Wargame Mechanics Index

Morale tests

Units test morale on triggers.

Open in the index

Watch it played 4 moments

  • 11:37–12:44
    Learn to Play Live Free or Die
    Little Wars TV
    Rule in play Morale test after suffering a casualty

    Having lost a stand in combat, Greg's third-class Continental regiment must make an immediate morale test, using their attached two-star lieutenant to bolster their dice pool.

  • 12:12–12:55
    Crusader Acre 1189 Wargame
    Little Wars TV · Lion Rampant
    Rule in play Resolving missile fire and courage test

    Carl rolls twelve dice for his full-strength horse archers, scores hits against the Turcopoles' armor, tracks the reduced strength points, and prompts a courage test.

  • 12:44–13:28
    Winter Kharkov Wargame
    Little Wars TV · A Fistful of TOWs 3
    Rule in play Stuka strafing run breaks frontline

    A German Stuka arrives on a randomized air-support roll and strafes four Soviet platoons, forcing Steve to make four troop quality tests.

  • 14:15–15:30
    Fourth Kawanakajima Wargame
    Little Wars TV
    Rule in play Takeda counter-charge breaks against Uesugi vanguard

    Attempting to punish Keith's vanguard, Takeda launches a counter-charge across the plain, but Keith's troops win the melees and force repeated failed morale checks back to the river.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 28 games

3morale

All firing and melee results are determined by morale tests.

How it works

Any unit under fire or in melee totals tactical factors and adds 1d6; below 4 it gains a morale counter. Factors: +1 favourable terrain, +1 only shot by artillery at 200p+; -1 each for column/limbered, unsupported, horse or limbered artillery under fire, first bound after being charged, each element in combat over two, foot/artillery in melee with horse, enemy behind flank or rear, dragoons.

Determine results of both firing and melee by testing morale.
Download · p. 2 Quote verified
2morale
Courage CheckA Coat of Steel

Draw a Resolution card and read the result for the company commander's commitment level.

How it works

The lower quarter of the card shows Carry On or Fail for Committed, Well-Wisher and Uncommitted commanders. Fail lowers Courage by one.

Draw a resolution card, and Check the lower right hand quarter of the card (where the Courage Check section is located; the result of the check for each Commitment level of the commander is shown.
Download · p. 33 Quote verified
2morale
Exhaustion TestA Wee DRAM of Napoleon

A stand at half strength or less rolls a d6 against its current SP, and may halt or be forced to retreat.

How it works

The test is taken when SP first falls to 50% or less of the starting value, and on every later turn the stand takes losses. Roll 1D6: below current SP no effect; equal, no advance towards the enemy this turn; above, immediately adopt D orders and fall back a full move each turn until a general changes the order.

Roll a dice and read off the result from the following table: No effect, carry on as normal Dice < current SP ... Dice > current SP Immediately adopt 'D' orders and fall back one full move per turn
Download · p. 3 Words verified
2morale

Heavy losses make a column roll before it can bring on more reserves.

How it works

A casualty marker goes on the table for each unit a column recycles, and each column tracks its own. With 18+ markers, the column needs a 5+ on d6 to bring on more units; failure delays its reserves to the next turn.

Once a column has 18+ markers on the table, a d6 roll of 5+ is needed to bring on more units. A failed roll delays reserves until they attempt next turn.
Alamo Ruleser · p. 3 Quote verified
2morale

Roll 2d10 against the morale chart value; one failed die shakes, two rout.

How it works

Two d10 are rolled against the troop type's morale number on the chart set by cumulative hits. Extra dice (cover, secured flanks, attached leader) may be added, but only the two lowest rolls count. Failing on one die makes the unit shaken; failing on both makes it rout.

Fail on 1 Die: shaken ... Fail on 2 Dice: rout ... When rolling more than 2 dice, always use 2 lowest rolls.
Download · p. 1 Words verified
2morale
Quality ChecksFistful of T-34s

Stands hit by fire take one Quality Check at the end of the phase and are removed if they fail.

How it works

Each stand tests at most once per turn from fire. Roll 1d6 against Quality (Fair 5+, Good 4+, Excellent 3+); a failure removes the stand as withdrawn, a pass clears all markers. Unarmoured stands take -1 per excess hit, while armoured stands take no penalty however many markers they have. Hits on infantry never kill outright.

