 Hello and in this video for how to play firefight second edition. We're looking at nerve tests and broken units Now off-camera my nightmares here. I've just had an incredibly successful attack against mats and forces And they've taken off four of his operatives. So Matt now what happens? Well, I get to choose which which of those four I'm going to take off now Obviously the leaders we've said in previous videos is always the last one to go Yeah, and I'm gonna save my burst laser because I quite like its pinning effects. So I will I would take off These four guys here. Yeah Now at the point that a unit is Is down to below 50% so less than 50% of its starting numbers. Yeah, it's broken. Okay broken marker next to it and that what that means is that in the In the end phase of every round it has to make a nerve test Okay, if it fails that nerve tests it flees Now it could be a tactical fallback or something else, but it's removed as effectively killed from the game Okay, so you just literally take the unit off. It's gone. Right. So you lose it for the next round and for the rest of the game Now forces are quite quite good. They got another three. So any three or more and I'm okay Okay, so it's 75% chance for three enforcers Now there are some modifiers to that if I'm in a building it's plus one. So basically it's only on a one that I fail Okay, two up. I'm okay Some models like commanders might have the inspiring keyword again similar to in Kings of War Yeah, though, it's only a six inch range But that gives you a reroll to that any failed any failed nerve test, right units that are pinned the minus one If you're if I'd lost five I'd have one model left once you're the last surviving model of a troop or a specialist unit That's another minus two. Okay, so if he's out there and he's pinned and he's the last one left It's minus three. Right. So he's a good chance that he would fall back or run in the case of a vermin. Definitely run Yeah, yeah Okay, so you can see in that in this kind of scenario You don't always have to completely wipe out a unit to get rid of them potentially if you can force them to do a Nerve check then they will get removed. That's another reason to maybe if you if you is a broken unit You might want to fire your pinning weapons at it to make sure it's got a minus one Yeah, in the end phase, I can't kill it But if I pin it as a good chance it could it could flee. Okay, and And yeah, and obviously the position of your inspiring units as well is it's key so another reason you might take nerve tests is maybe from Command abilities or bullet abilities of units, maybe a psychic attack something like that might force a nerve test Yeah, and that might not cause a unit to run away It depends on the rule is it might cause them to be pinned or it might cause them to fall back or something like that But you know inspiring is any nerve test is a re-roll But it could be that Yeah, as I say, you might have a command ability which forces a nerve test on another unit Command units are quite unique in that they never have to take Come on in the end phase never have to take those nerve tests for being broken right lead from the front I have iron will yeah So they're even a broken command unit will never have to take a nerve test in the end phase But they might still have to take nerve tests for other abilities or all things like that Yeah, so these say for example this unit here because he's got his bodyguards within yeah So once you close it's below 50% remember so if he'd lost his two bodyguards, he's now broken Yeah, because he's a command unit doesn't have to take that end phase test to flee. Okay, cool There you go in this video. You've seen how nerve checks work