Psychology Alternative Rules.pdf

(66 KB) Pobierz
PSYCHOLOGY
PSYCHOLOGY
When I wrote my Undead warband and the Magic System I wasn't sure if all Psychology
rules applied and especially how Break tests were handled. I decided to write a clarified
Psychology section to deal with this.
A whole Henchmen group will test with a single roll and they all pass or fail. Use the
models own Leadership characteristic but if the Leader is within 6" you may test against
his Leadership characteristic. You may always use the highest Leadership characteristic
in the whole group EG if a Hero have joined the group. A Leadership test is made with
2D6 and you must roll equal to or under your Leadership characteristic score to pass.
Some tests may have additional modifiers or use different dice but that will be stated in
the text. Note that in some cases a single model in a Henchmen group may be forced to
take a test by himself and if he fails only he will be affected, EG spells.
GROUP COHERENCY
All Henchmen belong to a Henchmen group. The typical size for a Henchmen group is 1-
5 and all members of a group must stay within 6" of each other. If the members of the
group become seperated (EG. due to missile fire) you will have to rectify this in the next
Movement phase. A Hero may join the Henchmen group and the whole group may use
his Leadership characteristic. When charging the Coherency rule is suspended until all
hand-to-hand combats are resolved. This means that Henchmen may charge separate
targets. The Coherency rule is also suspended if the model breaking the Coherency is
forced to do so because of Psychology EG frenzy.
Group coherency is ignored for fleeing models and if the models are likely to split up
because of EG terrain then they will indeed split up. If the group rallies they must move
to rejoin group Coherency. If a single model is fleeing and later rallies then only he is
forced to rejoin Coherency as the his comrades have already counted him out. With that
exception, and the exception of hand-to-hand combat, the intent of the rule is for the
Henchmen to maintain Coherency and to strive to maintain it at all times.
RECOVERY PHASE
During the Recovery Phase you may turn over models that have been stunned and are
lying face down, and you may stand up models which have been knocked down.
After that you may attempt to rally all fleeing Henchmen groups or Heroes. Each model
or group must pass a Leadership test to rally and are then free to move and fight
normally. If they fail they continue to flee toward the nearest table edge, moving 2D6"
per turn.
The last thing to check in the recovery phase is if any Henchmen groups, even if they
consist of lone models, are within 4" of a fleeing friendly model. If they are they must
check for Panic, see Panic later on.
FLEEING
A model that have panicked or failed a Leadership test for EG Fear will flee away from
the source and toward the nearest table edge. Moving 2D6" each turn until he rally or
reach the table edge, in which case he is removed from the battle.
Note that the models will flee toward safety so if you have special terrain or a special
setup take this into account when working out in which direction the models flee. This
also applies if the models cannot reach a table edge because it is cut off by EG water or
impassable terrain. Apply some common sense and make sure you do not let the models
flee in a different direction purely because it is beneficial to you as the player. And
finally a simple rule to provide for a friendly game: if in doubt let your opponent move
the fleeing models.
PANIC
At the very end of the Recovery Phase check to see if there are any fleeing friendly
models within 4" of any Henchmen group. If there are that group must pass a Leadership
test or flee together with their friends. Note that Heroes never check for Panic but lone
Henchmen do. In addition each Henchmen group must test if the Leader is taken "Out of
Action". Though if they are outside of line of sight or assumed not to be able to see him
go down they do not need to test. Remember though that it only takes one model in a
group to be able to see him go down for them to test.
FEAR
A Hero or Henchmen group must take a Leadership test if they are charged by a Fear
causing model and will flee if they fail, if they pass they will need a natural 6 to hit in
hand-to-hand combat for the first turn. You do not need to test for subsequent turns
unless you are charged once again by a Fear causing model.
A Hero or Henchmen group must take a Leadership test if they wishes to charge a Fear
causing model, if they fail they may not charge but are moved forward a normal move,
but no closer than 1" to an enemy model. You may shoot with missile weapons but you
must shoot at the model or group you intended to charge. Note that only models in a
Henchmen group that actually tries to charge a Fear causing model will have to test. If a
group of 4 Henchmen where 2 charges a Rat Ogre and 2 charges a Clanrat each then only
the 2 that charges the Rat Ogre need to test and if they fail only they are prohibited from
charging.
