Morale Checks
Resource Compensation and Morale Mechanics
In Infinite Frontiers, maintaining a balanced and engaging battlefield is crucial for an exhilarating gaming experience. To prevent early disadvantages from snowballing into insurmountable leads, we introduce two complementary mechanics: Resource Compensation and Morale Mechanics. These systems empower players to strategically navigate the ebb and flow of combat, ensuring that even when faced with adversity, there are meaningful opportunities to turn the tide.
Table of Contents
[anchor=resource-compensation]Resource Compensation[/anchor]
Resource Compensation ensures that players who find themselves at a numerical or positional disadvantage receive tangible benefits to mitigate their challenges. This system introduces Action Points (AP), a versatile resource that can be strategically deployed to enhance unit performance and adapt to dynamic battlefield conditions.[anchor=action-points-ap-overview]Action Points (AP) Overview[/anchor]
- Definition: Action Points are tokens that represent a unit's ability to perform additional or enhanced actions during a turn.
- Purpose: To provide the disadvantaged player with opportunities to bolster their forces, enabling strategic maneuvers and defensive stands.
- Limitations: APs do not carry over into the next round and are capped to maintain game balance.
[anchor=issuing-action-points]Issuing Action Points[/anchor]
- Determining the "Losing" Player:
- Criteria: At the start of each turn, compare the total number of units each player has on the field.
- Losing Player: The player with fewer units is designated the "losing" player for that turn.
- Tie Scenario: If both players have an equal number of units, no Action Points are issued.
- Action Point Allocation:
- Amount: The losing player receives 1 Action Point per turn.
- Maximum Per Round: A player can accumulate up to 6 Action Points in a single round.
- Distribution: Action Points can be assigned to any unit under the player's control, with each unit eligible to receive only 1 AP per turn.
[anchor=using-action-points]Using Action Points[/anchor]
Action Points can be spent to execute a variety of tactical advantages, providing flexibility and strategic depth.- Available Uses:
- Extra Dice: Spend 1 AP to add +1 die to any dice pool for the assigned unit.
- Defensive Maneuver: Spend 1 AP to grant a unit +1 die to its defense rolls for the current turn.
- Reactive Action: Spend 1 AP to allow a unit to perform an immediate reaction, such as a counter-attack or repositioning.
- Steadying: Spend 1 AP to prevent a unit from becoming Shaken during a morale check.
- Usage Rules:
- Single Use Per AP: Each Action Point can only be used once per turn.
- Non-Transferable: APs must be used by the unit they are assigned to and cannot be transferred between units.
- No Carryover: Unspent APs do not carry over to the next round.
[anchor=strategic-implications]Strategic Implications[/anchor]
- Enhanced Flexibility: Players can adapt their strategies dynamically, addressing threats or capitalizing on opportunities as the battle unfolds.
- Balanced Advantage: While the advantaged player maintains control through superior numbers, the disadvantaged player can offset this by strategically deploying Action Points to critical units.
- Preventing Overwhelm: Limits on AP accumulation ensure that the advantaged player's numerical superiority remains impactful without being absolute.
[anchor=morale-mechanics]Morale Mechanics[/anchor]
Morale Mechanics introduce psychological elements into combat, reflecting how the chaos and losses of battle impact a unit's effectiveness. This system ensures that even heavily damaged or outnumbered units have opportunities to maintain composure and perform optimally.[anchor=triggering-morale-checks]Triggering Morale Checks[/anchor]
A Morale Check is required under the following conditions:- Nearby Unit Defeated: When a friendly unit within Line of Sight (up to 6 inches) is destroyed.
- Significant Damage Taken: When a unit loses 50% or more of its total Hitpoints (HP) in a single turn.
- Outnumbered in Combat: When a unit is engaged in melee combat with two or more enemy units.
[anchor=performing-the-morale-check]Performing the Morale Check[/anchor]
- Dice Pool Composition:
- Base: Roll 1 die.
- Modifiers:
- Spirit Attribute (SPI): Add the unit's current SPI value.
- Leadership Bonus: If the unit is within 6 inches of a leader or a unit with the Leadership Talent, add +1 die (per Leadership Talent level, if applicable).
- Difficulty Threshold: 7
- Calculation:
Total Roll = Die Roll + SPI + Leadership Bonus
- Determining Success:
- Success: Total Roll ≥ 7
- Failure: Total Roll < 7
- Critical Failure: Rolling a natural 1 on the die, regardless of modifiers.
[anchor=morale-outcomes]Morale Outcomes[/anchor]
- Success:
- Steady State: The unit remains composed and operates without any penalties.
- Failure:
- Shaken State: The unit suffers a -1 die penalty to all skill checks until it recovers.
- Recovery: At the start of its next activation, the unit can attempt another morale check to return to the Steady state.
- Critical Failure:
- Broken State: The unit cannot perform offensive actions and must spend its next activation attempting to recover.
- Recovery: Similar to the Shaken state, but with additional restrictions or penalties based on game balance needs.
[anchor=resolve-mechanic]Resolve Mechanic[/anchor]
To reward exemplary performance during morale checks, Infinite Frontiers introduces the Resolve Mechanic.- Triggering Resolve: When a unit passes a morale check with a total roll that includes a number of 6's equal to the Difficulty Threshold (7), the unit gains Resolve.
