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morale [2025/09/19 14:10] fantasyadminmorale [2025/09/21 18:10] (current) – [EXEMPTIONS FROM THE NEED TO TAKE MORALE TESTS] fantasyadmin
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   - Refer the FMV to the Morale Results section on the relevant Profile Sheet. Cross reference the FMV with the unit's morale class to discover the result of the test.   - Refer the FMV to the Morale Results section on the relevant Profile Sheet. Cross reference the FMV with the unit's morale class to discover the result of the test.
  
 +===== THE MORALE MODIFIERS EXPLAINED =====
 +
 +
 +==== CHARACTER IN DIRECT CONTROL OF UNIT ====
 +
 +The character must be in base-to-base contact
 +with the unit for it to gain this benefit
 +
 +==== EACH FREE VISIBLE FRIENDLY CHARACTER OR UNIT WITHIN 10 CMS ====
 +
 +To count a unit for this morale modifier, the unit
 +must not only be within 10 cm but must also be out
 +of combat. Units that are routing or retiring, never
 +count for this modifier. Monsters never count for
 +this morale modifier either, even if they are friendly.
 +
 +==== CHARACTER IN DIRECT CONTROL OF UNIT KILLED THIS TURN ====
 +
 +Self-explanatory.
 +
 +==== EACH FREE VISIBLE ENEMY MONSTER OR UNIT WITHIN 20 CMS ====
 +
 +To cause this adverse modifier the enemy monster
 +or unit must be out of combat and must not be
 +routing or retiring.
 +
 +==== HATED FOE WITHIN 20 CMS ====
 +
 +When you really hate someone it gets the
 +adrenalin going.
 +
 +==== UNIT IS BEING ATTACKED IN FLANK ====
 +
 +Self-explanatory and includes attacks by
 +overlapping units.
 +
 +==== UNIT IS BEING ATTACKED IN REAR ====
 +
 +This morale modifier allows for the fear and
 +confusion caused by a rear attack. It includes attacks
 +by overlapping units who get behind another unit
 +
 +==== UNIT IS ENGAGED WITH ENEMY TWICE ITS NUMBER ====
 +
 +Attacking a numerically superior foe can cause the
 +morale of your troops to waver.
 +
 +==== UNIT IS ENGAGED WITH ENEMY HALF ITS NUMBER ====
 +
 +Attacking a numerically inferior foe can bolster
 +your troops morale. Players should note, this
 +modifier never affects monsters.
 +
 +==== UNIT LOST LAST ROUND OF COMBAT ====
 +
 +A history of defeat will always undermine a unit's
 +morale.
 +
 +==== UNIT IS IN HEAVY COVER ====
 +
 +The safety cover offers will often boost morale.
 + 
 +==== UNIT ATTACKED BY MAGIC/MONSTER/UNDEAD THIS TURN ====
 +
 +Self-explanatory — the magic attack may have
 +been at any point in the turn prior to when the
 +morale test occurs. A flame attack by a monster will
 +trigger the attacked by monster modifier, but
 +missile attacks by undead will not.
 +
 +===== MORALE RESULTS =====
 +
 +==== 1. ROUT ====
 +
 +A unit that suffers the result Rout, turns its back on
 +the enemy and moves at Rout Speed directly away
 +from the cause of its panic. The soldiers move in the
 +safest possible direction, which usually means
 +running towards the table edge they entered by.
 +Routing units lose formation so they can pass
 +easily through any gap 3 cms wide or more, or flow
 +round any obstacle. If an obstacle cannot be
 +circumnavigated, then the routing unit must move
 +either to the right or left, in an attempt to get round
 +it. In such a case, to decide in which direction they
 +move roll one D6. On a 1-3 they go right and on a 4-6
 +they go left.
 +
 +A unit which is charged or pursued while routing
 +has no right of reply in combat. Instead the routing
 +commander must remove one figure from his unit
 +for every figure the attacker successfully gets into
 +base-to-base contact with the routing unit. This may
 +seem harsh, but it should be remembered that in real
 +battles most of the casualties inflicted on the
 +defeated side, occurred when its troops were trying
 +to escape from the battlefield.
