First introduced in Warhammer Fantasy Battle 2nd Edition, the special rules for alcoholism only managed to sneak into one campaign module (Tragedy of McDeath, 1986) before disappearing from the game thereafter. Admittedly, the rules were someone clumsy—they simply punished the player by penalizing the drunken unit with lower characteristics. Nevertheless, in the spirit of Oldhammer, I've drawn up a quick treatment of these forgotten special rules for use with the 3rd Edition that is a little more random and fun. Enjoy!
Alcoholism: If the scenario calls for it, one or more units in your army has been 'at the bottle' and is well and truly drunk. Throughout the fight, they will continue to drink from whatever alcohol they carry with them. At the beginning of each turn, take a Will Power test. If the unit fails, they have become well and truly drunk and will react randomly according to the table below. If the Will Power test is passed, then they have managed to hold their liquor for now, and there is no effect for the turn.
Roll 1d6 each time the Will Power test is failed:
1-2 Until the beginning of the next turn, unit is subject to a failed Stupidity test.
3-4 Until the beginning of the next turn, unit is subject to a failed Saga Animosity test against the nearest visible unit (friend or foe) to its front.
5-6 Unit will spend the turn moving towards the closest known building in search of more alcohol (or otherwise, the table edge). If they reach the building, they will spend the entire next turn trashing the place and turning it upside down to find any hidden stores.