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 ).
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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