If a charged unit stands & shoots, it is possible that it may cause sufficient casualties on the charging unit to force an immediate Panic test. Panic tests and other special psychological tests are explained in the Psychology section. This might result in a charge being brought to a halt before contact is made with the enemy. That is why it is important to work out fire from enemies who stand & shoot before moving chargers. If the chargers are out of missile range at the beginning of their charge then work our missile casualties at the maximum range of die weapon.
If a charged unit flees as it is charged then it will move directly away from its chargers either 2D6" or 3D6" depending on whether its Movement rate is up to 6" or more than 6", as explained later. It may be that fleeing troops move too far for the chargers to catch them, in which case the chargers move their normal Move rate exactly as for any other failed charge.
If fleeing troops do not move far enough away to avoid their attackers then they are in deep trouble! If the chargers have sufficient movement to catch them then the entire fleeing unit is destroyed. The chargers only need to catch one model to destroy the whole unit as it flees. Chargers move their full charge move, moving past the point where the enemy was caught if necessary. The fleeing troops are run into the ground or scattered beyond any hope of recovery. See the rules for fleeing troops in the Close Combat section for more details.