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Morale in Traveller Part 1
One of the most important functions of combat is morale. That is, a character's willingness to continue to fight or fight at all. Yes, there is a system in Striker for morale but it doesn't translate cleanly to Traveller. The reason morale is needed is that players may, and frequently do, things that if they were actually the character they wouldn't do in combat.
Frequently morale is not going to be a conscienteous decision either. A character will simply be reacting to events rather than making an intelligent decision. Therefore, morale should be more of a forced system than simply leaving it to the player to decide what their character will do in a combat situation when faced with threat of death or adversity.
Note, these situations also include animal encounters, encounters with police or, other adversarial situations. So, the system is not just limited to combat.
Morale in such situations is based on a combination of training, skill, experiance and, situation. The system described below takes that into consideration. It follows the MegaTraveller Universal Task Profile system to make it uniform with the rest of the game. It also attempts to keep this function from becoming a major obstacle to play by being quick to resolve.
It is intended for use with adventuring parties of up to maybe 10 characters at most. It is not designed to be used with large groups like big military units or a crowd. It is also intended for use with Human parties not other species. Those will require some modification of the various checks and modifiers to reflect their specific traits.
MORALE CHECKS
There are two parts to the morale system. The first is the check in specific circumstances. There are just six conditions in which a morale check is called for in an adversarial or combat situtation. These are:
1. Upon meeting. That is when the character or party comes upon a situation that potentially has danger involved. This could be encountering a criminal, an animal, an opposed party intent on combat or, other such situations.
This check is considered a Routine confrontation with uncertain outcome. The difficulty is modified by Surprise (explained below) and the distance at which the encounter occurs.
This check is made just once at the beginning of the encounter by both parties (animal encounters the animal does not check this way).
2. When first fired on or physically attacked by the opposing party. This is can be a mutual or unilateral check. It is mutual if both sides start their attack in the same combat round. If one side attacks before the other only the one first fired on need make this check.
Like the Upon meeting check this is a Routine confrontation that is modified in difficulty by surprise and distance. It is made before the results of combat are made.
These two checks will normally occur at the begining of an encounter and be made once. Once complete they do not have to be made again.
3. The character takes damage. Whenever a player's character takes damage in fighting they have to make a check for the morale of the character. This is done as follows:
Superficial wounds: Routine check
Minor wounds: Difficult check
Major wounds: Formidable check
4. A similar check is necessary when a member of the party sees another member take damage also. For this check the level of difficulty is reduced by one level:
Superficial: Simple
Minor: Routine
Major: Difficult
5. If a member of either party attempts to engage in hand-to-hand or close combat with their opponets that character must pass a morale check to engage. If the character passes, then their potential opponet(s) that are, or will be, within short or close range must pass a morale check to remain there and fight. That is, it takes special nerve to attack someone face-to-face and equal nerve to stand there and fight back.
In this check the attacking character(s) check first. If the character fails the check then they will not advance and close to combat. Instead, they will remain where they are in the condition they were prior to the attempt. If the attacker's attempt fails the defending characters need not take any morale check. They only have to check if the attackers succeed in passing their morale check to close to close combat range. The defense must pass their check before attempting return fire or other actions.
The check is made as follows:
Attacker is one on one or greater in number to the defender: Difficult task check
Attacker is one on several (3 or less defenders): Formidable task
Attacker is one on many (more than 3 defenders): Impossible task
6. The last morale check situation is when the situation changes. This check is made at the refree's descretion. The refree may set the level of difficulty based on the situation. Some typical cases where this would occur are:
One side gets reinforcements
A character's cover is gone.
The vehicle the character(s) is in is disabled or destroyed. The compartment of a starship the character is in is damaged or destroyed.
Running out of ammuntion or a jammed weapon
A player wants to be a Hero (see below).
One of the most important functions of combat is morale. That is, a character's willingness to continue to fight or fight at all. Yes, there is a system in Striker for morale but it doesn't translate cleanly to Traveller. The reason morale is needed is that players may, and frequently do, things that if they were actually the character they wouldn't do in combat.
Frequently morale is not going to be a conscienteous decision either. A character will simply be reacting to events rather than making an intelligent decision. Therefore, morale should be more of a forced system than simply leaving it to the player to decide what their character will do in a combat situation when faced with threat of death or adversity.
Note, these situations also include animal encounters, encounters with police or, other adversarial situations. So, the system is not just limited to combat.
Morale in such situations is based on a combination of training, skill, experiance and, situation. The system described below takes that into consideration. It follows the MegaTraveller Universal Task Profile system to make it uniform with the rest of the game. It also attempts to keep this function from becoming a major obstacle to play by being quick to resolve.
It is intended for use with adventuring parties of up to maybe 10 characters at most. It is not designed to be used with large groups like big military units or a crowd. It is also intended for use with Human parties not other species. Those will require some modification of the various checks and modifiers to reflect their specific traits.
MORALE CHECKS
There are two parts to the morale system. The first is the check in specific circumstances. There are just six conditions in which a morale check is called for in an adversarial or combat situtation. These are:
1. Upon meeting. That is when the character or party comes upon a situation that potentially has danger involved. This could be encountering a criminal, an animal, an opposed party intent on combat or, other such situations.
This check is considered a Routine confrontation with uncertain outcome. The difficulty is modified by Surprise (explained below) and the distance at which the encounter occurs.
This check is made just once at the beginning of the encounter by both parties (animal encounters the animal does not check this way).
2. When first fired on or physically attacked by the opposing party. This is can be a mutual or unilateral check. It is mutual if both sides start their attack in the same combat round. If one side attacks before the other only the one first fired on need make this check.
Like the Upon meeting check this is a Routine confrontation that is modified in difficulty by surprise and distance. It is made before the results of combat are made.
These two checks will normally occur at the begining of an encounter and be made once. Once complete they do not have to be made again.
3. The character takes damage. Whenever a player's character takes damage in fighting they have to make a check for the morale of the character. This is done as follows:
Superficial wounds: Routine check
Minor wounds: Difficult check
Major wounds: Formidable check
4. A similar check is necessary when a member of the party sees another member take damage also. For this check the level of difficulty is reduced by one level:
Superficial: Simple
Minor: Routine
Major: Difficult
5. If a member of either party attempts to engage in hand-to-hand or close combat with their opponets that character must pass a morale check to engage. If the character passes, then their potential opponet(s) that are, or will be, within short or close range must pass a morale check to remain there and fight. That is, it takes special nerve to attack someone face-to-face and equal nerve to stand there and fight back.
In this check the attacking character(s) check first. If the character fails the check then they will not advance and close to combat. Instead, they will remain where they are in the condition they were prior to the attempt. If the attacker's attempt fails the defending characters need not take any morale check. They only have to check if the attackers succeed in passing their morale check to close to close combat range. The defense must pass their check before attempting return fire or other actions.
The check is made as follows:
Attacker is one on one or greater in number to the defender: Difficult task check
Attacker is one on several (3 or less defenders): Formidable task
Attacker is one on many (more than 3 defenders): Impossible task
6. The last morale check situation is when the situation changes. This check is made at the refree's descretion. The refree may set the level of difficulty based on the situation. Some typical cases where this would occur are:
One side gets reinforcements
A character's cover is gone.
The vehicle the character(s) is in is disabled or destroyed. The compartment of a starship the character is in is damaged or destroyed.
Running out of ammuntion or a jammed weapon
A player wants to be a Hero (see below).