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Often, an army will not fight to the last warriors, but will run away due to casualties inflicted. The rules for Panic represent this behavior in your games.

Panic is used in most of the phases, but for this exercise, we’re going to concentrate on how to cause Panic in the Shooting Phase to give you an idea of the rules. The full Panic rules and the different situations in which it can occur can be found on pp. 48-49 of the regular-sized Warhammer rulebook.

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SHOOTING

Use the shooting rules given in the Battle for Skull Pass getting started booklet on pp. 11-13.

TURN SEQUENCE
Goblin Player's Turn
1
Movement Phase
2
Shooting Phase
  A. Choose a Target
  B. Roll to Hit
  C. Roll to Wound
  D. Make Armor Saves
  E. Make Panic Tests ***
3
Close Combat Phase
Dwarf Player's Turn
1
Movement Phase
2
Shooting Phase
  A. Choose a Target
  B. Roll to Hit
  C. Roll to Wound
  D. Make Armor Saves
  E. Make Panic Tests ***
3
Close Combat Phase
PANIC TESTS

A unit may suffer from Panic when it has taken a large number of casualties. Compare the number of models that were in the unit at the start of the Shooting Phase with the number left at the end. If the number of models has been reduced by 25% or more, then they must take a Panic test. A unit only ever takes one Panic test in each Shooting Phase, even if it loses more than a quarter of its models.

Picture of two Dwarfs falling as casualties.
Picture of three Dwarfs falling as casualties.
As they have only lost two (less than 25% of 10), the Thunderers do not take a Panic test.
As three models are more than a quarter of the unit, the Thunderers must take a Panic test.

A Panic test is much like a Break test. Roll 2D6 and add the scores together. Compare this total with the Ld value of the unit. If it is equal to or lower than the unit’s Ld, the test has been passed. If the two dice score higher than the unit’s Ld, the test has been failed and the unit runs away.

Picture of Goblins passing their Panic test.
Picture of Goblins failing their Panic test.
The total of the two dice is less than their Ld of 5, so the Night Goblins pass their Panic test.
The two dice score more than 5, and so the Goblins will run away.
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