all alone
Being outnumbered and alone is a nerve-racking situation for any warrior.
If your warrior is fighting alone against two or more opponents, and there are no friendly models within 6” (knocked down, stunned or fleeing friends do not count), he must make a test at the end of his combat phase. The test is taken against the model’s Leadership on 2D6. If the warrior scores equal to or under his Leadership his nerve holds. If the score is greater than his Leadership, the warrior breaks from combat and runs. Each one of his opponents may make one automatic hit against him as he turns to run. If the model survives, he runs 2D6” directly away from his enemies.
The warrior is now considered broken
broken
At the start of each of his turns, the warrior must take another Leadership test. If he passes, he stops but can do nothing else during his own turn except cast spells. If he fails or is charged, he runs 2D6” towards the nearest table edge, avoiding any enemy models. If he reaches the table edge before he has managed to recover his nerves, he is removed from combat.
If a warrior is charged while he is fleeing, the charger is moved into base contact as normal, but the fleeing warrior will then run a further 2D6” towards the table edge, before any blows can be struck.
fear
Fear is a natural reaction to huge or unnerving creatures. A model must take a fear test (ie, test against his Leadership) in the following situations. Note that creatures that cause fear can ignore these tests.
a) If the model is charged by a warrior or a creature which causes fear.
If a warrior is charged by an enemy that he fears then he must take a test to overcome that fear. Test when the charge is declared and is determined to be within range. If the test is passed the model may fight as normal. If it is failed, the model must roll 6s to score hits in that round of combat.
b) If the model wishes to charge a fear-causing enemy.
If a warrior wishes to charge an enemy that it fears then it must take a test to overcome this. If it fails the model may not charge and must remain stationary for the turn. Treat this as a failed charge.
frenzy
Some warriors can work themselves into a berserk state of fury, a whirlwind of destruction in which all concern for their own personal safety is ignored in favour of mindless violence. These warriors are described as being frenzied.
Frenzied models must always charge if there are any enemy models within charge range (check after charges have been declared). The player has no choice in this matter – the warrior will automatically declare a charge.
Frenzied warriors fight with double their Attacks characteristic in hand-to-hand combat. Warriors with 1 Attack therefore have 2 Attacks, warriors with 2 Attacks have 4, etc. If a warrior is carrying a weapon in each hand, he receives +1 Attack for this as normal. This extra Attack is not doubled.
Once they are within charge range, frenzied warriors are immune to all other psychology, such as fear and don’t have to take these tests as long as they remain within charge range.
If a frenzied model is knocked down or stunned, he is no longer frenzied. He continues to fight as normal for the rest of the battle.
hatred
Hatred is a very powerful emotion, and during this era of strife and war, bitter rivalry is commonplace.
Warriors who fight enemies they hate in hand-to-hand combat may re-roll any misses when they make their To Hit rolls to attack in the first turn of each hand-to-hand combat. This bonus applies only in the first turn of each combat and represents the warrior venting his pent-up hatred on his foe. After the initial round of hand-to-hand combat he loses some impetus and subsequently fights as normal for the rest of the combat.
stupidity
Many large and powerful creatures, as well as some of the more unhinged individuals in Mordheim, are unfortunately rather stupid.
Models that are stupid test at the start of their turn to see if they overcome their stupidity. Make a test for each model affected by stupidity. If you pass the test by rolling their Leadership value or less on 2D6 then all is well – the creatures behave reasonably intelligently and the player may move and fight with them as normal.
If the test is failed all is not well. Until the start of his next turn (when it takes a new Stupidity test) the model will not cast spells or fight in hand-to-hand combat (though his opponent will still have to roll to hit him as normal).
If a model who fails a Stupidity test is not in hand-to-hand combat, roll a D6.
D6 | Result |
---|---|
1-3 | The warrior moves directly forward at half speed in a shambling manner. He will not charge an enemy (stop his movement 1” away from any enemy he would have come into contact with). He can fall down from the edge of a sheer drop (see the Falling rules) or hit an obstacle, in which case he stops. The model will not shoot this turn. |
4-6 | The warrior stands inactive and drools a bit during this turn. He may do nothing else, as drooling is so demanding. |
Regardless of whether the test is passed or failed, the result applies until the start of the model’s following turn (when it takes a new Stupidity test).