Morale
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- Morale represents the overall mental state of your troops during combat;
- Each unit has a bank of "Morale Points" which can be lost or healed based on a variety of factors;
- As a unit gains or loses Morale Points, it changes its Morale State. These Morale States give bonuses and penalties to the unit;
- When a unit drops below 0 Morale Points, it becomes Broken. Broken units will Rout next time a friendly model dies in their zone;
- If a unit routs outside the board, it is removed from the game;
- Generals can perform a Rally to stop units from routing.
Contents |
Basic Morale
| Units | Basic Morale |
|---|---|
| Arbalestiers | 70 |
| Billmen | 80 |
| Franc Chevalers | 90 |
| Hobelars | 80 |
| Longbowmen | 80 |
| Mangonel | 70 |
| Serjants | 80 |
| Mendicum | 80 |
| Soffrances | 70 |
| Vileins | 70 |
| Ympes | 80 |
| Evocati | 90 |
| Nephilim | 90 |
- Each unit has a starting morale value called Basic Morale. This value is similar to the starting HP, but for morale purposes;
- If you attach a Hero to a unit, their Leadership will modify the unit's basic Morale;
- If a General is present, his/her Leadership is applied to the whole army;
- If a Hero or a General dies, their Leadership bonus is transformed into an penalty;
- If a unit receives Leadership by more than one Character (Hero and General), the final Leadership perceived is the total of all Leaderships available.
Morale States
- See also:List of Morale States
- Each unit has a psychological model represented by a Morale Type. This model is represented in the form of a "Morale Bar" on which the unit travels as it gains/loses Moral Points. Most units use the "Standard Type", but some special units have alternative psychological models.
- The Morale Bar is segmented into compartment called "Morale States" (the bar's different colours). For example, the Morale States of Standard Types are:
- Overconfident when Morale value is between 180 and 240
- Confident when Morale value is between 120 and 179
- Neutral when Morale value is between 60 and 119
- Shaky when Morale value is between 0 and 59
- Broken when Morale value is between -1 and -60
- Each Morale State have their own Stats modifier which gives bonuses or penalties to the unit.
Morale Modifiers
- Two types of modifiers can have an effect on a unit's morale during the game: dynamic modifiers which fluctuate throughout the game, and static modifiers which, once applied, last for the whole game.
| Intimidation result | Morale modifier |
|---|---|
| 0.25 | -60 |
| 0.33 | -40 |
| 0.5 | -20 |
| 0.66 | -10 |
| 1 | 0 |
| 1.5 | +10 |
| 2 | +20 |
| 3 | +40 |
| 4 | +60 |
Dynamic Modifiers
- Each friendly casualty the unit witnesses causes a morale penalty. The exact calculation is:
- Moral penalty = (Bulk of casualty/Total friendly bulk in the zone)*80
- Intimidation represent how the unit percieves its own chance of coming out of the melee victorious. It can be either positive or negative. The calculation is done as follow: Total Intimidation of every friendly miniature in the melee / Total Intimidation of every enemy miniatures in the melee. The result is then crossed in the following table.
- Leadership is considered to be a dynamic modifier since the unit loses the bonus when the leader dies.
Static Modifiers
- Flanking and rearing units cause a permant morale penalty on the victims. The calculation uses the same mechanics as the Intimidation (see table above) but is based on a per-unit basis rather than the Total Intimidation in the zone and where:
- the Intimidation value of the charger is doubled in the case of a Flank;
- the Intimidation value of the charger is tribled in the case of a Rear charge.
- Some specific skills, like the Franc Chevalers' Glorious Stand or Intimidating Attack can boost or damage morale.
- A leader's death (either Hero or General) who was giving positive Leadership to a unit creates a permanant negative modifier equivalant to the previous Leadership bonus.
- Routing models who end their turn in a zone with friendly miniatures in them cause morale damage to their allies. The calculation is:
- Morale penalty = Point value of the fleeing unit / Total point value of the army X 100
- The effects of a Rally are considered Static Modifiers.
| Units | MrlS |
|---|---|
| Arbalestiers | 100% |
| Billmen | 100% |
| Franc Chevalers | 80% |
| Hobelars | 100% |
| Longbowmen | 100% |
| Mangonel | 100% |
| Serjants | 100% |
| Mendicum | 100% |
| Soffrances | 80% |
| Vileins | 133% |
| Ympes | 100% |
| Evocati | 80% |
| Nephilim | 80% |
| Emissarius | 80% |
| Heroes | MrlS |
|---|---|
| William Wallace | 80% |
| Decurion/Centurion | 80% |
| Dismounted Baneret/Baron | 80% |
| Knight Baneret/Baron | 80% |
| Lucifer | 0% |
| Marrenne/Maistresse | 100% |
Morale Sensitivity
- Every time a new modifier is calculated, it is multipled by the unit's Morale Sensitivity.
- Hardened warriors tend to have a lower Morale Sensitivity than those who have been less exposed to the brutality of melees.
- Morale Sensitivity increases by +20% for every threshold of Fatigue and/or Veil that the unit reaches.
- Leadership bonuses or penalties are not affected by Morale Sensitivity.
Routing
- If a unit becomes or was already Broken and witnesses a casualty in its zone, it will become Fleeing.
- If a unit is already Broken and suffers any static negative morale modifers, it will become Fleeing.
- A unit that runs away from a melee still exits from a Fight Direction point of view.
- While fleeing, the unit will try to either run toward a Hero or the nearest battlefield edge. If it reaches the battlefield edge, it is removed from the game.
- If a fleeing unit reaches a Hero, it will gain this Hero's Leadership bonus (if positive).
- Generals can perform a Rally which gives their Leadership to every Broken unit within range and stops them from routing.
