ADVANCED MORALE RULES 2.2
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MORALE
The following changes have been made to the Morale section on page 47 of the rulebook.
A unit may now be forced to take multiple Morale checks in a single shooting phase. For all these checks, an additional -1 Ld modifier is assessed if the unit is under 50% of its starting strength:
A1) Casualties: The standard Morale check for losing 25% casualties in a single Shooting phase. See page 47 of the rulebook for details. This check is taken at the end of the Shooting phase.
A2) Suppression: If a unit is fired at by an enemy unit, and the enemy rolls more ?to hit? dice than there are total wounds remaining in the target unit, it then takes an immediate Morale check after that enemy unit?s shooting is resolved. Monstrous Creatures always count as having ten wounds remaining for this purpose.
If a weapon does not use a ?to hit? die (such as with an Ordnance or Template weapon), add the total number of models hit by these weapons to the ?to hit? dice total.
If a weapon uses a ?to hit? die, but a successful roll causes multiple hits (such as with a Blast weapon), ignore the initial ?to hit? die (only if successful) and instead add the total number of models hit by these weapons to the ?to hit? dice total.
A3) Pinning: If a unit suffers a casualty from a weapon with the Pinning ability it takes an immediate Morale check after that enemy unit?s shooting is resolved.
Although a unit can suffer multiple morale checks from a multitude of sources in a single shooting phase, once a unit actually Falls Back it does not take any more Morale Checks that phase.
A unit Falling Back from a previous phase may be forced to take a Morale check, in which case it suffers an additional -1 Ld modifier. A unit Falling Back that fails a Morale check is removed from the table and its models are treated as casualties. No form of special rule can be used to stop this fate or allow the unit to return to play (as they aren?t actually dead; they?ve just run from the battle).
FALL BACK!
The Fall Back rules on page 48 of the rulebook are modified in the following ways:
In all cases, Fall Back moves are no longer affected by Difficult Terrain.
A unit that is called upon to Fall Back but is in cover (see below) does not Fall Back. Instead, it becomes Suppressed (see definition below). Models in the unit that are not within or behind (and in base contact with) cover may immediately consolidate up to 3? before becoming Suppressed. This move may only be made if it will take a model inside or behind cover and not within 6? of an enemy model. Consolidation movement is unaffected by Difficult Terrain.
For Fall Back purposes, a unit counts as being in cover only if:
A) It is not within 6? of an enemy model.
B) The majority of its models are inside or in base contact with cover.
C) No enemy model on the table can draw a clear line of sight (it doesn?t pass through any cover) to the majority of models in the unit.
A unit that is called upon to Fall Back but is not in cover can make their Fall Back move in any direction provided the move will make the unit in cover.
A Falling Back unit that cannot get in cover with its Fall Back movement instead Falls Back as dictated by page 48 of the rulebook (towards their table edge, baseline, or direction specified by the mission). A player may always opt to Fall Back a unit this way if they wish; even if it could have gotten in cover with its Fall Back movement.
Failing a Morale Check in the Shooting Phase
A unit that fails a Morale check in the shooting phase is said to be Falling Back. Turn the models in the unit backwards to show that they are Falling Back. Once Falling Back, a unit does not have to take any further Morale checks that phase. The actual Fall Back movement is performed at the end of the phase. A unit may only ever make one Fall Back move per phase.
Falling Back out of an Assault
A unit locked in an Assault that Falls Back always does so as dictated by page 48 of the rulebook (towards their table edge, baseline, or direction specified by the mission); they may not choose to Fall Back into cover. If the unit continues to Fall Back in subsequent turns, it may then Fall Back into cover if it chooses.
REGROUPING
The following rules are added to the Regrouping rules on page 49 of the rulebook:
A unit which spends its entire player turn Suppressed automatically regroups at the end of that turn, even if it would not normally be able to regroup.
Units which regroup in this way do not get a Consolidation move.
BEING SUPPRESSED
A unit which is in cover that is called upon to Fall Back becomes Suppressed instead. A unit which Falls Back into cover also immediately becomes Suppressed (but without the Consolidation move).
A Suppressed unit gains +1 to its cover save up to a maximum of a 2+ cover save.
A Suppressed unit may not move, shoot, assault or take any other action until the end of that player?s following turn. A Suppressed unit does not have to take any Morale checks. If assaulted by the enemy, the Suppressed effect is immediately cancelled and the unit will fight normally.
PINNING WEAPONS
The Pinning rules from page 32 of the rulebook are completely superceded by these rules.
A unit which suffers a casualty from a weapon with the Pinning ability takes an immediate Morale check. This is in addition to any other Morale checks that may be caused by shooting.
Ordnance Barrages cause an additional -1 Ld modifier to the Pinning Morale check.
Special rules that cause a unit to take a Pinning test or to become automatically Pinned instead cause a Pinning Morale check. Units locked in combat do not have to take a Pinning Morale check.
FIXING MORALE ONE ARMY AT A TIME
Combatants with some sense get their heads DOWN when the lead starts flying. When a unit starts to take fire, its members tend to run for cover and hit the ground. However, many creatures in the 41st millennium simply aren?t that sensible and wading through bullets will eventually take its toll. Many of the rules in this section take this fact into account.
