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A soldier is considered in GOOD ORDER if he or she has not surrendered or been taken prisoner. A MORALE CHECK succeeds if the dice roll is less than or equal to the morale value of the soldier. If the unmodified dice roll is between 96 and 100, the MORALE CHECK fails.
A soldier is considered in GOOD ORDER if he or she has not surrendered or been taken prisoner. A MORALE CHECK succeeds if the dice roll is less than or equal to the morale value of the soldier. If the unmodified dice roll is between 96 and 100, the MORALE CHECK fails.
A soldier is considered in GOOD ORDER if he or she has not surrendered or been taken prisoner. A MORALE CHECK succeeds if the dice roll is less than or equal to the morale value of the soldier. If the unmodified dice roll is between 96 and 100, the MORALE CHECK fails.
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B-12 MORALE 1.0 OVERVIEW 1.1 Each soldier has their own breaking point. Although the entire force may be affected by various events, it is the individual that will decide to stay and fight, become panicked, break or surrender. 1.2 Unit Cohesion: Although there are no unit cohesion rules, unit cohesion is implied. If a soldier leaves the ZC of the CO/NCO, he will lose a lot of benefits. First, he cannot receive leadership cards. Second, he will lose morale benefits such as the leadership bonus, outside ZC, and good order units within 1. Finally, if a soldier does get into morale problems (e.g. broken) he cannot self rally. Even a pinned morale failure is hard to remove, but a leader can remove it automatically. 1.3 There are two types of morale-related events. For each event level, when the morale check fails, the severity of the outcome increases. The two levels are, Morale Event (ME) and Capitulation Event (CE). 2.0 GOOD ORDER 2.1 A soldier is considered in good order if he or she has not surrendered or been taken prisoner. Any soldier that is shaken, pinned, broken or panicked is not considered in good order. Any soldier that is walking wounded is not in good order. 3.0 MORALE CHECK [MC] 3.1 When a soldier is required to make a morale check (from a morale event or capitulation event) the player rolls 1d100. If the dice roll is less than or equal to the morale value of the soldier, the morale check succeeds. Modifiers to the dice roll are applied as listed below. If the morale check fails, the outcome depends on the type of event. Morale Check Result Dice Roll Auto Succeed 01 - 05 Succeed # MV Fail > MV Auto Fail 96 - 100 3.11 Auto Failure: Every morale check can automatically fail. If the unmodified dice roll is between 96 and 100, the morale check automatically fails, regardless of the modifiers. 3.12 Auto Success: Every morale check can automatically succeed. If the unmodified dice roll is between 01 and 05 the morale check is automatically successful, regardless of the modifiers. 3.2 The morale check modifiers also apply to recovery checks (see 15.0). Morale Check Modifiers Environment Injury Morale +30 Night +10 Twlight x2 Soldier Wounded +20 Incompetent Leader in ZC and LOS +10 Poor Leader in ZC and LOS +0 Average Leader in ZC and LOS -10 Good Leader in ZC and LOS -20 Exceptional Leader in ZC and LOS +10 MC1 +20 MC2 -10 Good Order Friendly Unit Within 1" -20 Bagpiper Influence +20 Outside Double ZC -10 Friendly AVF within 10" and LOS +10 Enemy AVF within 10" and LOS 3.3 Night or Twlight: Apply these modifiers when dark conditions occur. 3.4 Soldier Wounded: A wounded soldier doubles the morale check dice rolls. 3.5 Leader in ZC and LOS: The LOS can be either way. The leader must have authority over the soldier for this modifier to apply. 3.6 MC1: A +10 morale check modifier as a result of combat from the FRT or ERT. 3.7 MC2: A +20 morale check modifier as a result of combat from the FRT or ERT. MC1: +10 MC2: +20 The F The F The F The F The Face of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Bat tt tttle tle tle tle tle B-13 MORALE 3.8 Good Order Friendly Unit Within 1": A -10 modifier applies when a friendly unit is within 1" of the soldier making the morale check. 3.9 Morale or Capitulation Check Outside Double the ZC: If a soldier is outside double the range of the leaders zone of control, this modifier applies. The leader must have authority over the soldier. 3.10 Bagpiper Influence: If a soldier is within influence or bagpiper or bugler who is playing, their morale and capitulation checks are made with a -20 modifier. 