Psychology

Leadership Tests
When a unit is required to make a Leadership Test, the player rolls 2D6 and compares the score against the model in the unit with the highest Leadership. If the score is less than or equal to the model's Leadership, the unit passes. If, however, the score is higher, the unit fails the test and suffers the effect of whatever triggered it.
Fear
Some units cause Fear, and some units are afraid of certain weapons. A squad or Heroic Character model must pass a Leadership Test to overcome their Fear in the following situations:
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The unit is charged by an enemy that causes Fear. If they pass, they may fight as normal. If they fail and are outnumbered by that enemy, then they are immediately Broken. If they fail but are not outnumbered, they fight at half Weapon Skill in the first round of Hand-to-Hand Combat, and may not fire at the charging enemy if on Overwatch.
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The unit wants to charge an enemy that causes Fear. If they fail, they may not charge and remain stationary for that turn. They may, however, still participate in the Shooting Phase.
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The unit is Hit by a weapon that causes Fear. If they fail, they become Broken—regardless of casualties.
Models that cause Fear are not affected by enemy models that cause Fear. When they face enemy models that cause Terror, they only have to test for Fear.
Terror
Some particularly imposing units cause Terror; these units also cause Fear. A squad or Heroic Character model must pass a Leadership Test to overcome their Terror, but they only have to do this once per battle. If they pass, the enemy only causes them Fear from then on. When testing for Terror, a unit does not need to also test for Fear. A unit tests for Terror in the following situations:
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The unit is charged by or wants to charge an enemy that causes Terror.
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The unit starts its turn within 8" of an enemy that causes Terror.
If a unit fails a Leadership Test for Terror, they are immediately Broken and must flee, even if they are already in cover.
Models that cause Terror are immune to the effects of Fear and Terror.
Stupidity
Models which are Stupid must take a Leadership Test at the beginning of their turn. If they pass, they act as normal; however, if they fail, the following rules apply:
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If the model is engaged in Hand-to-Hand Combat, roll a D6. On a score of 4+, it fights as normal. Otherwise, it forgets what it is doing and stops fighting—it may not roll attack dice or Parry, and only uses Weapon Skill and Combat Score Modifiers when working out the Combat Score.
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If the model is not engaged in Hand-to-Hand Combat, roll a D6 and consult the chart below:
Stupid Creature Movement Chart (D6)
1-3Roll a Scatter Dice and move the model its full Movement in the indicated direction. If it encounters an enemy model at any point during this move, it automatically engages them in Hand-to-Hand Combat—but must still roll to see if it fights.4-6The model is so confused it does nothing for the rest of the turn. -
The model may not Shoot or use Psychic Powers.
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The model is not required to take any other Psychology tests.
While Broken, units are not affected by Stupidity.
If a Cavalry model has a mount which is Stupid, the model has to test for Stupidity but uses the rider's Leadership.
Frenzy
Some troops can become Frenzied—be it ritualistic, drug-induced, or simply their nature. Frenzied models go into a berserk rage if there are enemies within charge range at the start of their turn; this continues until they are either Broken in Hand-to-Hand Combat or there are no more enemies in charge range. Whilst a model is Frenzied, the following rules apply:
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If there are enemy models within charge range, the model must engage them in Hand-to-Hand Combat—this happens as a Compulsory Move.
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The model doubles its Attacks characteristic.
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It may not Parry.
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Frenzied models always use their Follow-Up Move and must use it to move closer to the enemy and engage in Hand-to-Hand Combat if possible. They may not use a Follow-Up Move to enter cover.
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The model is not required to take any other Psychology tests.
Frenzied units can be Restrained by passing a Leadership Test at the start of their turn. Restrained troops ignore the effects of Frenzy for that turn.
If a Frenzied unit is Broken in Hand-to-Hand Combat, they cease to be Frenzied. If they later Rally, they do not regain their former Frenzy.
Hatred
Hate is a powerful emotion. In the galaxy of the 41st millennium, it is fueled by endless rivalry and grudges borne over tens of centuries. When a model harbours Hate for an adversary, the following rules apply:
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Units take Break & Rally tests with a Leadership value of 10.
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When fighting in Hand-to-Hand Combat with a Hated foe, models may re-roll any attack dice in the first turn of combat.
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Models must always make a Follow-Up Move towards their Hated enemy and engage them in Hand-to-Hand Combat, if they are able to do so.