Thantsants
Baron
Some thoughts on running away and all that - might need to trim it down a bit...
Battlefield Psychology
There are many things that test a warrior’s mettle on the battlefield from defeat in combat to facing terrifying monsters and magic.
Combat Results
At the end of a round of combat scores for each side should be totalled up to decide who has won. The following should be considered:
Number of casualties inflicted
+1 for each full rank behind the first
+1 for a unit standard present
+1 if the unit charged that turn
+1 if the unit followed up that turn
The losing side is forced to give ground and is pushed back by 5cm as soon as the combat has been resolved.
The winning side has the option to press the advantage and advance back into base contact with the enemy.
Flee!
A unit is forced to Flee! when it perceives the situation is hopeless and panic has set in. The following circumstances would force a unit to take a Flee! test in the following circumstances:
¼ of the unit’s numerical strength has been lost to casualties from close combat, ranged attacks or magical attacks.
Should a Flee! test be necessary because of casualties sustained in close combat then the test should be taken before it has to give ground. Units passing their Flee! test still have to give ground.
Flee! tests are taken using a unit’s Discipline value. If the unit has a leader there may be a bonus to add on to that value to reflect their added control and command.
To pass the test the player must roll under the Discipline value on 2D6. Should a unit pass the test play continues as normal.
Should a unit fail the test it is forced to flee. It is immediately moved at double rate directly away from the enemy - normal movement penalties apply.
Should the fleeing unit’s path be obstructed by friendly troops it may be forced to flee through them if the gap between the obstructing units is less than 10cm. If the gap is bigger the fleeing troops are able to squeeze through. Units that have been fled through must make an immediate Alarm! test are unable to make a reserve move.
Fleeing units then move at double rate in their own movement phase towards the nearest table edge - scenery and enemy permitting. They will continue fleeing until they leave the table or pass a Regroup! test.
To regroup a fleeing unit must meet the following criteria:
It is not in base contact with the enemy
It has at least ¼ of its original numerical strength left - e.g. the 3 (round odd numbers down) surviving members of an originally 16 strong unit may not regroup.
It must be nearer to at least one friendly unit consisting of more than 5 models than the enemy
It is not within range of anything that would cause Dread
It has not fled that turn
Run them Down!
As the losing side turns and flees the victors get the opportunity to make an unopposed attack. This involves the winning side fighting another round of combat in which all hits are automatic. Damage is worked out as normal, as are saving throws, although shields are obviously useless in such a situation and so do not confer a saving throw. This extra round should be fought straight away to avoid confusion as to which models are able to strike.
Once the unopposed attack has been resolved the victorious unit may decide to Run Them Down! or not. If not a successful Discipline test must be made.
The fleeing troops are moved first and then the pursuers - all movement at double rate, taking into account any movement penalties for terrain, armour, etc.
Whether or not the pursuers are able to catch the fleeing unit a second unopposed attack is made.
If the pursuers fail to catch the fleeing unit they become disorganised - it must halt and if charged and pushed back in hand to hand combat it automatically flees.
This process continues until the fleeing unit leaves the table, is destroyed or the pursuers break off the chase with a successful Discipline test.
Should the pursuers destroy the fleeing unit they become disorganised as above.
If the fleeing unit leaves the table edge, the pursuers halt and again become disorganised.
To halt a pursuit a successful Discipline test must be made but with a -1 penalty.
Pursuers may be charged by other enemy units - work the combat out as normal but should the pursuers be pushed back they are automatically forced to flee.
Other Psychology tests
Dread
Dread is caused by huge monsters, terrible demons and ghastly undead. Some magic also causes dread. Dread tests are made by rolling 2D6 against a unit’s Fortitude value. Figure in any modifiers for leaders or penalties for particularly scary creatures - to pass the test the unit must roll under their Fortitude value.
A Dread test must be made in the following circumstances:
A unit wants to charge an enemy that causes Dread - if the test is failed the unit must spend the rest of the turn halted.
A unit wishes to fire at an enemy that causes Dread which is within charge range. A failed test means the unit may not shoot. Enemies that cause dread and are further away may be fired at as normal.
A unit must take a Dread test if charged by an enemy that causes dread. If failed the unit is forced to flee.
A unit pushed back by an enemy that causes dread must pass the test or be forced to flee.
Some creatures exert an aura of dread (given in cm) and the following rules apply:
Units in dread range of an enemy suffer -1 hit in melee and ranged combat.
Fleeing units may not regroup if they are in dread range of an enemy
Units may not make a reserve move in dread range of an enemy
Some creatures are particularly terrible and may have a Dread bonus of +1, 2 or 3.This reduces the target unit’s fortitude value.
Blood Lust
Some troop types are subject to Blood Lust - berserkers, religious fanatics, etc.
Units only succumb to Blood Lust if they fail a Fortitude test (roll more than their Fortitude value on 2D6) on entering close combat. Leaders may deduct their Fortitude modifier from the unit’s value.
