Psychology

There are many events in the Realms of Chaos that may cause the psychology of a model to take effect. In most cases, when a Psychology test of any kind is called, it is made by rolling 2d6 and comparing it to the Cool value of the unit. If the dice exceed the value, then the test is failed, and otherwise it is passed. If a unit has different psychology to its leader, then the leader gains the psychology of its troops, and the troops gain the psychology of their leader.

Fear

Fear must be tested in the following scenarios:

Regardless of the fear test, units Pushed Back by creatures they Fear are automatically Routed. If the attackers are mixed, this only applies if the Feared creature did enough damage to cause them to win the Combat, discounting all other sources of Combat victory points.

If the Fear lists a radius, then the following applies to units subject to Fear within the range of the effect:

Some creatures have +X listed after their Fear trait. The X is added to the roll of the Fear test, making the test more difficult.


Frenzy

When a unit subject to Frenzy charges, roll a Frenzy test. If the test is passed, the unit does not Frenzy. If the unit is subject to Frenzy, they gain the following effects:


Hatred

Those subject to Hatred always Hate a specific type of foe. A Psychology test must be made under the following circumstances, prioritising the nearest target on a failure:

Units gain the following bonuses in Combat against Hated foes, regardless of Hatred test results:


Panic

Panic tests are made in the following circumstances:

If the Panic test is failed, the unit immediately Routs.


Routs

If any of the following occur, a unit may Rout:

A Rout test is made by rolling 2d6 against the unit's Leadership. If the number rolled exceeds their Leadership, they fail and Rout - otherwise, they pass and remain structured.

When a unit routs, it immediately turns and moves away from its opponents at double movement. This follows the normal rules for terrain and the like, and will attempt to move through friendly units. This causes no issues if there is at least a two inch gap through which they can move, but presents issues if there is not. Additionally, any friendly units within 12" must test vs Panic.

A friendly unit who is passed through by a routing unit, as opposed to moving through a gap, must immediately make a Panic test, as must every other friendly unit within 12" if it breaks. Unless it routs as well, it must remain stationary in its next Movement phase, and must Meet at the Halt or Rotate if charged.

If the unit routed during Combat, the attackers gain a free round of attacks against them that are considered to Hit automatically.

Following this, the unit will rearrange into a broken mob of models rather than a formation, and attempt to move at double rate every turn towards the nearest board edge. They do follow the normal rules for terrain, but do not need to make maneouvres. If they reach the board edge, they flee from battle, and do not return until the game has finished.

If the Routing unit contains any models with different speeds, these Rout into seperate forces.

Pursuers

If the unit broke in combat and there are no other units involved that would otherwise cause combat to continue, the enemy must make a Leadership test. On a success, they may choose to stay in place - otherwise, they must Pursue.

The routing unit moves, and the pursuers follow at double pace themselves, following normal rules for terrain with the exception of ignoring the movement penalty for linear obstacles.

If the unit does not have sufficient movement to catch up, it is placed behind - but not in contact with - the fleeing unit, and is considered Unformed. The pursuers then strike a free round of attacks against their targets that hit automatically.

If the pursuers catch up, they no longer obey commands, and instead must follow the routing unit, striking a free round of attacks against their targets that hit automatically both at the end of the first round of Pursuit and in every Combat phase. When the target unit is removed from play, the pursuers are Unformed. If they are charged while pursuing the routed foe, they may not flee or shoot, and immediately cease pursuing their targets. While they are not Unformed, they automatically Rout if Pushed Back on the first turn of combat.

If pursuers would follow a routed unit that has fled through one of their own units, the pursuers are considered to immediately charge that unit, which may not flee or shoot them. Despite combat being entered, the units involved do not fight this turn. If the pursuing group are Pushed Back on the first turn of fighting, they are automatically Routed themselves.

If the pursuers do not wish to pursue, this must be declared during the enemy Movement phase. The leader of the unit makes a Leadership test with a penalty of 1, and may cease pursuing on a success.


Stupidity

Stupidity must be tested at the start of the turn. If failed, the following occurs:

1D6 roll Effect
1-3 Roll 1D12 to determine the new facing of the unit according to the hands of a clock face, with 12 being the direction currently faced. The unit moves at half rate in the random direction. If a unit of any kind or inanimate object lies in their path, roll 1D6:
  • 1-2: The stupid unit halts in front of it.
  • 3-4: The stupid unit attempts to eat it. For all purposes except movement, this counts as a Charge, and the stupid unit has one Attack per person.
  • 5-6: The stupid unit attacks as normal. For all purposes except movement, this counts as a Charge.
4-6 The stupid unit remains stationary this turn.

Stupid units cannot be affected by further Psychology, with exception of Routing, which is handled normally and Stupidity ceases to take affect until the Pursuers are no longer in base-to-base contact. If the unit ceases to be affected by Stupidity while Routing, they automatically Rally.


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