The rest of the rules are just a personal attempt to adjust the Morale rules in 40K to make them an important factor again.
FEARLESS UNITS & UNITS THAT AUTOMATICALLY PASS LD TESTS
Fearless units or any unit that automatically passes Ld tests must still take Morale checks in the shooting phase (but only from the A1-A3 Morale checks presented above). If the check is failed, instead of Falling Back, the unit takes one wound with no save of any kind possible.
This wound counts as a shooting casualty and is allocated using the normal casualty removal rules (including the mixed armor rule if applicable).
MORALE CHECK RE-ROLLS & SECONDARY TESTS
Anytime a unit fails a Morale check in the shooting phase (only from the A1-A3 Morale checks presented above), but successfully passes the test due to any kind of re-roll or because of a special secondary test (such as an Ork size check), it suffers a single automatic wound with no saves of any kind allowed.
This wound counts as a shooting casualty and is allocated using the normal casualty removal rules (including the mixed armor rule if applicable).
SPACE MARINES AND ATSKNF
1) The following rule fully replaces the ATSKNF universal special rule in the rulebook:
Units with ATSKNF may re-roll any failed Morale and Last Man Standing test. Units with ATSKNF may always attempt to regroup, ignoring any and all restrictions.
2) The Force Commander?s Rites of Battle only applies to those units that have a model within 18? of him instead of anywhere on the table.
3) Black Templars do not take Suppression (A2) Morale checks. Instead of taking the test, the unit takes one automatic wound. Saves may be made as normal.
In addition, a Black Templar unit never becomes Suppressed and if it Falls Forward due to failing a Morale check (A1 or A3) then it takes an automatic wound with no save allowed.
Both of these wounds count as a shooting casualty and are allocated using the normal casualty removal rules (including the mixed armor rule if applicable).
TYRANIDS
1) Units within range of the Synapse power that automatically pass a shooting Morale Check may suffer a casualty as explained above.
TAU
1) The Ethereal?s Inspiring Presence only applies to those units within 24? instead of anywhere on the battlefield.
2) If an Ethereal is killed only those units within 24? must test due to Price of Failure.
CHAOS SPACE MARINES
1) Chaos Marks besides Khorne no longer grant Fearlessness. Instead, they allow marked units to re-roll failed Morale and Last Man Standing checks.
2) Daemon units that suffer from Daemonic Instability do not take any additional casualties per the secondary test rules above.
3) Any other item (or unit) in the Codex which gives/has Fearlessness remains unaltered (such as Obliterators being Fearless). Only the Chaos marks have been changed.
IMPERIAL GUARD
1) Due to the increase in Morale checks taken by units, the following change is made to Vox-Casters: If a Command HQ or Command Squad has a Vox-Caster then one squad per turn that also has a Vox-Caster may use the Leadership value of the Officer for all Leadership tests made that turn. This effect is lost if the unit using the Officer?s Leadership fails a Leadership test. Note that the Vox-Caster may not be used if either unit is locked in close combat.
2) Master-Vox: If a Command HQ has a Master-Vox then any number of squads with a Vox-Caster may use the Leadership of the HQ?s Officer for any number of Leadership tests in a single turn, provided that neither unit is engaged in close combat. This effect may be used until a squad using the Officer?s Leadership fails a Leadership test. After that, no more units may use the Command HQ Officer?s Leadership through the Master-Vox that turn.
3) A Commissar?s Summary Execution already inflicts a stiff penalty. No additional casualties are suffered due to the secondary test rules above.
NECRONS
1) Units classified as Necrons do not take Suppression (A2) Morale checks. Instead of taking the test, the unit takes one automatic wound. Saves may be made as normal.
This wound counts as a shooting casualty and is allocated using the normal casualty removal rules (including the mixed armor rule if applicable).
2) All wounds inflicted by the Morale rules may be repaired via We?ll Be Back! Even if they don?t allow an armor save.
ORKS
1) An Ork unit which fails an Assault Morale check but passes a size check counts as Fearless for the No Retreat! rule.
2) Speed Freeks never become Pinned and always fall back using their own special rules in the Armageddon Codex.
WITCH HUNTERS
1) Units that automatically pass a shooting Morale Check using the Light of the Emperor Act of Faith may suffer a casualty as explained above.
2) Sisters Repentia never become Suppressed and if they fall forward due to Righteous Zeal will suffer one wound with no save possible.
This wound counts as a shooting casualty and is allocated using the normal casualty removal rules (including the mixed armor rule if applicable).
3) Inquisitor Lord units that use Iron Will to automatically pass a shooting Morale Check may suffer a casualty as explained above. If Iron Will is used to automatically pass an Assault Morale Check, the unit counts as Fearless for the No Retreat! rule.
DAEMONHUNTERS
1) Inquisitor Lord units that use Iron Will to automatically pass a shooting Morale Check may suffer a casualty as explained above. If Iron Will is used to automatically pass an Assault Morale Check, the unit counts as Fearless for the No Retreat! rule.