Centigors are inclined to drink vast quantities of noxious beer and looted wine and spirits before battle, working themselves up into a drunken frenzy. While this makes them heedless of danger, and can turn them into berserk fighters, it can also severely incapacitate them. Roll a 1D6 for each Centigor unit at the start of each of their turns, before charges are declared. On a roll of 1, they must test for stupidity that turn (see pages 82-83 of the Warhammer rulebook). On a roll of 2-5 the alcohol has no benefit or hindrance that turn. On a roll of 6 they become subject to frenzy for that turn (even if they have previously lost a round of combat). Remember that while subject to stupidity or frenzy they are immune to all other forms of psychology.
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