Saturday, 30 June 2012
40K 6th- First Impressions- Morale
Moving swiftly on, we get to the Morale rules. this will be a fairly short post (there aren't many morale rules in 40K) since most of it has stayed the same. You trigger a morale test by losing combat, or losing 25% of a unit in a single movement or shooting phase. Double 1 always passes. if a unit fails, it must fall back 2d6" towards their own table edge, by the shortest route.
On to the changes. Units falling back may only snap fire. this is a big change- as soon as you are running, you are BS1 until you rally.
On that note- you can now rally regardless of casualties, but if the unit is below 25% of it's starting strength then it can only pass on a double 1. On the turn a unit rallies, it can only move 3", cannot run or assault, and can only snap-fire.
Importantly, there is no rule about rallying penalties from enemy- so even if there is an enemy unit nearby, you still get a chance to rally (no more chasing units off the board with Skimmers.)
See, I told you it was a short post! Honestly, I wish that GW would put more Morale based effects into 40K (panic and the like) but as it stands, morale has slightly less of an impact than before- units will rally more often, and you can't chase them away. Then again, if you can pile on Ld modifiers through Psychics and wargear, then there me be some viable tactics hidden here for a few specialist units.
Comments, as always, are welcome.