RED ELF
TERROR

Some monsters are so huge and threatening that they are considered to be even more frightening than those described by the Fear rules. Such creatures cause terror.

Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again.

If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test too. As any unit of troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear.

  1. A unit must make a terror test if charged by or wishing to charge an enemy that causes terror.

  2. A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6”.

Flee!

A unit which fails its Terror test will flee away from the source of its terror as if it had failed its Break test in close combat or had decided to flee from a charge.

A unit being charged will flee immediately like any unit which flees from a charge.

A unit attempting to charge or failing a test at the start of its turn will flee in the compulsory movement part of its Movement phase.

A unit which flees in terror because of an enemy within 6" at the start of its turn may not attempt to rally that turn. It will flee in the compulsory part of its Movement phase, in the same way as a unit which panics because of fleeing friends within 4" (see Panic).

Remember that only a single test is ever made for terror by any unit during the whole game, whether it is made because of a charge or because the unit finds itself within 6" of a terrifying monster.

Fear and Terror Liabilities

Obviously a large monster is less likely to suffer from fear or terror itself. There is no way a huge Dragon is going to be scared of a Troll, for example. These special liabilities also apply to any rider of a large monster (or a steed) too, so a Dragon rider wouldn't be afraid of a creature that would frighten him were he on foot. They also apply to units that are accompanied by fear or terror causing creatures: a Skink unit with a Kroxigor would be immune to fear, for example.

The following rules apply:

A creature that causes fear is not affected by enemies that cause fear. Faced with an enemy that causes terror, a fear-causing monster only suffers fear, not terror. For example, a Troll causes fear and a Dragon causes terror. The Dragon is not at all worried by the Troll, but the Troll fears the Dragon.

A creature that causes terror is not affected by fear or terror at all. For example, a Dragon rider is completely unworried by fear or terror because his mount causes terror.

It sometimes happens that an enemy unit of ordinary troops is led by a mighty Hero or a monster which causes fear or terror. In this situation, test for fear/terror if a charge will result in the charged unit fighting the Hero or monster in question.

In the case of terror a unit must also test if it is within 6" of the creature at the start of its turn, but not necessarily because it is within 6" of a unit that the terrifying creature is in. If the unit is charging a unit of enemy troops in the side or rear, so that the charging unit won't have to fight a terror-causing monster, then the unit does not have to test for terror. This is common sense – if you don't have to confront the beast then no test is required.