Panic Test

(Rule)
Description: A Panic Test is a Discipline Test that a unit has to take immediately after any of the following situations arise:

• A friendly unit is destroyed within 6" of the unit (including Fleeing off the board).

• A friendly unit Breaks from Combat within 6" of the unit.

• A friendly unit Flees through the unit's Unit Boundary, after completing its Flee Move.

• In a single phase, the unit suffers Health Point losses equal to or greater than 25% of the number of Health Points that it had at the start of the phase. This does not apply to single model units that started the game as a single model (i.e. with a starting number of 1 model on the Army List). Ignore Health Point losses suffered while Engaged in Combat. Take the Panic Test immediately after possible casualties have been removed.

Unless specifically stated otherwise, units that fail a Panic Test immediately Flee directly away from the closest enemy unit (Centre of Unit to Centre of Unit). If several enemy units are equally close, randomise which one the unit will Flee away from. If there are no enemy units on the Battlefield, randomise the direction. If the Panic Test was caused by any of the cases listed below, the unit Flees directly away from the enemy unit that caused the Panic Test (Centre of Unit to Centre of Unit) instead, unless that unit no longer is on the Battlefield.

• A spell cast by an enemy model

• A Model Rule on an enemy model (such as Terror)

• Losing 25% or more Health Points, and the final wounds causing the Health Point losses to reach or go above 25% were due to an attack by an enemy unit

If several units have to take a Panic Test at the same time, take all Panic Tests before performing any Flee Moves caused by failed Panic Tests.

Units do not take Panic Tests if they are Engaged in Combat, if they are already Fleeing, or if they already passed a Panic Test during this phase.