A unit that fails a Panic test will flee in the same way as described for units which break in hand-to-hand combat Or which flee from a charge.
Fleeing troops abandon their formation and are moved in a rough mass or mob 2D6" Or 3D6" away from the enemy or most obvious source of threat, but the player is allowed to decide exactly where to flee within these guidelines. See the Close Combat section for rules governing fleeing troops.