Morale

Each force has a Morale Rating, defaulting to Normal, which modifies its abilities and determines the likelihood of a mutiny or desertions. Where a modifier is indicated on the Morale Ratings Table (based on the various circumstances in which the force finds itself ), add those modifiers to the dice roll results in the appropriate circumstances: combat (Piloting, Gunnery and Initiative rolls) or non-combat (any Maintenance, Repair, Salvage or Customization rolls and so on). These modifiers do not apply to a during game play Morale Check, however. Note that the only modifiers on the Morale Ratings Table that apply to Desertion and Mutiny Checks are: Force Quality, Force Allegiance, Force Type and Force Loyalty. Making Desertion Checks Players must make Desertion Checks at the start of every Morale/Fatigue Cycle (each week) and determine whether personnel abandon their posts. Roll 2D6 for each company (or portion thereof ), applying the appropriate modifiers for the force as shown on the Morale Ratings Table. If the result is less than or equal to the force’s current Morale Rating, one or more units of the company have deserted. To determine which units are affected, roll 2D6 again for each ’Mech, aerospace fighter, ProtoMech Star, vehicle, platoon or battle armor squad/Star in the unit (National level players roll once for each Battalion). For Mercenary, Regimental, and Pirate players desertion Checks must also be made for every 10 non-combat personnel (or part thereof )—techs, medics and so on. If this second roll result is less than or equal to the Desertion Check value, that unit deserts and is no longer available. If no unit deserts, the “desertion” is nothing more than rumor among the troops.

For DropShips, JumpShips, WarShips and Space Stations, make a Desertion Check for the entire crew. If the roll succeeds, treat the Large Craft as if it took a crew hit (either as a result of actual desertions from grounded DropShips or, in the case of units in space, crew dissatisfaction and minor acts of sabotage).

#### Taking Equipment:

If a Desertion Check is within two points of the force’s current Morale Rating (or equals the current Force’s Morale Rating) the deserting personnel leave without their equipment. If the Desertion Check is greater than two points below the force’s current Morale Rating, the deserting personnel take their equipment (as appropriate; a deserting Large Craft personnel would not take the Large Craft, but a deserting MechWarrior would take his ’Mech). For example, when making a Desertion Check with a force that has a current Morale Rating of 7, the controlling player would need to roll a 4 or less on the Desertion Check for the deserting personnel to take their equipment. Making Mutiny Checks Mutiny functions in the same way as desertion save that players make the initial check for each Battalion/lance/platoon/Star rather than each company and no second roll occurs. If a lance/platoon mutinies, the entire lance is affected. Unlike desertion, where the troops simply slip away, in a mutiny the troops actively fight non-mutineers and a battle should take place; use a breakthrough scenario, with the GM taking control of the mutineers. If the mutineers are outnumbered by 4 to 1 or worse, they will flee as if they were deserters, possibly joining the opposition. If all units in a force mutiny, the commanders have been overthrown. If a unit does not mutiny, it must still check for desertions. A ’Mech company with a Morale Rating of 5 suffers a –1 modifier on its non-combat rolls. At the start of the force’s Morale/Fatigue Cycle, the controlling player must check to see if desertions or a mutiny occur. The player rolls for once for desertion (against a target number of 3) and gets a 3, indicating that one or more Battalion may desert. He rolls again for each of the three Battalion, getting a 9, a 7 and a 10. No desertions take place. Finally, he must then roll again for mutiny, this time against a target number of 2. He rolls a 6, 9 and 2. One lance mutinies—as it is not outnumbered 4 to 1 or worse, it will fight its former comrades!

#### Changing Morale

Various factors influence the morale of a Force for better or worse, some random, others fi xed in their eff ect. The following are the principal causes of change, but none may increase the Morale Rating above 1 (Unbreakable) or decrease it below 7 (Broken).

#### Combat Victory

After a scenario where the Force controls the playing area, roll 1D6. If the result is lower than the current Morale Rating, Morale improves by 1 (for example, from Normal to High).

#### Combat Loss

After a scenario where the Force does not control the playing area (whether the opponent controls the playing area, or both sides were destroyed simultaneously), roll 1D6. If the result is higher than the current Morale Rating, Morale worsens by 1 (for example, from Normal to Low).

#### Campaign Victory

When doing a linked scenario operation, and a Force wins a campaign, it automatically gains 1 higher Morale Rating.

#### Loss of Leader:

If the overall Force commander is killed, the Force auto matically loses 1 Morale Rating. If a sub-commander is killed, roll 1D6; if the result is higher than the current Morale Rating, Morale worsens by 1 (for example, from Normal to Low).

#### Combat Losses:

If a deployed Force loses 25 percent of its starting strength in a single scenario, it loses 1 Morale Rating. If it loses 50 percent, Morale Ratings drop by 2, and if casualties are 75 percent or higher the loss is 3 Morale Ratings.

#### Supplies:

If an Availability Check(s) fails to obtain a single replacement part during a Maintenance/Repair Cycle (see Obtaining Replacement Parts), after all attempts to obtain replacement parts roll 1D6. On a result of 6, the Force loses 1 Morale Rating. For each 5 items that a Force fails to obtain during a single Maintenance/Repair Cycle, apply a cumulative +1 to the die roll result. Regardless of the supply situation, only a single die roll is made for each Maintenance/Repair Cycle to determine if the Force’s Morale Rating changes.

#### Desertions:

If desertions occur in a Force, immediately roll 1D6. On a result of 6, the force loses 1 Morale Rating.

#### Mutiny:

If a mutiny occurs in a Force, immediately roll 1D6. If the result is higher than the current Morale Rating, morale worsens by 1.

#### Inactivity:

If four Morale/Fatigue Cycles pass without combat (i.e. the Force is not deployed in a scenario), move its Morale Rating 1 closer to Normal (that is, down if it is currently 1-3 or up if it is 5-7).

#### Fatigue:

If a Force has Fatigue Points of 5 or higher, it may lose a Morale Rating (see Fatigue)

### Morale Effects During Game Play

The Morale Rating of a force directly impacts its morale during game play. If both these morale rules and the morale rules during game play (see morale (CBT)) are in use, the follow rules are in effect. For each Morale Rating lower than Normal, apply a –1 modifier to any Morale Check during game play. For each Morale Rating higher than Normal, apply a +1 modifier to any Morale Check. For example a force with a Very High Morale Rating would apply a +2 modifier to a during game play Morale Check, while a force with a Broken Morale Rating would apply a –3 to a during game play Morale Check.