Source: Warhammer Fantasy: 6th Edition

Panicking Units
URL Copied!

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 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.

Previous - Panic (Psychology)

Next - Panicking at the Start of the Turn