RED ELF
FEAR

Fear is a natural reaction to huge or especially ugly and unnerving monsters. Some creatures inspire fear as is indicated in their relevant Army book and these include large and disturbing monsters such as Trolls as well as supernatural horrors such as Skeletons. A unit must take a

Fear test if it is faced by one of the following situations:

  • If Charged by a Fear-causing Enemy
  • If a unit is charged by an enemy that it fears then it must take a test to see if can overcome that fear and carry on fighting. Test when the charge is declared and the unit is determined to be within its charge range.

    If the test is passed, the unit can fight on as normal. If the unit fails its test and its Unit Strength happens to be lower than the charging enemy, it will flee.

    If the unit fails its test but its Unit Strength is higher than the charging enemy's, it will fight on as normal but must roll 6s to score hits in the first turn of close combat.

  • If a Unit Whishes to Charge a Feared Enemy
  • If a unit wishes to charge an enemy that causes fear then it must take a test to overcome its fear first. If the unit is unfortunate and the test is failed, it may not charge or shoot and must remain stationary in that Movement phase.

Defeated by Fear-Causing Enemy

A unit defeated in close combat is automatically broken without a Break test if it is fighting an enemy that it fears and its Unit Strength is lower than the victorious enemy. If the fear-causing enemy does not have a higher Unit Strength then a Break test is taken as normal. See the Close Combat section for details of combat results, Break tests and fleeing troops. Note that this rule applies whether the unit has passed any Fear tests or not.