morale
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morale [2025/09/19 14:10] – [HOW TO TAKE A MORALE TEST] fantasyadmin | morale [2025/09/21 18:10] (current) – [EXEMPTIONS FROM THE NEED TO TAKE MORALE TESTS] fantasyadmin | ||
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Self-explanatory. | Self-explanatory. | ||
- | EACH FREE VISIBLE ENEMY MONSTER OR UNIT | + | ==== EACH FREE VISIBLE ENEMY MONSTER OR UNIT WITHIN 20 CMS ==== |
- | WITHIN 20 CMS | + | |
To cause this adverse modifier the enemy monster | To cause this adverse modifier the enemy monster | ||
or unit must be out of combat and must not be | or unit must be out of combat and must not be | ||
routing or retiring. | routing or retiring. | ||
- | HATED FOE WITHIN 20 CMS | + | ==== HATED FOE WITHIN 20 CMS ==== |
When you really hate someone it gets the | When you really hate someone it gets the | ||
adrenalin going. | adrenalin going. | ||
- | UNIT IS BEING ATTACKED IN FLANK | + | ==== UNIT IS BEING ATTACKED IN FLANK ==== |
Self-explanatory and includes attacks by | Self-explanatory and includes attacks by | ||
overlapping units. | overlapping units. | ||
- | UNIT IS BEING ATTACKED IN REAR | + | ==== UNIT IS BEING ATTACKED IN REAR ==== |
This morale modifier allows for the fear and | This morale modifier allows for the fear and | ||
confusion caused by a rear attack. It includes attacks | confusion caused by a rear attack. It includes attacks | ||
by overlapping units who get behind another unit | by overlapping units who get behind another unit | ||
- | UNIT IS ENGAGED WITH ENEMY TWICE ITS NUMBER | + | ==== UNIT IS ENGAGED WITH ENEMY TWICE ITS NUMBER |
Attacking a numerically superior foe can cause the | Attacking a numerically superior foe can cause the | ||
morale of your troops to waver. | morale of your troops to waver. | ||
- | UNIT IS ENGAGED WITH ENEMY HALF ITS NUMBER | + | ==== UNIT IS ENGAGED WITH ENEMY HALF ITS NUMBER |
Attacking a numerically inferior foe can bolster | Attacking a numerically inferior foe can bolster | ||
your troops morale. Players should note, this | your troops morale. Players should note, this | ||
modifier never affects monsters. | modifier never affects monsters. | ||
- | UNIT LOST LAST ROUND OF COMBAT | + | ==== UNIT LOST LAST ROUND OF COMBAT |
A history of defeat will always undermine a unit's | A history of defeat will always undermine a unit's | ||
morale. | morale. | ||
- | UNIT IS IN HEAVY COVER | + | ==== UNIT IS IN HEAVY COVER ==== |
The safety cover offers will often boost morale. | The safety cover offers will often boost morale. | ||
- | UNIT ATTACKED BY | + | ==== UNIT ATTACKED BY MAGIC/ |
- | MAGIC/ | + | |
Self-explanatory — the magic attack may have | Self-explanatory — the magic attack may have | ||
been at any point in the turn prior to when the | been at any point in the turn prior to when the | ||
Line 144: | Line 151: | ||
missile attacks by undead will not. | 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, | ||
+ | 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.1758283854.txt.gz · Last modified: 2025/09/19 14:10 by fantasyadmin