If they pass the test they fight as normal.
Troops in the throes of Blood Lust are subject to the following rules:
Blood Lust lasts as long as the unit is in contact with the enemy, including pursuits.
Units must always follow up and pursue fleeing enemies.
Units in Blood Lust never flee or suffer from other psychology effects.
Blood Lust troops add +1 to hit in melee, +1 to damage and have a +1 saving throw.
Enmity
Often troops harbour a deep enmity against age old enemies. Specific enemies will be named in the special rules section of the BLOOD statline for those troops subject to enmity.
The following rules apply -
Units must always charge or shoot at an enemy it has enmity towards - if a player doesn’t want to charge or shoot a successful Fortitude test must be made
If a unit fails an Enmity test it may add +1 to hit in melee and ranged combat.
If forced to flee by a hated enemy units may add +1 to its Discipline value.
Units must always pursue an enemy it has enmity for.
Alarm!
When things start going badly Alarm! may spread through the ranks as troops are panicked by the reverse in fortune.
Alarm! tests must be made when:
A unit is within 10cm of a fleeing friendly unit
A unit is charged in the side or rear when already engaged in close combat.
A unit is charged by an enemy that was previously concealed or hidden from view
A unit is charged while crossing an obstacle such as a wall or fence
A unit witnesses a friendly unit being forced to flee from close combat and is within 30cm of the fleeing unit. If the unit is four times bigger than the fleeing unit it may add +1 Fortitude to its score.
1 or more characters leaves a unit, leaving it with no remaining characters present.
Any other situations where the GM feels it would be appropriate!
Apathy
Some troops are not blessed with vast intellects. Some are so stupid that they can lose interest in the battle and suffer from Apathy.
Each turn an Apathy test must be made against the unit or character’s Mind value.
A failed test may result in:
In close combat half the troops stop fighting! If there is an odd number of troops the remainder will fight on a roll of 4,5 or 6.
If not in close combat the unit may not shoot or use magic. Roll a D6 on the following table to see how movement is affected -
1-3 The unit moves at half rate in a random direction. Roll a D12 to ascertain the direction. If anything lies in the affected units way roll another D6 -
1-2 The unit halts in front of the obstruction
3-4 The unit attempts to eat the obstruction - 1 attack per model in base contact
5-6 The unit charges the obstruction
4-6 The unit falls asleep or is otherwise inactive for the rest of the turn.
A unit suffering from apathy is not subject to any other psychology.
Battlefield Psychology
There are many things that test a warrior’s mettle on the battlefield from defeat in combat to facing terrifying monsters and magic.
Combat Results
At the end of a round of combat scores for each side should be totalled up to decide who has won. The following should be considered:
Number of casualties inflicted
+1 for each full rank behind the first
+1 for a unit standard present
+1 if the unit charged that turn
+1 if the unit followed up that turn
The losing side is forced to give ground and is pushed back by 5cm as soon as the combat has been resolved.
The winning side has the option to press the advantage and advance back into base contact with the enemy.
Flee!
A unit is forced to Flee! when it perceives the situation is hopeless and panic has set in. The following circumstances would force a unit to take a Flee! test in the following circumstances:
¼ of the unit’s numerical strength has been lost to casualties from close combat, ranged attacks or magical attacks.
Should a Flee! test be necessary because of casualties sustained in close combat then the test should be taken before it has to give ground. Units passing their Flee! test still have to give ground.
Flee! tests are taken using a unit’s Discipline value. If the unit has a leader there may be a bonus to add on to that value to reflect their added control and command.
To pass the test the player must roll under the Discipline value on 2D6. Should a unit pass the test play continues as normal.
Should a unit fail the test it is forced to flee. It is immediately moved at double rate directly away from the enemy - normal movement penalties apply.
Should the fleeing unit’s path be obstructed by friendly troops it may be forced to flee through them if the gap between the obstructing units is less than 10cm. If the gap is bigger the fleeing troops are able to squeeze through. Units that have been fled through must make an immediate Alarm! test are unable to make a reserve move.
Fleeing units then move at double rate in their own movement phase towards the nearest table edge - scenery and enemy permitting. They will continue fleeing until they leave the table or pass a Regroup! test.
To regroup a fleeing unit must meet the following criteria:
It is not in base contact with the enemy
It has at least ¼ of its original numerical strength left - e.g. the 3 (round odd numbers down) surviving members of an originally 16 strong unit may not regroup.
It must be nearer to at least one friendly unit consisting of more than 5 models than the enemy
It is not within range of anything that would cause Dread
It has not fled that turn
Run them Down!
As the losing side turns and flees the victors get the opportunity to make an unopposed attack. This involves the winning side fighting another round of combat in which all hits are automatic. Damage is worked out as normal, as are saving throws, although shields are obviously useless in such a situation and so do not confer a saving throw. This extra round should be fought straight away to avoid confusion as to which models are able to strike.
