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Made in ca
Frightening Flamer of Tzeentch



in Canada

I know this sounds like a stupid question, but I don't have access to a rule book at this point and I want to find out if a terror inducing unit is worth it or not. So what exactly differentiates between terror and fear?
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

If im not mistaken terror have wider area of creating fear effect. so instead of been charged, they'll induce fear to units just been near?


( im probably wrong, no rule book on me either :x )

This message was edited 1 time. Last update was at 2009/04/11 19:46:30


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Made in us
Fixture of Dakka





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Fear is stepping out of the door of a C17 with 100+ pounds of gear strapped to you, at night at 900 ft AGL.

Terror is the same, but seeing green tracers zipping past you on the way down...


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Made in us
Regular Dakkanaut



carson city nv

a fear causing unit only affects units that involved with charging it, basically if they fail their leadership test they will not charge. Terror causing units require all units within 6 inches to make a leadership test. The book has a very good explaination on this. Much better than I can.

garythewargamer  
   
Made in us
[MOD]
Madrak Ironhide







thedarkside69 wrote:I know this sounds like a stupid question, but I don't have access to a rule book at this point and I want to find out if a terror inducing unit is worth it or not. So what exactly differentiates between terror and fear?


Terror causes fear to fear causers if they are not immune to psychology.

Terror also forces the opponent to take terror checks within a certain range of a terror
causing model/unit whereas Fear only causes checks in hand-to-hand combat.

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[SWAP SHOP MOD]
Barpharanges






Limbo

In addition, if a unit fails a Leadership check when attempting to charge a Terror-causing unit, they flee rather than staying put.

Note: a unit only ever takes one Terror check (the one from just being around a Terror causer) in a given game.

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Made in us
Dusty Skeleton




MD

I have my rulebook so this is an escript:

A unit must take a Fear test if it is faced by one of the following situations:
1) If charged by a Fear-causing enemy
2) If a unit wishes to charge a fear-causing enemy.

1)Charged by a fear causing enemy: First declare your charge reaction then take your fear check if the unit is deemed within successful charge range. If you pass then follow whatever charge reaction you decided. If you have failed the test and the US of the charging unit is lower then your unit then you require 6s to hit in the first round of combat. If the US of the charging unit is higher then your units US then you immediately change your reaction to flee and perform that action.

2) When charging a fear causing enemy, if you pass the Fear test then perform the charge as normal. If you fail the test then you stand still and is treated the same as a unit that failed a charge for the rest of that turn.

Defeated by Fear-Causing Enemy
If you lose combat to a unit that you Fear then you will immediately break from combat if you cannot roll an Insane Courage test.

Terror

Terror is handled much like Fear with a few changes.
1) If charged it is handled the same way.
2) if wishing to charge and you fail your test then you will flee in your remaining moves phase.
3) If a Terror unit is within 6", if failed you will flee

"You see things as they are; and you say, 'Why?' But I dream things that never were; and I say, 'Why not?'"
--George Bernard Shaw (1856-1950)

 
   
Made in us
Widowmaker





Virginia

Defeated by Fear-Causing Enemy
If you lose combat to a unit that you Fear and they outnumber you then you will immediately break from combat if you cannot roll an Insane Courage test.

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Made in ca
Frightening Flamer of Tzeentch



in Canada

makes sense. Terror is very handy to have then. Thanks for the responses.
   
Made in gb
Decrepit Dakkanaut




IF you pass a terror test the unit still ca\uses Fear, which is important for later turns
   
 
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