3.11 AFV Within 10" and LOS: An AFV within 10" (8 for 15mm and 13 for 25mm) of the soldier affects morale. Enemy AFV modifier is +10, friendly AFV modifier is -10. 4.0 MORALE EVENT [ME] 4.1 Morale events are situations that would normally be encountered during combat, but have an adverse effect on the solider. As a result, the soldier may cease to function effectively. Failing the morale check will cause the soldier to become shaken, pinned or broken. 4.2 If any of the events occur, all affected units must make a morale check. Morale Events Opening fire from MG fire lane A Friendly unit killed within 5" and LOS B Friendly unit breaks within 2" and LOS C Fired upon by MA D MC from ERT or FRT E Charged by Cavalry F Non-Penetrating Hit on AFV G Leader killed within ZC and LOS H 4.21 Case A: Any soldier that is under fire from a MG fire lane and in the MG kill zone must make a morale check. This check only applies to the opening fire. If the MG stops the fire lane and restarts again on the same units, those units must again make a morale check. 4.22 Case B: A friendly soldier is killed within 5" (4 for 15mm and 6 for 25mm) and LOS of another friendly soldier will cause that unit to suffer a morale check. 4.23 Case C: A friendly unit which breaks as a result of a failed morale check within 2" (1.5 for 15mm and 3 for 25mm) and LOS of another friendly unit will cause that unit to suffer a morale check. 4.24 Case D: A soldier under fire from a main armament will suffer a morale check. This check must be made for each round fired at the soldier. 4.25 Case E: As a result of combat, a soldier may be required to make a morale check. Morale checks from the resolution tables may be modified, as indicated by the MC#. The letter in the [ ] is the type of morale failure a unit incurs that does not have any morale counters (shaken, pinned, broken) on them. 4.26 Case F: A soldier that is charged by a cavalry unit must make a morale check at the time the charge is announced. 4.26 Case G: A large calibre round that fails to penetrate (score one internal hit) an AFV causes the crew to make a morale check. 4.27 Case H: Leader is killed within ZC and LOS of another friendly soldier will cause that soldier to suffer a morale check. A leader must be killed in LOS and ZC. Units ahead of leader, thus out of LOS, do not need to make a morale check. 4.3 Failing a morale check causes the soldier to be shaken. 4.31 Failing the morale check for Case E will cause the soldier to be shaken, pinned or broken depending on the value listed on the FRT or ERT tables. 4.32 If the soldier is already under the effects of a morale failure (e.g. shaken, pinned, broken), the morale level cascades (see 6.0). Cover - - MC [S] Case E: [S]: Shaken [P]: Pinned [B]: Broken A soldier with a morale value of 60 is fired upon by a MMG fire lane. This is a morale event. The dice roll is modified by +10 because there is a poor leader within ZC and LOS. The player rolls a 41 on 1d100. The final total is 51. Since the soldiers MV is 60, he passes his morale check. Morale Event Example The F The F The F The F The Face of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Bat tt tttle tle tle tle tle B-14 MORALE 5.0 CAPITULATION EVENT 5.1 There are times when a soldier will give up fighting and surrender to the enemy. This is the most serious level of morale events. Capitulation is a special morale event or situation, which may force a soldier to surrender. 5.2 The following are cases where a soldier must check to see whether they will capitulate. Capitulation Events Friendly unit surrenders within 10" and LOS A Squad is reduced by 50% B Force is reduced by 50% C As a result of morale failure D 5.21 Case A: As a result of a friendly unit surrendering within 10" (8 for 15mm and 13 for 25mm) and LOS of a soldier, that unit must roll immediately for capitulation. A soldier that is already broken will automatically capitulate (surrender). 5.22 Case B: If 50% of the squad is broken, KIA, INC or surrendering, all soldiers of that squad must roll immediately for capitulation. 5.23 Case C: If 50% of the force is broken, KIA, INC or surrendering, all soldiers of that force must roll immediately for capitulation. 5.24 Case D: If a broken soldier fails a morale check they must make a capitulation check. 5.3 A capitulation morale check is a normal morale check. Failing a capitulation morale check causes the soldier to surrender. 