The psychology tests are:
Panic
Fear
Terror
Stupidity
Source: Warhammer Fantasy: 4th Edition
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The psychology tests are:
Panic
Fear
Terror
Stupidity
Source: Rulebook, p. 38-40
No.
Source: Warhammer Design Team
A unit suffers more than 25% casualties due to missile file or magical attacks.
A unit is within 12" of a unit that breaks in hand-to-hand combat.
After the rally phase, a unit is within 12" of a unit that is still fleeing. If the fleeing unit is less than 50% the size of the unit, a panic test is not needed.
A unit is within 12" of a unit that is destroyed.
A unit is engaged in hand-to-hand combat and is charged from the flank or rear. The enemy unit must be 5 figures or more to cause this test.
Source: Rulebook, p. 38
Yes.
Source: Warhammer Design Team
A unit is charged by a creature that causes fear.
A unit charges a creature that causes fear.
Source: Rulebook, p. 39
A fear test.
Source: Rulebook & Warhammer Design Team
A unit is within 8" of an enemy creature that causes terror.
A unit is charged by a terror causing creature. The difference between this terror test and the fear test is that a failed terror test means the unit automatically routs. A failed fear test will cause a rout only if the testing unit is outnumbered by the charging unit.
A unit only takes 1 terror test per game.
Source: Rulebook, p. 40
Only take terror tests for creatures you can see, only creatures whose view is obstructed don't cause terror tests (creatures behind the unit will cause terror tests).
Source: Warhammer Design Team
Yes.
Source: Rulebook, p. 83
No. The Army Standard only allows re-rolls of break tests.
Source: Rulebook, p. 83
No, not unless the unit description specifically states that the unit is immune to break tests.
Source: Rulebook, p. 41
No, troops that can frenzy do not enter the battlefield frenzied. When they enter the battlefield, they are treated just like a regular unit, with normal number of attacks and with normal psychology rules.
The only time troops may enter the frenzy is in the beginning of their own turn, and only when there are enemy troops within their charge reach. For the unit to frenzy it has to do one of the following:
Successfully charge the enemy unit and enter hand to hand combat.
Already be in hand to hand combat at the beginning of their movement phase. This means that a unit of Savage Orcs unit that is charged by an enemy, and is still in hand to hand combat at the beginning of the Savage Orcs movement phase, can frenzy.
If a unit subject to frenzy does not want to charge an enemy unit, it must take a leadership check. If it succeeds, the unit is out of frenzy and will not charge the enemy unit.
Once a unit has entered frenzy, it will remain frenzied until it is broken in hand-to-hand or there are no enemies within its charge distance. In latter case you automatically shift out of frenzy.
Source: Rulebook, p. 41 & Warhammer Design Team
Yes the unit is immune to all psychology.
Source: Warhammer Design Team
Yes and Yes.
Source: Warhammer Design Team
No, he is still frenzied.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Any wounds applied to the Giant don't affect the combat results. The Orc & Goblin player gets to add +2 to his combat result. The rest of the combat then carries on as normal.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No, because the unit ignores the fear in the first place, and thus is not effected by the automatic break rule.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The unit and the character do not move.
Source: Warhammer Design Team
The rank and file members of the unit strike normally, the character needs 6's to hit.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the unit stays in hand-to-hand combat.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit and the character do not move.
Source: Warhammer Design Team
The character strikes normally, the rank and file members of the unit need 6's to hit.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Note: The different Chaos Champions of Slaneesh have a special rule that allows them to stay in hand to hand combat when the unit that they are in breaks.
Source: Warhammer Design Team & Warhammer Armies - Chaos, p. 42
No.
Note: Assassins (Skaven and Dark Elf) characters have a special rule that allows them to leave fleeing units
Source: Rulebook, p. 48, Warhammer Armies - Skaven, p. 51, Warhammer Armies - Dark Elves, p. 40