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TAKING PSYCHOLOGY TESTS

When taking Psychology tests, roll 2D6 and compare the result to the Leadership value of the unit taking the test. If the result is less than or equal to the unit's leadership score, the test is passed and all is well. If the result is greater than the unit's Leadership score then the test has been failed.

Players will immediately realise that a Psychology test is taken in the same way as a Break test in close combat and uses the same characteristic, namely the Leadership value. However, a Break test is not a Psychology test. The two are quite separate. This is an important point to remember because some bonuses will apply specifically to Break tests and others will apply specifically to Psychology tests.

Using Rider’s Leadership

In the case of models such as cavalry, chariots and heroic individuals riding monsters, it is the rider's Leadership that is used and not that of the mount or monster. If a chariot has several crew, use the Ld of crew member with the highest Ld value.

Using Leaders’ Leadership

If a unit of troops is led by a character then the entire tit may choose to test against his Leadership value. Characters often have better Leadership values than troops, so a regiment led by a superior character will be less prone to the effects of psychology. See the Characters section for rules concerning characters and units of troops.

The Order of Tests

Many Psychology tests are taken at the start of the player's turn. For example, Panic tests caused by friends fleeing nearby and Stupidity tests are both taken at the start of the turn. When a player is called upon to take different tests at the start of the turn then do them in the same order as they are listed here. So, if a unit is obliged to take a Panic and a Stupidity test then take the Panic test first, and only if this is passed will it be necessary to take the Stupidity test.

Psychology Tests

Warhammer uses the following psychology rules:

  • Panic
  • Fear
  • Terror
  • Stupidity
  • Frenzy
  • Hatred
  • Stubborn