4671 Universe

Morale & Command

Morale Tests

A unit tests morale when:

  • It loses 2+ STR in a single round.
  • It is charged by Shock/Heavy units.
  • It sees an adjacent friendly unit destroyed.
  • It is flanked or attacked from the rear.

Morale Roll: 2d6 + MOR vs 8

  • Success: hold.
  • Fail by 1–2: Shaken (‑1 ATK, ‑1 SPD).
  • Fail by 3+: Routed (must Withdraw next round).

Command Points (CP)

Each army gains 3 CP per round + commander bonus.

Spend CP to:

  • Issue special orders (Forced March, Counter‑Charge).
  • Rally a Shaken unit (1 CP).
  • Re‑roll one combat die (1 CP).
  • Call Artillery Support (2 CP).

Commanders

Choose a commander profile:

  • Strategist: +1 CP per round.
  • Warlord: once per battle, all adjacent units gain +1 ATK.
  • Logistician: ignore the first supply penalty.
  • Mystic/Relic‑Bearer: once per battle, cancel a morale failure.

Supply (Optional)

Track supply at 3 steps (Full, Strained, Broken). Each step reduces SPD by 1 and MOR by 1.