RED ELF
PANICKING UNITS

A unit that fails a Panic test will flee in the same way as described for units which break in close combat or which flee from a charge.

Fleeing troops abandon their formation and are moved in a rough mass or mob 2D6" or 3D6" away from the enemy and/or source of panic, but the player is allowed to decide exactly where to flee within these guidelines. See the Close Combat section for rules governing fleeing troops.

Panicking at the Start of the Turn

Note that if a unit panics at the start because of its turn se of fleeing friends within 4", terror, etc, then it may not attempt to rally that turn. The unit must flee during the compulsory movement part of its Movement phase.

Panicking in Close Combat

If unit is engaged in close combat and panics then the normal Flee and Pursuit rules apply. The fleeing unit can therefore be pursued if its enemy won the preceding combat, and consequently the fleeing unit may be destroyed in the same way as a unit that breaks following defeat in combat. If the enemy did not win the previous combat (or the two have not yet fought for some reason) the enemy cannot pursue.

Note that a unit which panics and flees from combat does not cause other units to panic as a result (ie, use friends break from close combat within 6"). A test is only required for friends that are defeated in combat and then broken as a result.

Voluntary Tests

It is conceivable that a situation occurs where both players agree a Panic test is in order, even though the rules don't strictly require it. This is most likely to happen if fighting a scenario you have invented, perhaps where ambushers spring a trap, where boulders are thrown from cliffs, or some such circumstance which the players have contrived.

If both players agree a Panic test can be taken to represent the unsettling situation the unit is in.