5.4 If soldier successfully passes the capitulation morale check they must hesitate. Place a hesitation marker on the soldier (see 13.0). 6.0 CASCADING MORALE 6.1 A soldier may only make one morale check per card regardless of the number of events that occur, except as noted in 6.11. 6.11 A soldier must always make a morale check for capitulation when a capitulation morale event occurs. 6.2 Unless otherwise specified, a soldier under no morale effects (i.e. no morale counters) and fails a morale check becomes shaken. 6.3 A shaken soldier that fails a morale check becomes pinned. 6.4 A pinned soldier that fails a morale check breaks. A soldier is fired upon and receives a MC1 [P] result from the FRT. The soldier has a morale value of 50 and rolls a 78, failing the morale check (78 + 10 for the MC1 result is greater than his morale value of 50). The soldier is pinned. Two seasoned soldiers (MV 70) are firing through a building window. A rifle attack results in an MC2 [S] from the FRT on one of the soldiers. The dice roll is modified by +20 because of the MC2 result. The chance is decreased by -10 for the friendly unit. The soldiers NCO is in another room and LOS is not possible, thus negating the leadership quality modifier. Since the soldier is still within double ZC of the NCO, he does not suffer the +20 modifier. A 71 is rolled and is modified to 81 (71 + 20 - 10 = 81). The soldier has become shaken! A pinned soldier is fired upon. The result is MC1 [S]. The soldiers MV is 80. The player rolls a 76. The final is 86 since +10 is added for the MC1 modifier. Because the soldier is pinned, he ignores the [S] result. Since he failed the morale check, the soldier is now broken. Morale Event Example A soldier with a morale value of 80 must make a capitulation check as a friendly soldier surrendered within 10" and LOS. There is a another friendly unit within 1" which will modify the dice roll by -10. The player rolls 99 on 1d100. The soldier automatically surrenders (see 3.11). The -10 modifier does not apply. A broken solider is fired upon. The result is MC2 [S]. The soldiers MV is 50 and the player rolls a 67. The morale checks fails. Since the soldier is already broken, no further morale affects occur (ignore the [S] result). But the soldier must make a capitulation morale check since he failed the morale check (Case D). He rolls an 89 and fails. Since he is broken, the soldier must surrender. Capitulation Event Example The F The F The F The F The Face of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Bat tt tttle tle tle tle tle B-15 MORALE 6.5 A broken soldier that fails a morale check must make another morale check to see if they capitulate. 6.6 A soldier that suffers a morale failure from the FRT or ERT that is higher than the current morale level (e.g. a shaken soldier that fails a morale check on [B] is instantly broken), receives that morale level automatically (i.e. it does not cascade). 7.0 CUMULATIVE MORALE 7.1 Morale failure results are not cumulative on a unit. Therefore, a unit that is already shaken and fails a morale check and is shaken again will not have two shaken counters on the unit (they are considered pinned). 8.0 SHAKEN SHAKEN 8.1 A unit is shaken as a result of a morale event where the soldier fails a morale check. A soldier is also shaken if he fails a morale check and the FRT or ERT chart indicates a morale of [S] and the soldier does not have a morale counter (shaken, pinned, broken) on them. Place a shaken counter on a soldier that is shaken. 8.11 If the soldier is already under the effects of a morale failure (shaken, pinned, broken), the morale level cascades instead. 8.12 When shaken, if the unit is in the open, the unit may go prone. Place a prone counter beside the figure. A soldier may move normally, including standing up, on their next action. 8.2 A soldier under the effects of a shaken result may still perform actions. A shaken unit will have all skill checks, FRT, ERT, hand-to-hand and similar resolution dice rolls doubled. Morale check dice rolls are not doubled. 8.3 A shaken unit may not use fatigue moves. 8.4 A shaken leader may still use their leadership actions, but the ZC is reduced by half. 8.5 A soldier must spend one action to remove a shaken result. No other actions may take place during this action. Shaken morale failures are removed automatically (i.e. there is no self rally dice roll). 