Once the unopposed attack has been resolved the victorious unit may decide to Run Them Down! or not. If not a successful Discipline test must be made.
The fleeing troops are moved first and then the pursuers - all movement at double rate, taking into account any movement penalties for terrain, armour, etc.
Whether or not the pursuers are able to catch the fleeing unit a second unopposed attack is made.
If the pursuers fail to catch the fleeing unit they become disorganised - it must halt and if charged and pushed back in hand to hand combat it automatically flees.
This process continues until the fleeing unit leaves the table, is destroyed or the pursuers break off the chase with a successful Discipline test.
Should the pursuers destroy the fleeing unit they become disorganised as above.
If the fleeing unit leaves the table edge, the pursuers halt and again become disorganised.
To halt a pursuit a successful Discipline test must be made but with a -1 penalty.
Pursuers may be charged by other enemy units - work the combat out as normal but should the pursuers be pushed back they are automatically forced to flee.
Other Psychology tests
Dread
Dread is caused by huge monsters, terrible demons and ghastly undead. Some magic also causes dread. Dread tests are made by rolling 2D6 against a unit’s Fortitude value. Figure in any modifiers for leaders or penalties for particularly scary creatures - to pass the test the unit must roll under their Fortitude value.
A Dread test must be made in the following circumstances:
A unit wants to charge an enemy that causes Dread - if the test is failed the unit must spend the rest of the turn halted.
A unit wishes to fire at an enemy that causes Dread which is within charge range. A failed test means the unit may not shoot. Enemies that cause dread and are further away may be fired at as normal.
A unit must take a Dread test if charged by an enemy that causes dread. If failed the unit is forced to flee.
A unit pushed back by an enemy that causes dread must pass the test or be forced to flee.
Some creatures exert an aura of dread (given in cm) and the following rules apply:
Units in dread range of an enemy suffer -1 hit in melee and ranged combat.
Fleeing units may not regroup if they are in dread range of an enemy
Units may not make a reserve move in dread range of an enemy
Some creatures are particularly terrible and may have a Dread bonus of +1, 2 or 3.This reduces the target unit’s fortitude value.
Blood Lust
Some troop types are subject to Blood Lust - berserkers, religious fanatics, etc.
Units only succumb to Blood Lust if they fail a Fortitude test (roll more than their Fortitude value on 2D6) on entering close combat. Leaders may deduct their Fortitude modifier from the unit’s value.
If they pass the test they fight as normal.
Troops in the throes of Blood Lust are subject to the following rules:
Blood Lust lasts as long as the unit is in contact with the enemy, including pursuits.
Units must always follow up and pursue fleeing enemies.
Units in Blood Lust never flee or suffer from other psychology effects.
Blood Lust troops add +1 to hit in melee, +1 to damage and have a +1 saving throw.
Enmity
Often troops harbour a deep enmity against age old enemies. Specific enemies will be named in the special rules section of the BLOOD statline for those troops subject to enmity.
The following rules apply -
Units must always charge or shoot at an enemy it has enmity towards - if a player doesn’t want to charge or shoot a successful Fortitude test must be made
If a unit fails an Enmity test it may add +1 to hit in melee and ranged combat.
If forced to flee by a hated enemy units may add +1 to its Discipline value.
Units must always pursue an enemy it has enmity for.
Alarm!
When things start going badly Alarm! may spread through the ranks as troops are panicked by the reverse in fortune.
Alarm! tests must be made when:
A unit is within 10cm of a fleeing friendly unit
A unit is charged in the side or rear when already engaged in close combat.
A unit is charged by an enemy that was previously concealed or hidden from view
A unit is charged while crossing an obstacle such as a wall or fence
A unit witnesses a friendly unit being forced to flee from close combat and is within 30cm of the fleeing unit. If the unit is four times bigger than the fleeing unit it may add +1 Fortitude to its score.
1 or more characters leaves a unit, leaving it with no remaining characters present.
Any other situations where the GM feels it would be appropriate!
Apathy
Some troops are not blessed with vast intellects. Some are so stupid that they can lose interest in the battle and suffer from Apathy.
Each turn an Apathy test must be made against the unit or character’s Mind value.
A failed test may result in:
In close combat half the troops stop fighting! If there is an odd number of troops the remainder will fight on a roll of 4,5 or 6.
If not in close combat the unit may not shoot or use magic. Roll a D6 on the following table to see how movement is affected -
1-3 The unit moves at half rate in a random direction. Roll a D12 to ascertain the direction. If anything lies in the affected units way roll another D6 -
1-2 The unit halts in front of the obstruction
3-4 The unit attempts to eat the obstruction - 1 attack per model in base contact
5-6 The unit charges the obstruction
4-6 The unit falls asleep or is otherwise inactive for the rest of the turn.
A unit suffering from apathy is not subject to any other psychology.