Fear

Combat is frightening to the unprepared. At the start of hostilities - when "slow" time starts and combatants start acting turn-by-turn (see Time During Adventures, p. B497) - those with neither combat skills nor Combat Reflexes must make a Fright Check (p. B360). Apply the usual +5 for the "heat of battle" and any bonus for a successful Leadership roll by the group's leader (see p. B204). The GM may rule that those who fail simply drop their weapons and flee instead of rolling on the Fright Check Table.

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