Morale and battles.
Morale plays a pivotal role in battles and it's often underplayed and ignored in Fantasy RPGs. In typical old school situations morale is checked in a very limited range of conditions or this pivotal element is left to DM fiat. It's my opinion that ignoring morale and the impact it can have in battle robs the game of some flavor it could have.
Throughout this article I will use a scale of morale based on scores of 2-12, higher scores reflecting a force with stronger morale then a force with lower numbers. Troops are assumed to be drawn up into companies of varying size and to be of uniform morale regardless.
To make a morale Check: roll 2d6 vs morale score.
These suggestions are meant to be applied in mass battles where the engagement of hundreds, thousands or tens of thousands may be played in a manner to make such large battle play out differently from regular melee.
On First Sight-
When troops first spot the enemy on the battlefield initial impressions can have serious impact on the remainder of the battle.
Make a morale Check.
If the die roll is 2 the regiment is En-heartened and raises the units morale by 3.
The unit also gets a +2 to hit and on all saves until it fails a morale check for the remainder of the battle.
if the die roll is less then the morale score by 5 or more points the unit is Determined raise the units morale by 2. The unit also gets a +1 to hit and on all saves until it fails a morale check for the remainder of the battle.
If the unit rolls it's morale score exactly they are forlorn. The morale of the unit is reduced by 2 for remainder battle,If a future morale check succeeds the morale penalty is lost. The grim reality of the battle to come provides the unit with +2 to hit or save for 6 battle turns or until it fails a morale check.
Failing the check by 1 to 3 points makes the unit hesitate, it will not engage an enemy unit for 1-3 turns but may otherwise maneuver. If pressed during this time they suffer a morale penalty of 2 points. A charismatic character may be able to rally the unit before the 1-3 turns are over.
Failing a morale check by 4 or more points makes the unit quarrelsome. The unit will not respond to orders for 1-4 turns and will not maneuver. If pressed during this time they suffer a morale penalty of 3 points and are -1 to hit and save. A charismatic character may be able to rally the unit before the 1-4 turns are over.
Failing a morale check on a roll of 12. The unit surrenders the field of battle. A charismatic character may be able to rally the unit and get it to return to the battle 7-12 turns later (if the battle is still on).
Orders to advance-
An advance is any move bringing a unit within a half move of an enemy unit.
When a unit is ordered to advance any unit with a morale under 9 must make a morale check.
A roll of 12 the unit balks . It's morale is reduced by 2 points. The unit will not advance or maneuver for 1-3 tunrs.All friendly units nearby suffer a 1 point morale penalty.
On a failed roll the unit hesitates and will not advance on enemies this turn. it suffers a 2 point penalty to morale if engaged before the turn is over.
On a roll of exactly the units morale score the advance falters, covering only half the distance. It will not engage an enemy unit this turn.
Charge!
Motivating a unit to successfully charge the enemy can be difficult and a charge that falters can turn the day.
A roll of 12 the unit balks . It's morale is reduced by 2 points. The unit will not advance or maneuver for 1-3 tunrs.All friendly units nearby suffer a 1 point morale penalty.
On a failed roll the unit will move no more then 1/2 normal and has it's morale lowered by 1 point. Will not close with enemies this round.
On a roll of exactly the units morale score the unit charges but gains none of the typical benefits of making a charge. It also suffers a penalty to morale of 1 point.
On a roll of 2 the unit is emboldened. Increase the units morale by 3.
Holding ground vs a charge.
if a unit is charged by another unit it is forced to make a morale check. Make this check before other results of the charge are resolved.
On a roll of 12 a unit is scattered.
A roll that fails by 5 or more points will retreat.
A roll that fails this morale check by 1-4 they will not set weapons vs charge and will suffer a 2 pt morale penalty and a -1 penalty to hit and save until next successful morale check.
on a roll of morale score exactly the unit will stand ground but doesn't set weapons vs charge.
on a successful roll the unit stands ground and may set weapons vs charge.
on a roll of 2 the unit is emboldened. the unit stands ground and may set weapons vs charge. it and all adjacent units get a morale bonus of 2. This unit is +1 to hit and save until it fails a morale check.
Being attacked from rear.
Units attacked from the rear can be thrown into confusion and quickly overrun by being outmaneuvered.
rolls a 2, unit is enraged at cowardly enemy tactic, add 2 to morale. +1 to hit for remainder of battle!
Makes morale check, unit stands ground
if unit fails roll by 1-2 points the unit is shaken, -2 to morale. -2 to hit and save until next successful morale check.
if unit fails roll by 3-4 points the unit retreats. -2 to morale. -2 to hit and save until end of battle.
if unit fails roll by 5 or more points the unit is broken. -3. to morale. May rally 2-12 turns later
on a roll of 12 the unit surrenders/is overrun
Unit loses leader-
roll of 12 the unit is scattered
failed roll the unit is broken
roll morale score exactly the unit retreats. -2 to morale
successful morale the unit stands ground. -2 to morale
roll of 2 and one of the members of the unit steps to fore and leads unit with enthusiasm. +1 to morale.
Retreats- Unit gets an extra half move which must be used to move away from immediate threat. -2 to morale. All allies that witness the retreat are -1 to morale.
Unit will move up to full move each following turn until it rallies. Friendly units it passes during this period must check vs morale as if they themselves have been charged.
A retreating unit may counter attack if enagaged by enemy units but is -4 to hit in such a situation.
Broken- the unit is thrown into confusion. No maneuvers may be made nor may counter attacks. Unit is -2 to Ac and saves while broken. If the unit fails a following morale check the unit is scattered. A broken unit may rally.
Scattered units are removed from the battlefield. A rally may be made to reform the unit 7-12 turns later.
Rallying-
checks to rally may be made on turns following a serious morale failure or as directed above.
A roll of 12, the unit scatters
A failed roll and the unit does not rally.
on a successful roll the unit rallies.
on a roll of 2 the unit rallies with pre-battle morale. Nearby units are encouraged by this and gain 1 morale.
This is excellent and would work really well with my ideas about Fighting Groups for D&D! :)
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