Roll 1d6. If the roll is less than the stand's Quality rating (see QRS), that stand is removed. They are not necessarily KIA, but rather, they are considered withdrawn
Download · p. 5 Quote verified
2morale

A captain fighting on past severe damage must pass a crew morale check or be overpowered and the ship surrendered.

How it works

A captain may surrender at any time. Fighting on after loss of all guns/engines, dismasting, or loss of over half the waterline requires a d6 roll within a range by crew grade (e.g. dismasted: Veteran 1-6, Average 1-5, Green 1-3, Poor 1-2), with -1 if over half crew lost and -1 if more than one situation applies.

If a Captain wants to fight his ship beyond the call of duty, a morale check must be made to prevent the crew overpowering him and surrendering
Download · p. 41 Quote verified
2morale
Andreia checksHoplomachia

Units roll 2D6 against their Andreia number, modified by Arete and relative fear, on several trigger lines.

How it works

Triggers: stopping pursuit (Recovering line), charging or being charged (Charging line), receiving an Andreia melee result (Melee line), and losing lochoi, strategos or seeing friends rout (Katastrophe line). Roll 2D6; equal or under the Andreia number (plus Arete modifier) passes, else cross-reference the failure with the Arete level. The positive difference between the enemy's Phobos number and the tester's is added to the roll. Results include Maintain, Recover, Pursue, Charge, Evade, Halt, Disarray, Rout and Worse.

Phobos modifier - when a check results from the direct interaction with an enemy unit (stopping pursuit of, charging or being charged by, or in melee with an enemy unit), the difference between that unit’s Phobos number and the checking unit’s phobos number, if positive, is added to the checker’s roll.
Download · p. 30, 31 Quote verified
2morale

On being badly hurt, losing half one's friends or GM judgement, a character rolls a pool of fortitude dice and needs at least one 6.

How it works

Dice: Raw 3, Experienced 4, Veteran 5, Hero 6; officers +2, NCOs +1; -1 per flesh wound, -2 per serious wound, -2 if his officer/NCO has failed; +1 if his side is ahead on casualties and a respected leader is within 6". Failure means retreating to cover away from the enemy, or hiding, running or surrendering.

He must throw at least one 6, otherwise his courage has failed, and starting on his next turn, must move towards cover further away from all enemy
Download · p. 20, 21 Quote verified
2morale

Troops standing under effective canister must roll each Zug to see if they hold or fall back.

How it works

When a half-battery fires effective canister at a battalion or two squadrons from favourable ground without suffering canister itself, die II is rolled each Zug against the target: black means it must withdraw (losing only fire casualties), white means it may stand or advance. Troops so prepared then fight close combat on a die one grade worse.

so wird nach jedem Zuge mit Würfel No. II. zum Nachtheil jener Truppentheile entschieden , ob sie stehen bleiben oder zurückgehen werden.
Download · p. 59, 60 Quote verified
2morale

Mahdists take a Reaction test that sets their behaviour, not just whether they break.

How it works

The result decides whether they move faster or slower, wheel aside, duck into cover or run away, and feeds into their second move; heavy fire can make a charge falter into an advance.

At this point the Mahdists take a Reaction test. This is more than a morale check, but rather a system to see if they move faster or slower, wheel to one side, duck into cover or give up and run away
Download · p. 9 Quote verified
2morale

A unit whose Wear exceeds Stamina must roll one 6 per excess point on its unmodified Discipline dice or be removed.

How it works

Excess Wear markers are Break Points. Roll D6 equal to original Discipline (Increases/Decreases ignored) and score at least as many 6s as Break Points. Success removes the excess Wear (the unit stays Weary); failure removes the unit from play. Applies after both shooting and melee.

To succeed in the Break Check we must roll as many 6s as Break Points.
Download · p. 15, 18 Quote verified
2morale

A unit charged by Almogavars must take a morale check before the charge moves.

How it works

On a successful Almogavar charge order the target tests morale first, then the Almogavars move their full distance and fight if they contact. It applies only the first time a unit is charged by Almogavars; troops used to them may be made immune.

