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1 Command   2 Maneuver   3 Artillery/Skirmish   4 Assault   [5 Panic Test]

Panic Procedure - When to Test - Modifiers
« 5.1 Panic Test Procedure
Panic tests are conducted at the end of a turn by any divisions which have suffered traumatic events during the course of the turn sequence. These panic tests use the same chart as the panic hits which occur during the assault phase. However, divisional panic tests employ the chart in a slightly different manner.

In order to conduct a divisional panic test, establish the failure value by cross-indexing the average troop grade of the testing division with the failure column on the appropriate panic index. The specific panic index to be used will be dictated by the circumstances described in section 5.2 below, and is modified by all applicable panic level modifiers. Once the failure value is established, the player controlling the division then rolls one die and modifies its result using the failure roll modifiers. If the modified die roll value equals or exceeds the previously established failure value, the division is immediately marked as being in a panicked state and all member units will conduct the resulting forced movement listed immediately to the left of the failure column (withdraw, fall back, retreat or rout).

Units within the division which have already conducted other forced retrograde moves during the current phase do not move a second time. If a loss number is shown to the right of the panic result, the division will lose that number of bases to desertion. Deserting bases are taken randomly, first from the lowest troop grade present, followed by progressively higher troop grades within the division. Deserted bases are removed from game play and not returned unless playing multiple-day scenarios. Once all panic test rounds have been resolved, all panic markers are removed from affected divisions and the next turn is begun.

« 5.2 When to Test
There are three different conditions which can trigger divisional panic tests. If more than one condition happens to a division, it will simultaneously roll one die for each condition, suffering the worst result which occurs. Because panic test failures can trigger panic tests in adjoining divisions, the panic test phase is conducted in "rounds" during which progressive groups of divisions will roll for panic. All panic tests conducted within a test round are considered to be simultaneous, and resulting mandatory movements are executed only after all necessary die rolls for that round have been conducted.

1) Death of a leader - If a leader is killed at any point during a player turn, all divisions within his chain of command must roll for panic failure during the Panic Test Phase. Note that the death of a commander in chief results in a panic test for every division in his army.
2) Internal Panic - A division must roll for division-wide panic if any of its units suffered panic hits during the assault phase. The division will roll on the panic level which corresponds to the highest number of panic hits suffered by any one of its units during the current player turn. For example: if three regiments in a division suffered panic hits, with two suffering two hits each, and a third suffering one hit, the division in question will roll for possible panic failure using panic level two. If any unit within the division had suffered three panic hits, this would cause the division to roll on the failure column for panic level three.
3) Adjoining Panic - A division will roll on the panic index if any adjoining division within 8cm becomes panicked during the Panic Test Phase. Divisions are considered adjoining if the closest points of their closest units are within 8cm of each other, or within line of sight, whichever is less. This "inter-divisional" panic always starts at the same level of panic as that suffered and tested for by the adjoining division.

Each division may only test once for each panic condition during the course of a panic phase. For example; if a division passes an internal panic test, only to have an adjoining division fail a similar test, the subject division must then roll an adjoining panic test. If however, it passes that panic test only to have yet another adjoining division fail during the same round (or any subsequent round of that phase), it will not have to roll a second adjoining panic test.

« 5.3 Panic Modifiers
Panic Level Modifiers: The following modifiers increase or decrease the panic levels of the testing divisions. For example; moving up one panic level will cause a player already rolling on the Panic 2 failure column to now roll on the Panic 3 failure column.
  • C-in-C Killed - Move up one panic level if the Commander in Chief of the army to which the division belongs is killed. Note that the death of a C-in-C will cause every division in that army to roll on the Panic Index
  • Charismatic Leader Killed - Move up one panic level if a charismatic leader killed during the current phase was within the testing division's chain of command.
  • Adjoining panicked division is heavy support- Move up one panic level if a panicked adjoining division counts as a heavy support formation (elite troops grade or cavalry).
  • Adjoining intact division is heavy support- Move down one panic level if an adjoining intact division (i.e. - one which is not panicked) is a heavy support formation (elite grade troops or cavalry).

Failure Roll Modifiers: The following modifiers are added or subtracted from failure die rolls. All modifiers are cumulative.
  • Dead leader value - Add the values of all applicable dead leader to the panic roll of all divisions under the leader's command.
  • Each demoralized unit- Add 1 to the failure die roll for each unit within the division which is demoralized or which has been destroyed.
  • Division is intact- Subtract 1 from the failure die roll if no units in the division have any morale hits.
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