Courage tests

(Rule)
Description: To perform a Courage test, roll 2D6 and compare the result with the highest Courage value in the unit (see Characteristic Profiles in the Definitions and Terminology chapter). If the result is equal to or lower than the Courage value, the test is passed. Otherwise, it fails.

There are three primary types of Courage Tests:

  • Panic Tests: Tests of Panic are taken immediately whenever a unit is called upon to take a Panic Tests, see below for the most common situations. A failed Panic Test puts a unit in the Shaken state.

  •

  • Break Tests: Taken by units on the losing side of a Combat. See Melee Phase chapter for details.


Panic? Klepa is always cool as coocumber. What’s the secret to staying calm? Just remember: you are an honest goblin with a pure heart, nothing to hide, and lots of eemaculit alibis.



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h2 class='ruleTitle'>Panic Tests
A Panic test is a type of Courage Test taken in certain situations. These situations include:

  • A friendly Shaken unit performs a Flee Move through the unit.

  • A Flee Move that is the direct consequence of a voluntary decision does not cause a Panic Test to friendly units.
This includes Charge Reaction Flee! (unless caused by a failed Panic Test when charged by a model with Terror), and voluntary Breaking from Combat with a unit with Feigned Flight. Note that a Flee Move due to a failed Rally Test is not considered a voluntary Flee Move, even if originally due to a Charge Reaction Flee!.

  • Take the test after completing the Flee Move.

  • The unit suffered enough Health Point losses in a single phase from Ranged Attacks originating from enemy models, to fulfill both of the following criteria:

  • At least 3 Health Points losses, and

  • At least an amount of Health Points losses to equal 25% of the number of HP the unit has at the start of the Phase.

Take the Panic Test immediately after possible casualties have been removed. Ignore Health Point losses suffered while Engaged in Combat.

  • An enemy unit with Terror declares a Charge against the unit in the Charge Phase.

Units do not take Panic Tests if

  • they are Engaged in Combat, or

  • they are already Shaken, or

  • they already passed a Panic Test during this phase.

If a unit fails a Panic test, it immediately becomes Shaken. Note that this normally does not mean the unit performs a Flee Move.