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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
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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
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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
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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).
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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
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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
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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

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