When an Almogavar unit rolls a successful charge order, the unit receiving the charge must take a morale check before the charge movement takes place.
Download · p. 47 Quote verified
2morale

After unsaved shooting hits or losing a melee, a unit rolls 2D6 plus its current hits against its Shaken and Break values.

How it works

Roll 2D6, add current hits and modifiers (-2 attached commander, -1 Steady, -1 Elite, -1 hits under half Break, +1 broken brigade, +1 steady enemy within 6", +1/+2 engaged in flank/rear). Result at or above Break: Broken; at or above Shaken: Retire and become Shaken; otherwise passes. In v4.4 the unit rolls a state-based pool (4D6/3D6/2D6) needing 2 successes vs shooting or 3 vs melee, failure causing Disorder and a retreat or a break if Shaken; 8+ unsaved hits make 6s count singly.

Adjust the 2D6 result. Note that reducing the result is a good thing, whereas increasing the result is bad
THG 24-pg · p. 19 Quote verified
1morale

A gladiator with two or more adverse conditions may be forced to yield.

How it works

Before activating, a gladiator with two or more conditions rolls 1d6; if lower than the number of conditions (each Bleeding or Hurt instance counting extra) he must Raise the Finger.

Before a gladiator begins their activation, if they have two or more of the conditions listed above, they must roll 1d6. If the result is lower than the number of conditions they have, they must yield and Raise the Finger
Download · p. 34 Quote verified
1morale

Morale tests on shooting casualties, lost melee, 50% strength and nearby routs.

How it works

Triggers: 2 casualties from shooting (retire 1 full move), loss of melee (rout or jump in the water), stopping a rout, 50% strength (retire 1 move). Basic morale factor +12 Macedonian, +10 Persian, modified by friends charging nearby +1, enemy routing +1, commander with unit +1, winning +1, losing -2, disordered -2, routed -2, -1 per figure lost and -1 per friendly unit routing within 2".

When to Test Morale & Results From: 2 casualties from shooting {Retire 1 full move back} Loss of Melee {Rout/jump in water}
Download · p. 60 Quote verified
1morale

Ships hit this turn or already failed roll 2d6 against the captain's modified morale.

How it works

Roll 2d6 equal to or greater than the captain's morale; modifiers -1 per Captain Point used, +1 per damage card, +2 if currently failed. Failure marks Failed Morale; a ship with Failed Morale removes it by passing.

To check morale roll both six-sided dice. If the result is equal to or greater than the modified Captain’s morale then the ship carries on.
Download · p. 8 Quote verified
1morale
Morale CheckHail of Fire

A unit below half strength must pass a 4+ check or be removed, and retests on each further loss.

How it works

The check is taken as soon as it is revealed that the unit has lost more than half its starting Teams (not counting Small, Leader or Transport Teams). Failure destroys the whole unit. A unit reduced to a single infantry or man-portable gun Team is removed.

When it is revealed that a Unit has fallen below half strength, it must make a Morale Check immediately. If failed, the Unit is destroyed and all remaining Teams are removed.
Download · p. 12 Quote verified
1morale

Any figure loss triggers a d10 check against the unit's Morale Point, with graduated retrograde results.

How it works

Roll d10 with modifiers (flank/rear -3, unformed -2, -1 per 10% casualties, officer influence, cover +1, charging enemy flank/rear +2, square vs cavalry +2) and compare to the unit's Morale Point. 0+ no effect; 1 lower fall back; 2 lower retreat; 3 lower fall back unformed; 4 lower retreat unformed; 5+ lower rout. Fall back is 9" facing the enemy, retreat 18" and rout 27" facing away.

Whenever a Morale Unit suffers a figure loss due to fire or melee, it must check its morale
Download · p. 18 Quote verified
1morale
Morale testOi Navarcoi!

Squadrons that failed a Battle test roll 6+ on 2d6 or rout.

How it works

All tests are simultaneous, with crew morale +/-1, Katastrophe -1 and Pursuing -2. One squadron must survive each melee: if both rout, the higher morale roll stays. In full-size play, squadrons in melee with 4 stands or fewer also test.

