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.