Morale ideas for FT.

2 posts ยท Jan 7 1997 to Jan 8 1997

From: gentloser@t... (David & Anita Crowhurst)

Date: Tue, 7 Jan 1997 16:56:01 -0500

Subject: Morale ideas for FT.

As I asked the original question thought I could at least put forward some
ideas of my own.

Morale Tests. Morale tests are by rolling 2D6 and comparing this to the crews
Morale Value
(MV).
If the score is equal to or less than the crews MV then the test is passed. If
the score is more than the crews MV then the test is failed.

Morale Values. Normal crew = MV 7
Veteran crew = MV 8 (+20% ship points cost)
Elite crew = MV 9 (+40% ship points cost)

When to test. Tests are made at the end of each turn (after no.6 in the turn
quence) if any of the below listed criteria have occured in THAT turn, all
modifiers are cumulative. Test when.... First threshold point reached (normal
check)
Second threshold check reached (-1 modifier)
Third threshold point reached (-2 modifier)
Drive Systems TOTALLY destroyed (-2 modifier)
ALL weapons destroyed (-2 modifier)
ALL firecons destroyed (-2 modifier)
Friendly Capital ship destroyed (-3 modifier)
When attacked from Aft (-2 modifier)
FTL drive destroyed (-2 modifier)

Other Modifiers.
Each friendly undamaged Escort ship within 6 inches....+1
Each friendly Cruiser ship within 6 inches....+2
Each friendly Capital ship within 6 inches....+3
All weapons systems undamaged....+2
Each enemy Capital ship within 6 inches....-3
Each enemy Cruiser ship within 6 inches....-2

Failing the test. Any ship that fails a morale test is marked with a 'stunned'
marker. A stunned ship may not fire upon an enemy ship, though may return fire
if
fired upon and may use PDAF/ADAF as normal. A stunned marker is removed
if a subsequent morale test is passed. A stunned ship may attempt to 'steady'
itself. If a stunned vessel is not attacked for 1 turn then it may attempt a
new morale test. If it passes then the stunned marker is removed.

If a stunned ship fails a subsequent morale test then it is routed and the
'stunned' marker is replaced by a 'routed' marker.It must move at full speed
away from the nearest enemy ship. It may not engage in combat other than use
of ADAF/PDAF systems.

A CAPITAL ship may attempt to rally a routing vessel if within 6 inches. The
routing vessel makes a new test and if passed the ship becomes merely stunned.

Well these have not been play tested, so what do y'all think? regards gent
---
Slums may well be breeding-grounds of crime,
but middle-class suburbs are incubators of apathy and delirium.

      ****************************************

From: Gary Ballard <gdaddy@m...>

Date: Tue, 7 Jan 1997 20:10:26 -0500

Subject: Re: Morale ideas for FT.

> David & Anita Crowhurst wrote:

> Failing the test.

I disagree with this, in that you are treating ships like units of
soldiers(which are not built to run full speed from combat while firing).
Ships, however, are meant to move and fire, whereas foot troops are not. I
would suggest maybe only allowing the ship to fire at medium
range or shorter, or perhaps put a -1 penalty to any to hit rolls to
simulate the ship not trying to destroy another ship so much as covering its
retreat.

I am about to use a system similar to this in my own Campaign(based VERY
loosely on B5), but without quite as many modifiers. Something along the lines
of if your fleet takes a certain percentage of losses, you must take a bottle
test. If you fail, your fleet retreats. Each different race would have a
different threshhold level at which they would automatically rout(Narn were at
something like 80% casualties before a full rout, unless fighting Centauri, in
which case they rout at 90%). Leadership values were also based on racial
characteristics(with EA being the average of 7 or 8, I forget which).