At the beginning of this phase, all squadrons that failed a Battle test must test morale by rolling 6+ on 2d6, using the modifiers from the table below.
Download · p. 11 Quote verified
1morale

Roll d6 equal to or under Morale rating; natural 6 always fails.

How it works

Tests are required when the leader is killed (whole warband), the warband passes 50% wounded (whole warband), a hero is killed (figures within his Morale range) and for Death Worthy of a Song (enemies within 6"). Shield wall members get +1.

To pass a morale test, a Viking must roll a D6 and score equal to or lower than their Morale rating.
Download · p. 18 Quote verified
1morale
Morale Factor throwReaction Waves in War Games

A morale throw follows every Liberal Move combat and decides who retires.

How it works

After each Liberal Move combat both sides make a morale throw. If the attacker loses, his engaged troops retire behind the closest support and he loses the Liberal Move initiative; if the defender loses, his troops retire behind the nearest support and the attacker continues.

There must be a Morale throw after each Liberal Move Combat.
Download · p. 5 Quote verified
1morale
Pre-Melee MoraleRules for Middle Earth

Units attacked by the dragon take the base rules' pre-melee morale check.

How it works

Any unit attacked by the dragon checks as for Pre-Melee Morale under the parent rules; wizards, heroes and Ents in an Entwood are immune.

Any unit which is attacked by the dragon will check as in Pre-Melee Morale.
Download · p. 15 Quote verified
1morale
Lily Livered / Toughness testRuthless

Characters hit or seeing a friend killed test on d10 against Toughness or become Lily Livered.

How it works

Roll Toughness or higher on 1d10 when the character or horse is hit (even a Graze) or a friendly character is killed. Failure marks a Lily Livered token: the character moves immediately to cover and must stay in cover, and shoots at -1.

a character must roll their Toughness value or higher on 1d10. If they fail the test, they are marked with a Lily Livered token.
Download · p. 2 Quote verified
1morale

Badly hurt characters, or those who see half their friends go down, must roll at least one 6 on their nerve dice.

How it works

A character tests when 'hurt real bad' (Citizen any wound, Gunman two, Shootist three, Legend three including a serious one), when half his friends go down, or at the GM's call. He rolls 3-6 dice by class, -1 per flesh wound, -2 per serious wound and +1 if his side is winning. With no 6 he must hide, run or surrender.

He must throw at least one 6, otherwise he has lost his nerve, and starting on his next turn, must hide, run or surrender, as appropriate.
Download · p. 17 Quote verified
1morale
Morale ChecksThey Died For Glory

Roll one die against a modified morale rating; rolling higher fails.

How it works

Ratings range from 4 (Garde Mobile/Nationale) to 7 (French Guard, Zouaves, Turcos). -1 per three casualties and for charging Prussian line; +1 prone, in buildings or fortifications. Triggers: any artillery casualty, reaching half strength and every casualty after, charging/countercharging, being charged, friends falling back or destroyed within 4". A unit reduced to morale 0 routs automatically.

To check a unit's morale, roll a die and compare the result to the modified Morale Rating. If the die roll is higher than the modified Morale Rating, the unit fails morale.
Download · p. 21 Quote verified
1morale

Units attacked by elephants take an immediate Courage test, cavalry at a larger penalty.

How it works

A unit attacked by an elephant immediately takes a Courage test at -1. Cavalry test at -2 if attacked by, or wishing to attack, an elephant, and must retreat a half move if they fail.

When attacked by an elephant, the unit must take a Courage test at -1 immediately. Cavalry test at -2 if they are attacked or wish to attack.
Download · p. 21 Quote verified
1morale

2d6 needing 7+ with modifiers, triggered by charges, casualties, artillery hits and lost melees.

How it works

Tests occur when charging steady enemy, on a Casualty Marker from shooting, a hit from artillery, losing melee, and for nearby routers. Modifiers: +1 veteran, +1 brigadier attached, +1 C-in-C within 12", -1 raw, -1 shaken, -1 per Casualty Marker, -1 unsupported, -1 horse charging steady pike, -2 horse testing not to pursue.

When a unit is called on to test Morale, they do so by rolling 2d6. A passing result is 7+.
Download · p. 9 Quote verified