FRENZY
A model subject to Frenzy will Frenzy as soon as it is within charge reach of an enemy
model but may choose to take (and pass) a Leadership test to avoid being frenzied. This
test must be made at the start of the Movement phase before declaring charges. Once the
model have Frenzied the model remain Frenzied until you chooses to take a Leadership
test to hold it back or it is "Knocked Down" or "Stunned". In which case the model have
his Frenzy knocked out of it for the rest of the battle and is not able to enter Frenzy again.
Note that it is volountarily for a model or group to take a test to restrain themselves, but
all models in a Henchmen group must take the test in that case. If a Henchmen group
includes a model that is subject to Frenzy and the group is not then that model is not
forced to take test to restrain himself. Also note that Frenzy is very likely to break up
Coherency and the Coherency rule do not apply for a model as long as it can charge an
enemy model. This can lead to a that a single model in a group frenzies and charges an
enemy model and in subsequent turns charge another model within charge reach and ends
up 18", or so, away from his group. As long as he is frenzied he may be ignored for
Coherency as he was forced out of Coherency. As soon as he calms down he must join
Coherency but the group may still ignore him.
A Frenzied model, Hero or Henchmen group, must charge an enemy model within charge
reach. They fight with double their basic Attack characteristic and if they carry an
additional hand-to-hand weapon they get an additional Attack after doubling their basic
Attacks. Further a Frenzied model is immune to Psychology and will never flee.
Also frenzied models are not likely to realize the situation or hear the shouts to retreat so
if the Warband bottles out they are not removed until the turn after the Warband bottled
out. This is likely to leave them in situation where they are beaten up, but in their blood-
crazed state of mind its doubtful they will notice it anyway.
HATRED
A model that hates an enemy model may reroll any of its missed attacks in the first round
of each hand-to-hand combat.
STUPIDITY
At the start of the Movement Phase each model subject to Stupidity must pass a
Leadership test to be able to move and attack normally. Note that you test seperately for
each model even if a whole Henchmen group is subject to Stupidity, this is an exception
to the rule that the whole Henchmen pass or fail the same test.
If you fail and the model is in hand-to-hand combat then the model will not fight on the
D6 roll of 4+ as it forgets where it is and what its supposed to do. Any attacks made
against the model hits on a roll of 1+, and you may still roll a Critical Hit. If the model is
not in hand-to-hand combat the model will move D3" in a random direction, and will
count as charging if he end up in base contact with a model. He will fight this model
regardless of wether it's a friendly model or not. Models that passed the Stupidity test and
belong to the same Henchmen group do not need to try to maintain group Coherency with
models that failed the test. Note that Stupidity is likely to force members to randomly
move in different directions and this is the intention of that rule.
BOTTLE TESTS
Unlike WFB there are no Break Tests in City of the Damned and a group that have one of
its warriors taken "Out of Action" do not need to take a Break Test. This is a skirmish
battle between warriors who are brave enough, or too stupid, to run away until the
combat is truly lost.
Instead of each Henchmen group taking a Break Test the whole Warband takes a Bottle
test similiar to the Necromunda or Gorkamorka games Bottle test. In the recovery phase
after you have recovered models: If 50% or more of your models are still "Knocked
Down", "Out of Action" or fleeing you must test on the leaders Leadership characteristic.
If you fail your warband flees the battlefield and is immediately removed, your Warband
have bottled out. If the leader is "Knocked Down" or "Out of Action" test on the model
with the next highest Leadership characteristic, but at -2 to represent the lower morale of
the leaderless Warband.
In addition once 25% or more of your warriors are "Knocked Down", taken "Out of
Action" or fleeing you may call for a volountary bottle out without taking a test. This is
sometimes preferred when you feel that the situation is too much for your warriors and
want to cut down on the wounds and casualties they would otherwise suffer.
Also frenzied models are not likely to realize the situation or hear the shouts to retreat so
they are not removed until the turn after the Warband bottled out. This is likely to leave
them in situation where they are beaten up, but in their blood-crazed state of mind its
doubtful they will notice it anyway.
Zgłoś jeśli naruszono regulamin