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morale [2025/09/19 14:10] – [HOW TO TAKE A MORALE TEST] fantasyadminmorale [2025/09/21 18:10] (current) – [EXEMPTIONS FROM THE NEED TO TAKE MORALE TESTS] fantasyadmin
Line 101: Line 101:
 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/MONSTER/UNDEAD THIS TURN ==== 
-MAGIC/MONSTER/UNDEAD THIS TURN+
 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
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 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, 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.1758283854.txt.gz · Last modified: 2025/09/19 14:10 by fantasyadmin

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