An Initiative test in The Old World works just like any other characteristic test (except for Leadership tests). Here’s how it goes, straight from the rulebook:
“To make a characteristic test, roll a D6 and compare the result to the relevant characteristic on the model’s profile. If the result is equal to or less than the value of the characteristic, the test is passed. If, however, the result is greater, the test has been failed.
Where a model (or unit) has more than one value for the same characteristic, use the highest value.
Automatic Pass and Fail: When making a characteristic test a natural roll of 6 is always a failure, and a natural 1 is always a success, regardless of any other modifiers. Additionally, if the model has a characteristic of 0 or ‘- ’ it automatically fails the test.”
Taking all that into account, when the rules mention “a model with multiple values for the same characteristic,” they’re usually talking about a mounted model (whether it’s on a regular mount, a monster, or a chariot).
For example, when taking a Strength test, you’d usually use the dragon’s Strength instead of your Elven Prince’s. Or if you’re doing an Initiative test, you’d use the chariot crew’s Initiative instead of the chariot’s (since it doesn’t have one).
Initiative tests in The Old World are pretty common, and depending on how the meta’s looking, you’ll see them more or less often on the table.
For instance, Tomb Scorpions from the Mortuary Cult of the Tomb Kings have been used a lot, and thanks to their The Terrors Below rule, they’ll straight-up kill a model if it fails an Initiative test.
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