8.51 A leader may remove a shaken counter on another soldier as a regular action on their soldier card or as an action through a leadership card (see 15.0). A leader can only remove their own shaken counter on their soldier card. 9.0 PINNED PIN 9.1 A soldier is pinned if he fails a morale check and the FRT or ERT chart indicates a morale of [P] and the soldier does not have a morale counter (shaken, pinned, broken) on them. Place a pinned counter on a soldier that becomes pinned. 9.11 If the soldier is already under the effects of a morale failure (shaken, pinned, broken), the morale level cascades instead. 9.12 A unit in the open that is pinned is considered prone at all times. You do not have to place a prone counter on them, just add +30 modifier to the FRT or ERT dice rolls. If a soldier is behind cover, they are considered out of LOS. It takes a movement-related action to get back into LOS. 9.13 A pinned soldier must make a half regular move to cover if they are in the open on their card. This does not count as an action. The movement is made after self rally attempts. 9.2 A soldier under the effects of a pinned result may not perform actions except recovery (pin removal). Pinned units have all dice rolls doubled. All skill checks and similar resolution dice rolls doubled. Morale check dice rolls are not doubled. 9.3 A leader may not use their leadership actions when pinned. 9.4 If a soldier is pinned, the soldier must spend one action to remove the pinned result. No other actions may take place during this action (except moving to cover). Movement to cover occurs after the pin removal attempt. To remove the pin counter, the unit must make a successful self rally recovery check. Failing the recovery check will result in the pin remaining. 9.41 A leader can automatically remove their own pin counter. A leader can only remove their own pin counter on their soldier card. 9.42 A leader may remove a pin counter on another soldier as a regular action on their soldier card or as an action through a leadership card (see 15.0). The F The F The F The F The Face of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Bat tt tttle tle tle tle tle B-16 MORALE 10.0 BROKEN BROKEN 10.1 A soldier is broken if he fails a morale check and the FRT or ERT chart indicates a morale of [B] and the soldier does not have a morale counter (shaken, pinned, broken) on them. Place a broken counter on a soldier that becomes broken. 10.11 If the soldier is already under the effects of a morale failure (shaken, pinned, broken), the morale level cascades instead. 10.12 A unit in the open that breaks is considered prone at all times. You do not have to place a prone counter on them, just add the +30 modifier to the FRT or ERT dice rolls. If a soldier is behind cover, they are considered out of LOS. It takes a movement-related action to get back into LOS. 10.13 A broken soldier must make a regular move to hard cover if they are in the open on their card. The movement is made after self rally attempts. 10.2 Units may not perform any actions while broken (except moving to cover or removing a hesitate counter). Broken units have all dice rolls doubled. All skill checks and similar resolution dice rolls are doubled. 10.21 A leader may perform a self-recovery action when broken. 10.3 A leader may not use leadership cards or perform recovery actions on another soldier when broken. 10.4 Only a leader may attempt to remove their own broken morale failure. The leader must spend one action (not a action from their own leadership card) to remove the broken result. No other actions may take place during this action. To remove the broken result, the leader must make a successful self rally recovery check. Failing the recovery check will result in the broken effect remaining. 10.41 All other non-leader soldiers must have a broken result removed by a leader via a recovery action (see 15.0). 11.0 PANIC PANIC 11.1 If a green or raw unit is forced to make a morale check, they must always make a second morale check to determine if they panic. When a unit panics, it will make a normal move in a random direction determined by a 1d10 die roll for three actions. Use the scatter chart to determine the direction. Place a panic counter on the unit. The counter is removed at the end of the third move. 11.2 The soldier may not fatigue move while panicked. 11.3 The soldier will avoid obstacles as best they can and will enter and exit buildings using any available portals. 