Hatred is a powerful emotion and instances of hatred and rivalry are commonplace in the Warhammer World. There are grudges borne over centuries, racial animosity bordering on madness, and irreconcilable feuds which have left generations of dead in their wake. Some races hate other races with such bitter conviction that they will fight almost to the death rather than flee from them. Like frenzy, no psychology test is taken for hatred.
The following rules apply.
Troops who hate their hand-to-hand combat adversaries take any Break tests with a Leadership value of 10. They do not reduce this value regardless of the combat results, how many casualties they have suffered or other combat bonuses. This means they will never break unless they roll 11 or 12 on 2D6.
Troops fighting hand-to-hand combat with a hated foe may re-roll any misses when they attack in the first turn of any combat. This bonus only applies in the first turn of a combat and represents the unit venting its pent up hatred on the foe. After the initial round of blood- mad hacking they lose some impetus and subsequently fight as normal for the rest of the combat.
Troops who hate their enemy must always pursue them if they flee. They cannot attempt to avoid pursuit by testing their Leadership as other troops can.