- Benefits of Resolve:
- Bonus Dice: Add +1 die to all skill checks for the next round.
- Duration: Resolve lasts for 1 round, representing a surge of determination and focus.
- Example:
Morale Check:
- SPI: 3
- Die Roll: 4 + 3 = 7 (meets the threshold)
- Number of 6's Rolled: 1
- Outcome: Does not qualify for Resolve (requires 6's equal to 7, which is impractical in this simple example).
[anchor=traits-and-perks-enhancing-morale]Traits and Perks Enhancing Morale[/anchor]
Certain traits, equipment, and perks can bolster a unit's morale, making them more resilient under pressure.- Comms Equipment:
- Effect: Units equipped with Comms Gear gain a +1 die bonus to morale checks.
- Description: High-tech communication devices allow for better coordination and psychological support on the battlefield.
- Leadership Talent:
- Effect: Leaders with the Leadership Talent provide a +1 die bonus to nearby units' morale checks.
- Description: Commanders inspire their troops, enhancing their resolve and effectiveness.
- Inspiring Presence Perk:
- Effect: Units with the Inspiring Presence perk can grant +1 die to morale checks of adjacent friendly units once per turn.
- Description: The charismatic aura of these units boosts the confidence and determination of their allies.
[anchor=integration-and-balance]Integration and Balance[/anchor]
Integrating Resource Compensation and Morale Mechanics into Infinite Frontiers enhances gameplay by providing the disadvantaged player with tools to regain footing without undermining the game's competitive integrity.- Resource Compensation:
- Balance: Limiting AP issuance to the "losing" player and capping total AP per round ensures that the advantaged player maintains their dominance while the disadvantaged player can strategically counteract.
- Strategic Use: Players must decide the optimal deployment of AP to maximize their effectiveness, adding a layer of tactical decision-making.
- Morale Mechanics:
- Balance: The difficulty threshold is designed to be challenging yet achievable, preventing units from becoming Shaken or Broken too easily.
- Enhancements: Traits and perks provide additional strategic options without overpowering base mechanics, allowing for diverse character builds.
[anchor=example-scenarios]Example Scenarios[/anchor]
Scenario 1: Resource Compensation in Action
Setup:Turn Start:
- Player A: Controls 5 units.
- Player B: Controls 3 units (disadvantaged player).
Using the Action Point:
- Player B is identified as the "losing" player and receives 1 Action Point.
- Player B assigns the AP to Unit X.
Impact:
- Player B decides to spend the AP to add +1 die to Unit X's attack roll, enhancing its offensive capability for this turn.
- Unit X now has a higher chance of successfully hitting an enemy unit, potentially shifting the battle's momentum.
Scenario 2: Morale Check During Combat
Setup:Triggering Morale Check:
- Unit Y (SPI: 3) is engaged in melee combat with 2 enemy units.
- Unit Y loses 2 HP (significant damage).
Performing the Morale Check:
- Due to being outnumbered and taking significant damage, Unit Y must perform a morale check.
Additional Consideration:
- Dice Roll: 1 die + SPI (3) = Total Roll.
- Rolled a 4: Total Roll = 4 + 3 = 7.
- Outcome: 7 ≥ 7 → Unit Y passes the morale check and remains Steady.
Resolve Mechanic:
- Leadership Bonus: If Unit Y is near a leader with the Leadership Talent, add +1 die to the roll, making the total 8.
- If Unit Y had rolled a 6 along with reaching the threshold, it would gain Resolve, boosting its skill checks in the next round.
Scenario 3: Morale Failure and Recovery
Setup:Triggering Morale Check:
- Unit Z (SPI: 2) loses 3 HP in a single turn (50% of its total HP).
Performing the Morale Check:
- Unit Z must perform a morale check due to significant damage.
Effect:
- Dice Roll: 1 die + SPI (2) = Total Roll.
- Rolled a 3: Total Roll = 3 + 2 = 5.
- Outcome: 5 < 7 → Unit Z becomes Shaken.
Recovery Attempt:
- Unit Z suffers a -1 die penalty to all skill checks until it recovers.
- At the start of its next activation, Unit Z can attempt another morale check to return to Steady.
Conclusion
By incorporating Action Points for resource compensation and streamlined Morale Mechanics, Infinite Frontiers ensures that competitive gameplay remains balanced and engaging. These mechanics provide the disadvantaged player with strategic tools to influence the battlefield, fostering dynamic and thrilling encounters without diminishing the sense of accomplishment for maintaining dominance. Through thoughtful implementation and ongoing playtesting, these systems will enhance the depth and excitement of every game session, ensuring that Infinite Frontiers remains a captivating and fair tabletop experience for all players.Next Steps
- Rulebook Integration:
- Incorporate detailed sections on Action Points and Morale Mechanics, complete with examples and usage guidelines.
- Playtesting:
- Conduct playtesting sessions to evaluate the effectiveness and balance of these mechanics.
- Gather feedback to refine and adjust rules as necessary.
- Player Guidance:
- Provide quick reference guides and tips to help players effectively utilize Action Points and navigate Morale Mechanics.
- Balancing Traits and Perks:
- Develop a range of traits and perks that interact with morale, ensuring diversity and strategic depth without overpowering units.
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