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When a fighter with this ability fails a Courage test and has to flee when he is assaulted by a fear-inspiring opponent, the player controlling him must make a Discipline test of the same difficult as the failed Courage test. If this test is also failed, then the fighter flees. On the other hand, if this test is successfully passed, then the fighter suffers the other effects of rout, but does not flee.

When a fanatic places all his combat dice in attack, he benefits from a +1 on the final results of his Damage Rolls in Hand-to-Hand Combat until the end of the combat.