Instability and Break Tests When daemons lose a round of combat they must take a special Daemonic Instability test instead of a Break test. In multiple combats, each Daemonic unit must test separately. Use the following procedure to take a Daemonic. Instability test:
1. Calculate combat resolution as normal.
2. Roll 21X6 and compare this to the daemons' leadership value, with no combat resolution modifers. If the roll is higher, the daemons lose their grip on the mortal world and disappear from the battlefield. They count as destroyed.
3. If the unit does not Instantly disappear, compare the dice roll to their Leadership value, taking into account any modifiers for combat resolution. For each point the unit fails its instability test by, the unit suffers one additional wound. No saves of any kind are allowed against these wounds. including Ward saves. regeneration, etc. If characters are present in the unit, the controlling player can decide how to allocate wounds between the character's and the unit.
4. If a Daemonic unit is wiped out by instability in the first round of combat, the enemy may overrun as normal.
Immune to Psycology Some warriors and creatures in the Warhammer world are almost completely fearless, or such grizzled veterans that scenes which would make lesser troops panic have no effect on them.
Troops that are immune to psychology are never affected by fear terror, frenzy or any other Psychology rules. Troops immune to Psychology may never flee as a charge reaction - they are far too proud and brave to do this! These troops still have to take Break tests as normal.
Daemonic Mount Daemonic: Daemonic Mounts follow the Daemon rules detailed on page 29, with the exception of Instability . While their rider still lives. the will of their master binds them to the world and they do not suffer from instability. However, if their rider Is killed. they hecome subject to the Daemonic Instability rules exactly as detailed.