1.8 Psychology, Regeneration
Leaders
Warriors within 7” of their warband leader may use the leader’s Leadership (Ld) characteristic instead of their own.
This does not apply if the leader is knocked down or stunned.
- Animals cannot use the leader’s Ld.
- If a leader is taken out of action, the warband has no leader for the rest of the battle.
- After the battle, the hero with the highest Ld gains the Leader ability.
- If there is a tie, you may choose.
- If you re-hire a warrior designated as the warband leader on the warband list (e.g., Mercenary Captain), he automatically becomes the leader again—even if others have higher Ld.
Stupidity
Warriors suffering from stupidity must be within 7” of a non-stupid Hero from their warband at the start of each Recovery phase.
If not, they do nothing until they start another turn within 7” of such a Hero.
Heroes that are knocked down or stunned cannot alleviate stupidity.
- Warriors that do nothing due to stupidity:
- May still strike back in close combat
- May take armour saves as normal
Hatred
- Warriors that hate their opponents may always strike them in close combat, even if other enemies are also present.
- May target them with missile fire, even if other enemies are closer.
Panic Tests
At the start of each Close Combat phase, before any blows are struck, test for panic:
- Only the active player’s warriors test for panic.
- A warrior engaged in close combat with two or more enemies and no friendly warriors in that same combat must take a panic test.
- If the warrior fails their Ld test:
- They may not strike back in close combat that turn.
- They may fight as normal in the opponent’s combat phase.
Fear
Fear During Combat
- Warriors charging or being charged by an enemy that causes fear must pass a Leadership test or suffer -2 WS roll this round of combat.
General Fear Rules
- Failing multiple Fear tests stacks.
- Warriors that cause Fear are immune to Fear.
- Fear is not active while the fear-causer is knocked down or stunned.
- Fear applies when intercepting or being intercepted by a fear-causing enemy.
Regeneration
- Warriors with Regeneration gain a 7+ armour save, modified as normal.
- Flaming hits completely negate this save.