morale
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| morale [2025/09/19 14:12] – [UNIT ATTACKED BY MAGIC/MONSTER/UNDEAD THIS TURN] fantasyadmin | morale [2025/10/03 19:20] (current) – [10. MORALE] fantasyadmin | ||
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| soldiers are. Each race has three morale classes, | soldiers are. Each race has three morale classes, | ||
| which have various names, but are all rated A, B, and | which have various names, but are all rated A, B, and | ||
| - | C on the Profile Sheets. For instance, | + | C on the Profile Sheets. For instance, |
| - | Guards, B: Regulars and C: Militia; while western | + | Guards, B: Regulars and C: Militia; while Orcs have A: Urucks, B: Soldiers and C: Snargas. |
| - | orcs have A: Urucks, B: Soldiers and C: Snargas. | + | |
| Characters are immune to all Morale Tests. | Characters are immune to all Morale Tests. | ||
| - | ' | + | * **' |
| - | veterans who obey orders and do not easily panic. ' | + | * **' |
| - | class troops are trained regulars with combat | + | * **'C' |
| - | experience. 'C class troops represent conscripts, | + | |
| - | militia and other poorly trained troops, who do not | + | |
| - | react well to orders and are prone to panic as soon as | + | |
| - | they come under pressure. | + | |
| Before the start of a battle, each unit in your army | Before the start of a battle, each unit in your army | ||
| Line 21: | Line 16: | ||
| class must be recorded before a battle commences. | class must be recorded before a battle commences. | ||
| You should also note down each unit's starting figure | You should also note down each unit's starting figure | ||
| - | strength. If you are playing a scenario | + | strength. If you are playing a scenario, |
| - | FOLIO WORKS publication or RED GIANT magazine, | + | |
| you will find the morale class and figure strength of | you will find the morale class and figure strength of | ||
| each unit in the scenario will be listed for you. If you | each unit in the scenario will be listed for you. If you | ||
| Line 43: | Line 37: | ||
| always round a unit's losses down to the nearest 10%. | always round a unit's losses down to the nearest 10%. | ||
| - | **Example: A regiment of twenty | + | > __Example__: A regiment of twenty |
| - | raiders has suffered three casualties. This is greater | + | |
| - | than a 10% loss but less than a 20% loss. As all | + | |
| - | percentage losses are rounded down on the Basic | + | |
| - | Morale Values Chart, the goblins | + | |
| - | a 10% loss and by cross referencing find their | + | |
| - | morale has a base value of 8.** | + | |
| ===== MORALE TEST TRIGGERS ===== | ===== MORALE TEST TRIGGERS ===== | ||
| Line 76: | Line 64: | ||
| game turn. | game turn. | ||
| - | - Refer to the Basic Morale Value Chart that appears on the unit's Profile Sheet. Cross reference the unit's morale class with its casualty status to find its Basic Morale Value (BMV). | + | - Refer to the **Basic Morale Value** Chart that appears on the unit's Profile Sheet. Cross reference the unit's morale class with its casualty status to find its Basic Morale Value (BMV). |
| - | - Refer to the Morale Modifiers list on the Profile Sheet. Check to see if any of the modifiers listed apply to the unit's situation. (Note: for a unit to receive the benefit of Light, Medium or Heavy cover at least 75% of that unit's figures must be in such cover). If they do, apply the relevant modifier to the unit's 'BMV. The result will be the unit's Modified Morale Value (MMV). | + | - Refer to the Morale Modifiers list on the Profile Sheet. Check to see if any of the modifiers listed apply to the unit's situation. (Note: for a unit to receive the benefit of Light, Medium or Heavy cover at least 75% of that unit's figures must be in such cover). If they do, apply the relevant modifier to the unit's 'BMV. The result will be the unit' |
| - Roll one D4 and add the result to the MMV. The result will be the unit's Final Morale Value (FMV). | - Roll one D4 and add the result to the MMV. The result will be the unit's Final Morale Value (FMV). | ||
| - 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. | ||
| Line 155: | Line 143: | ||
| ==== 1. ROUT ==== | ==== 1. ROUT ==== | ||
| - | A unit that suffers the result Rout, turns its back on | + | A unit that suffers the result |
| the enemy and moves at Rout Speed directly away | the enemy and moves at Rout Speed directly away | ||
| from the cause of its panic. The soldiers move in the | from the cause of its panic. The soldiers move in the | ||
| Line 195: | Line 183: | ||
| with a disordered counter and must receive the | with a disordered counter and must receive the | ||
| order to Reform before it can follow any other orders | order to Reform before it can follow any other orders | ||
| - | (See Disordered Units on Page 60). | + | ([[army-organisation# |
| If a character is with a unit when it routs he also | If a character is with a unit when it routs he also | ||
| Line 202: | Line 190: | ||
| turn he immediately rallies himself. | 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.1758283936.txt.gz · Last modified: 2025/09/19 14:12 by fantasyadmin
