -- pass it and nothing happens; fail it and the unit immediately flees (see Direction of Flight below). A unit only ever needs to take one Panic test per phase (Movement, Magic, Shooting, Close Combat), no matter how many separate reasons arise for one -- mark units that have already tested if it helps keep track in a larger game. When several of the same army's units need to test at the same moment, their controller chooses the order.

Three situations exempt even the most cowardly unit from testing at all: being in close combat (the fight itself blots out everything else); already fleeing (nothing left to accelerate); or having already passed a Panic test earlier in the same phase. Outside those exemptions, the most common triggers are covered under Causes.

Direction of Flight

A unit that fails a Panic test caused by heavy casualties pivots on the spot (ignoring other units) to face directly away from whatever caused the most casualties that phase, then flees as normal -- or, if there's nothing to flee from (a Wizard's own miscast, for example), away from the closest enemy unit instead. A unit failing for any other reason simply pivots away from the closest enemy unit and flees.

As long as the panicked unit doesn't flee off the board entirely on this first move, there's still a chance to rally it in a later turn.


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