11.4 The soldier may not attack during the three actions. 11.5 The soldier may engage in hand-to-hand under the engagement rules for melee combat. 12.0 SURRENDER SURRENDER S 12.1 A soldier must surrender under the following conditions:as a result of capitulation (5.0) or if a good order enemy unit comes within 1 of a broken or pinned unit. 12.2 A player may surrender a unit voluntarily to an enemy unit. 12.3 A unit may also voluntarily surrender during hand-to- hand combat at any time during the combat. 12.4 All equipment a surrendering unit carries, including support weapons (except grenades), will be dropped or discarded at the moment the unit surrenders. 12.5 The surrendering unit will move in a direct line toward enemy units or known enemy positions on their action cards. It can be assumed the surrendering unit is making an effort to be recognized as such. If the soldier has no LOS or knowledge of enemy units, they will move toward the enemy edge of the playing field. 12.6 Any surrendering soldier should have a surrender counter placed beside them. 12.7 Surrendered soldiers will have a morale level of shaken. 12.8 A surrendered leader may not use leadership cards or perform recovery actions on another soldier. 12.9 Only a leader may attempt to remove their own surrender morale failure. The leader must spend one action (not an action The F The F The F The F The Face of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Bat tt tttle tle tle tle tle B-17 MORALE from their own leadership card), to remove the surrender result. No other actions may take place during this action. To remove the surrender result, the leader must make a successful self rally recovery check. Failing the recovery check will result in the surrender effect remaining. 12.91 All other non-leader soldiers must have a surrender result removed by a leader via a recovery action (see 15.0). 13.0 HESITATE HESITATE 13.1 As a result of a successful morale check due to capitulation, a soldier will hesitate. A soldier hesitating is considered to be stunned, confused and under short-term combat stress. A hesitate counter is placed on the solder. While under the effects of a hesitate counter, the soldier may not perform any actions except hand-to-hand combat. 13.11 Only one hesitate counter may be on a soldier at one time. A soldier may have a hesitate counter on them as well as other morale counters (shaken, pinned, broken). 13.2 A soldier must spend an action removing a hesitate counter before spending an action removing a shaken counter, or attempting to remove a pinned or broken counter. 13.3 A unit must remove a hesitate counter on their card. This counts as an action. A soldier does not perform a morale- related movement on an action he removes the hesitate counter. 13.31 A soldier must remove the hesitate counter first, before he attempts any other recovery or movement due to morale effects. 13.4 A leader under the effects of a hesitate counter must spend an action removing the counter before spending an action attempting self rally. 13.5 A broken soldier may remove a hesitate counter as an action. 14.0 SELF RALLY - RECOVERY CHECK 14.1 A unit may attempt to remove certain morale effects. This is called self rally and is accomplished by succeeding in a recovery check. 14.2 Recovery is an action. Since leaders cannot use leadership cards on themselves, they must use their own soldier cards for self rally. 14.3 All units may automatically remove a shaken morale result (i.e. no self rally is required). 14.4 All soldiers removing a pinned result must use self rally. 14.41 A leader can automatically remove his own pin counter. 14.5 Only leaders may recover from a broken morale result using self rally. A broken counter on a leader is not automatically removed. 14.6 To perform a self rally recovery check, the soldier makes a normal morale check with all applicable morale check modifiers. If the morale check succeeds the morale counter is removed. 14.61 The following additional modifiers apply to a self rally check. Self Rally Modifiers Morale Condition +10 Pinned +20 Broken +30 Surrender 15.0 RECOVERY ACTIONS [RA] 15.1 A leader, through a normal action or using their leadership card, can remove the effects of a soldiers morale failure. A leader can automatically remove a shaken, pinned, broken, surrender or hesitate morale result. 