Ethereal Ethereal beings are insubstantial creatures which can move through solid objects. They therefore suffer no movement penalties for moving over difficult terrain or obstacles, or from other reductions to movement (such as the Anvil of Doom Rune of Water or the Pit of Shades spell).
They can move through building: just as easily,
but not through other units. They cannot, however, end their movement inside impassable terrain nor see through anything that would block the line of sight of normal units. Ethereal creatures block line of sight normally (the enemy cannot see through them).
Because they are insubstantial, they can't he harmed in combat except by attacks from magical weapons. Daemons or other Ethereal creatures, though they can be affected by spells as normal. Ethereal creatures can still he beaten in close combat and suffer extra wounds as a consequence because combat results are not wholly dependent upon casualties.
Terror Unit causes Terror.
Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again.
If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test, too. As any unit of Troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear.
A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror.
A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6".