Break Tests

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  • 15.G Break Test
    Each unit on the side that lost the Round of Combat must take a Break Test. The order is chosen by the losing player.
    A Break Test is a Discipline Test with a negative modifier equal to the Combat Score difference (i.e. if the Combat
    Score was 6 to 3, the units on the losing side take Break Tests with a −3 modifier).

    If the test is passed, the unit remains Engaged in the Combat. If the test is failed, the unit Breaks and Flees. Remember
    that units within 6” of a friendly unit that Breaks must take a Panic Test (see Panic Test ).
    15.G Break Test
    Each unit on the side that lost the Round of Combat must take a Break Test. The order is chosen by the losing player.
    A Break Test is a Discipline Test with a negative modifier equal to the Combat Score difference (i.e. if the Combat
    Score was 6 to 3, the units on the losing side take Break Tests with a −3 modifier).

    If the test is passed, the unit remains Engaged in the Combat. If the test is failed, the unit Breaks and Flees. Remember
    that units within 6” of a friendly unit that Breaks must take a Panic Test (see Panic Test ).

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