15.11 The leader must have authority over the soldier and be A pinned soldier with a morale value of 60 attempts self rally on his action. The solider has no friendly units within range. The player rolls 78 and fails the recovery check (78 + 10 = 88). The pin counter remains and the soldier must make his movement to cover (see 9.13). A broken leader is within the range of a bagpiper. He attempts to self rally on his soldier card. The leaders MV is 80. The players rolls a 74, but is modified to 74, -20 for the bagpiper and +20 the broken condition. The leader succeeds the recovery check and the broken counter is removed. Since the broken counter is removed, the leader does not have to make the move to cover (see 10.13). Self Rally Example The F The F The F The F The Face of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Ba ace of Modern Bat tt tttle tle tle tle tle B-18 MORALE within the ZC and LOS to perform a RA. 15.2 When a leader uses a recovery action to remove a morale effect, the soldier does not have to make the dice roll as required for self rally. The counter is simply removed from play. A soldier and a leader are at a window. The soldier comes under fire from a rifle. The result from the FRT is MC [S] (morale check). This is a morale event (Case E). The soldier must make a morale check. The soldiers MV is 70. The leader is a poor leader. Therefore the dice roll is modified by +10 for the leaders quality, and -10 for a good order friendly unit within 1". He rolls an 86 and fails (86 + 10 - 10 = 86). A shaken counter is placed on the soldier. Since the soldier is behind cover, the option of going prone is ignored. The leader is fired upon and receives an MC2 [B] result. The leader must apply his own quality rating to his morale check. The leaders MV is 60 and the player rolls a 74. The morale check fails (74 + 10 + 20 = 104). The +10 modifier is due to the poor leader quality rating. The +20 is for the MC2 result. Since the other soldier is shaken, he is not in good order, thus negating the -10 friendly unit modifier. The leader breaks. The leader is now considered out of LOS (see 10.12). The leader breaking is a morale event (Case C). The soldier must make a morale check. The player rolls a 91 and the soldier fails (91 + 10 = 101). The soldier does not receive the -10 friendly unit within 1 since the leader is not in good order (broken). Since the soldier is already shaken, his morale cascades to pinned. The shaken counter is removed and replaced by a pin counter. The soldier is now also considered out of LOS (see 9.12). A leadership card is drawn from the deck. The leader may not use this card since he is broken. The soldiers card is drawn and he attempts self rally. He rolls a 72 and fails (72 + 10 = 82). The leaders soldier card is drawn. Since he is broken, he can only attempt self rally. He rolls a 14 and succeeds (14 + 10 = 24). The +10 poor leader quality rating is still applied even though the leader is broken. The broken counter is removed. The leader is still considered out of LOS and must make a movement- related action to get back to the window. A leadership card is drawn and the leader automatically removes the pinned counter from the soldier. The soldier is also out of LOS and must make a movement-related action to get back to the window. Morale Example Condition BROKEN SHAKEN HESITATE SURRENDER S PANIC PIN unit must go prone if in the open x2 for all actions until removed (ERT, FRT, skill checks) no fatigue moves emoval takes one action automatically removed leader ZC and RA halved r unit must go prone if in the open no actions except pin removal must make half regular move to cover if in open emoval takes one action self rally to remove leader may not use leadership cards r unit must go prone if in the open no actions except self rally must make regular move to cover if in open removal takes one action self rally to remove [for hero and leader only] soldier requires leader recovery action to remove leader may not use leadership cards must move towards known enemy position all equipment is dropped leader may not use leadership cards self rally to remove [for hero and leader only] soldier requires leader recovery action to remove no combat or movement actions leader may not use leadership cards must be removed before all other morale conditions one action to remove random movement for 3 cards no fatigue move no combat automatically removed after 3 cards leader may remove through recovery action