 +
 +Units that rout in any phase of the turn, apart from
 +phase eleven, can attempt to rally in the first half of
 +phase eleven. But units that rout in the second half of
 +phase eleven as a result of combat, can not try to rally
 +until phase eleven of the following turn.
 +
 +For a routing unit to rally it must pass a Morale Test
 +in phase eleven of the game turn. If it fails the test it
 +will continue its rout and make another rout move in
 +phase one of the following turn. It will continue this
 +process until it succeeds in rallying, or routs off the
 +table and is lost for the rest of the game.
 +
 +If a routing unit rallies, it is immediately marked
 +with a disordered counter and must receive the
 +order to Reform before it can follow any other orders
 +(See Disordered Units on Page 60).
 +
 +If a character is with a unit when it routs he also
 +routs for one turn (sometimes survival is the better
 +part of valour). But at the end of phase one i n the next
 +turn he immediately rallies himself.
 +
 +==== 2. RET ====
 +
 +A unit that suffers the result Retire, moves
 +immediately at retire speed away from the enemy for
 +one move only and ends its move facing its foe.
 +Retiring units move directly away from the cause of
 +their fear and where ever possible back track along
 +the route they used to advance on the enemy. Any
 +character with the unit will also retire.
 +
 +If this morale result is obtained in phase eleven of a
 +game turn, the affected unit retires in phase one of
 +the next game turn. Otherwise units that obtain this
 +result retire immediately and can conduct no
 +further orders that turn which involve either
 +movement or firing.
 +
 +==== 3. CO ====
 +
 +A unit that achieves the result Carry On continues
 +to follow its existing orders, whatever they may be. A
 +routing unit that achieves this result rallies.
 +
 +==== 4. UA (UNCONTROLLED ADVANCE) ====
 +
 +A routing unit that achieves the result
 +Uncontrolled Advance rallies. Any other unit that
 +achieves this result, immediately charges toward
 +the enemy that caused its Morale Test or the nearest
 +enemy unit in front of them.
 +
 +Units that get this result in a Morale Test can not be
 +given any orders until they have made their charge
 +move, and if they already have orders, immediately
 +discard them.
 +
 +If the unit has not yet moved in the current game
 +turn, it will commence its charge in either phase
 +four or six — depending on which comes first after
 +the Morale Result. The charge will be completed in
 +phase nine as normal.
 +
 +If the unit has already moved in the current game
 +turn, then it conducts its charge in phase one of the
 +next turn in the following way. First its target takes a
 +Morale Test. If it fails it conducts its Rout or Retire
 +immediately. Then the unit in UA moves the first half
 +of its charge move. If it contacts the enemy, combat
 +occurs and must be resolved in phase ten. If it fails to
 +contact the target, the target may then take a
 +Reaction Test to see if it can react to this unexpected
 +danger. If it can and wishes to do so, it does so
 +immediately but at the cost of forfeiting all other
 +movement and firing for the rest of that turn. The
 +unit in Uncontrolled Advance then makes the final
 +half of its charge move. If it contacts its target,
 +combat will occur in phase ten of the turn.
 +
 +===== EXEMPTIONS FROM THE NEED TO TAKE MORALE TESTS =====
 +
 +Characters never have to take Morale Tests. Which
 +is one of the reasons why they are such renowned
 +heroes, infamous thieves, inspiring priests, dread
 +wizards, or feared Discipline Masters.
 +
 +Skeletons never take Morale Tests because they
 +have no minds of their own to exercise, instead they
 +are completely controlled by another being.
 +However, if their controller is wounded or killed,
 +then the skeletons will immediately disappear back
 +to the shadowlands from whence they came and are
 +removed from play.
 +
 +Some magic spells, miracles, curses or wonders,
 +may temporarily exempt a unit or monster from
 +taking Morale Tests.
 +
 +
 +----
 +
 +[[magic|CHAPTER 11. MAGIC]]
morale.1758283802.txt.gz · Last modified: 2025/09/19 14:10 by fantasyadmin

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