All Alone Tests

Warriors will face difficult odds during their battles in Mordheim, sometimes having to fight 2 or more enemies at the same time. These situations can induce panic in all but the bravest souls which is where the All Alone mechanic is used.

Any warrior who becomes engaged in melee by 2 or more enemies must pass an All Alone test, to see whether they have the courage to face these opponents. This test, based on the warrior's Leadership statistic, will determine if the warrior stays and fights against the odds, or if it turns away and runs for its life. At the engaged warrior's Turn Start, they will take their All Alone test and only if they pass will they be able to take their turn as normal. If the warrior fails this test then one of two outcomes will occur:
 * If there is room behind the warrior, the will immediately Flee from their attackers, triggering free attacks for any enemies engaged with the warrior. Should the warrior survive these attacks, they will run away a distance, losing all Offense Points and any Strategy Points consumed in the movement, as well as one additional SP. When their turn resumes they will be able to act as normal albeit with no OP and whatever SP remain.
 * If the warrior cannot flee, they will instantly lose all OP, one SP, and be then allowed to use their remaining SP as normal.

Some skills, spells, enchantments and consumables can increase or decrease the chance of passing All Alone tests, however the odds of passing are the same whether the warrior is engaged by 2 or more opponents. You can directly see how likely a warrior is to pass their All Alone tests in their statistics. Warriors with a 100% All Alone stat will effectively be immune to All Alone tests, however debuffs may still reduce this value enough for the warrior to fail a test. Certain warriors are immune to All Alone tests altogether and will not Flee, and are therefore never required to take a test.

Engaging enemies with multiple warriors is an effective way of maximising your warband's effectiveness in battles.



Breaking All Alone
If one of your warriors is engaged by 2 enemies, they will have to take an All Alone test at the start of their turn. Should another friendly warrior engage either of the enemies, this will negate the All Alone test as the engaged enemy will no longer count towards All Alone check. If the friendly warrior is able to engage either enemy before the first warrior takes their turn, they will not have to take the All Alone test. As long as all additional enemies engaged with a warrior are also engaged with an additional friendly warrior, there will be no need to check for All Alone.

Continue to Neutral Enemies