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All combatants start at the Bold Level, unless otherwise specified in the scenario.
As can be seen from the above table, people in different morale states will have different levels of combat effectiveness. The columns in the table are defined as follows: Morale State: A description of the person's behavior in a particular moment in a combat situation. CA Multiplier: This is a multiple of the person's CA and represents the amount of Offensive CA the person is capable of taking in a phase. As the person's morale degrades, they are able to take fewer and fewer offensive actions, and their CA tends to be spent more and more on Defensive actions. In all cases, Offensive CA is rounded up to the nearest whole number. Offensive CA is CA spent on offensive actions--aiming, shooting, combat, moving towards an enemy, reloading a weapon, and so forth.
DSL Bonus: This number is the change to the combatant's DSL ALM and represents a person's tendency to make themselves a smaller target as he becomes more and more unsettled.
Spotting CA bonus: This is the bonus number of CA which a combatant can spend on spotting attempts--if he so chooses. These CA are considered free CA and can be used in conjunction with other actions.
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The combatant is wounded
| The combatant is subject to
a near miss from enemy fire
| The combatant sees his element
leader injured.
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Wounding:
If a combatant is wounded or injured, his morale state immediately
drops to Panicked.
Near Miss:
If a shot passes within the combant's Critical Distance (PCSACS
(4d) s. 5.6), the combatant will drop 1 morale state if the person
is a combat veteran, and 2 morale states if the person is not
a combat veteran. A combat veteran is defined as **anyone** who
has been in combat.
Element Leader Incapacitated:
An element leader is the highest skilled ally who is a) in command
of the combatant, and b) within sight of the combatant. If the
element leader is incapacitated, then the combatant immediately
drops one morale level.
A person can upgrade their morale level by performing a self-rally as described in PCSACS (4d) s. 5.6, with the following modification. A person can make a self-rally attempt once under cover, and if they succeed, then they raise their morale state up by one level. After their Rally Time in CA, they can attempt to raise their morale up by another level, and so on until their morale returns to bold.
If the combatant fails any self-rally, then their morale state remains frozen at its current level for the rest of the battle, or until a comrade makes a rally attempt as described in PCSACS (4d) s. 5.6. The only difference between a rally and a self-rally for our purposes is that a successful Rally attempt will immediately restore a combatant's morale state up to Bold.
These rules have seen some playtesting across the internet and the responses that I have received from playtesters has typically been favorable.
One of the suggestions has been the addition of another morale state above the "Bold" state--either something like "Fanatical" or "Enraged," representing the morale state of people who are hyped up on emotion, adrenaline, and fervor.
For playtesting purposes only, the Fanatic rules are as follows: The effects of a Fanatical Morale state would result in a CA multiplier of 1.25, a spotting bonus of -1, and a DSL bonus of +2 -- meaning these people can do more, see less, and be hit much easier.
Fanatics can start a battle in the Fanatical state, and may not be returned to that state if their morale state is reduced over the course of the battle. Roleplaying GMs may choose to allow player characters (or NPCs) to become enraged in the course of roleplaying.
Page last modified: July 25, 2003