A Panicked character will flee the battlefield, or fight viciously if he has no escape path.
It can occur due to battle luck, magic, and other circumstances.
A Panicked character receives Morale
additional MP each Turn.
He must use all of his Movement to flee via the shortest
escape route (not necessarily the safest). If the path is blocked,
he must force his way through, including charge/attack whoever actively
blocks it. If Movement is impeded by Encumbrance, he must drop items to
become Unencumbered. He cannot take any action not directly contributing
to his escape, and he cannot actively Evade missiles.
Dazed characters can be Panicked, but the effects are suspended while they are Dazed.
Panicked state can be indicated with a white marker.
TBD
In combat, Panic can be checked for each Side or Company during the Morale Phase.
Each kind of trigger can only cause one Company Check per combat.
Panic Checks are made whenever:
One DR is made for the entire Company, but the Result is determined individually for each member.
DR + Individual Morale
+ Company Morale (0 by default)
+ 1/2 if battle luck is obviously/overwhelmingly in own favor
+ 1 if there is Panic among the opponents
- 2 if there was already Panic in the Company (prior to this check)
- 1 if a friendly has been Downed
- 1 if the Company Leader has been Downed or Panicked (cumulative)
- 1 if a quarter of the Company has been Downed or Panicked
- 1 if half of the Company has been Downed or Panicked (cumulative)
- 1 if Dazed
- 1 if Wounded
- 1/2 if battle luck is obviously/overwhelmingly in opponents' favor
Result | Effect |
---|---|
\< 0 | Panicked |
= 0 | Dazed if not already |
1+ | no effect |