This is one of the rules that changed in version 1.5 (July 2025), and it’s now a lot worse — much harsher on the units that have it.
(On top of that, it also made a certain Dwarf rune that causes Stupidity in enemy units a lot better than it used to be.)
Here’s what the rule says word for word (between the rulebook and the FAQs):
“Unless it is fleeing or engaged in combat, a unit with this special rule must make a Stupidity test by testing against its Leadership during the Start of Turn sub-phase of each of its turns. If this test is failed, the unit succumbs to Stupidity until its next Start of Turn sub-phase. A unit that has succumbed to Stupidity:
- Cannot move.
- Cannot shoot or cast spells.
- Cannot attempt a Wizardly Dispel.
- Must Hold if charged by an enemy.
A unit or mount that does not have this special rule becomes subject to it when joined or ridden by a character that does.”
Back before the rule update in version 1.5, it made sense — or at least it could make sense — to field units with Stupidity (or rather, to play them despite the Stupidity), because it didn’t completely shut you down. You weren’t totally immobilized.
You could still move, even if it was just in a straight line without maneuvering — but at least you could move.
Also, there weren’t these kinds of missions where units can score only if they meet certain conditions, one of which is not failing a Stupidity test.
Now, units like Cold One Knights or Cold One Chariots, for example — which have always had Stupidity — are much worse, because the rule itself has been made harsher, and there’s been no points adjustment to compensate.
(And obviously there won’t be any points adjustment for Legacy armies, because GW has made it pretty clear they don’t care about them — at least for now.)
Warhammer Old World Dwarf Army list | Expeditionary Force

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