A
squadron's morale can make all the difference in a battle. During the Morale
phase, the leaders of squadrons who have suffered damage or losses will make
morale rolls to try and hold their squadron together. Leaders can attempt to rally their
pilots in this phase, possibly
improving morale. Also in this phase, broken squads who aren't able to rally are
moved.
Morale Levels
At the time a squadron is created, it is rated as Average, Veteran, or Elite.
Elite squadrons begin the game with a morale level of 7, while veteran and
average squadrons begin play with morale levels of 6 and 5, respectively.
The other factor involved in a squadron's ability to maintain
order in battle is its leader's command skill. An average squadron
commanded by a very capable leader may fare better than a veteran, or even elite
squadron with a rookie commander on their hands.
As a squadron
takes damage or losses, its leader must use his command skill to keep the
squadron together - the more damage inflicted on the squadron, the harder the
difficulty. If the leader can't keep his pilots cool, it is possible the
squadron may flee the battle. Squadrons begin the game with steady morale, but
events may lead them to become Shaken or Demoralized, which has a negative
effect on their combat abilities, or cause them to become Broken, in which case
they will attempt escape.
If a squadron did not fire its
weapons in the Combat phase, its Leader may attempt to Rally the pilots,
improving their morale level.
Keeping Track of a Squadron's
Morale
Use the Morale Level track on the Squadron Record Sheet (and
pictured here) to
keep track of morale. Before the game, blacken in the boxes to the left of the
squadron's starting morale level. As the game progresses, if morale declines,
simply cross off the boxes as the level drops. If morale improves through
Rallying, erase those crosses as morale works its way back up.
Morale
Statuses
A squadron begins the game with steady morale, after which it
may become shaken, demoralized, or broken.
Steady: Morale
Level 4 or Higher
This the starting, and optimum morale status. There are no penalties
suffered by a squadron with steady morale.
Shaken: Morale
Level 2-3
When a squadron is shaken, the difficulty of all its combat rolls is
increased by 1, and the threat level of future morale rolls is increased by 1.
Demoralized:
Morale Level 1
At this stage, the difficulty of all combat rolls is increased by 2, as is
the threat level of future morale rolls.
Broken: Morale
Level 0
When a squadron becomes broken, it will attempt to flee the combat area. The
squadron immediately makes a Full Throttle move toward the nearest map
edge.
In subsequent Morale phases, the squadron's leader
makes a rally test (explained below). If he succeeds, the squadron stops
fleeing, and can once again move normally in future Movement phases (Note:
broken squadrons are moved in the Morale phase, not the Movement phase). While a
squadron is fleeing, all of its skills, with the exception of the leader's command
skill, are reduced to 0. The squadron may not perform any actions in the Combat
phase.
When the first craft in a fleeing squadron reaches the
edge of the map, it halts, and the rest of the craft complete their moves,
halting if they reach the map edge. Next Morale phase, the squadron has one final chance
to rally. If it fails, the squadron is removed from play.
Morale
Tests
When a squadron receives casualties, its leader needs to make
a morale test. In the Morale phase, the leader in question rolls a die, adding
his command skill to the roll. The opposing player also rolls a die,
adding the Threat Level of 4, plus any of the applicable modifiers below:
Morale Test Threat Level Modifiers |
Shaken |
+1 |
Demoralized |
+2 |
Each casualty taken this turn (excluding the leader) |
+1 |
Leader damaged or destroyed this turn |
+2 |
Morale Test Results
Compare the opposed rolls to the table below, bearing in mind that a
squadron's morale level may never decrease below 0, and may never increase above
its starting value.
Morale Test Results |
Roll |
Result |
TR+4 <= CR |
Morale +1 |
TR <= CR |
No Effect |
TR > CR |
Morale -1 |
TR => CR+4 |
Morale -2 |
TR = Threat Roll; CR = Command Roll |
Rallying
In the Morale phase, leaders can attempt to rally their squadrons. This can
only be attempted if the squadron did not fire their weapons in the Combat
phase. An opposed roll is again required, the leader's (or acting leader's) command
skill, versus a Threat Level of 4, modified by the following factors:
Rally
Test Threat Level Modifiers |
Squadron is Shaken |
+1 |
Squadron is Demoralized or Broken |
+2 |
Squadron has taken 50% or more casualties |
+2 |
Each casualty taken this turn |
+1 |
Leader damaged or destroyed this turn |
+2 |
Now compare the results to the table below:
Rally Test Results |
RR => CR |
No Effect |
RR < CR |
Morale +1 |
RR+4 =< CR |
Morale +2 |
RR = Rally Threat Level Roll; CR = Command Roll |
You may not want to bother with the Morale rules in your first few games, but
I think you'll find that, once you add them, you'll enjoy the extra sense of
drama they can add to the combat scenario.