Post by Admin on Jul 16, 2017 8:58:44 GMT
Psychological Shock
Technically known as Acute Stress Reaction, it is the sudden mental panic condition arising in response to witnessing a terrifying or traumatic event. When a soldier is wounded or killed in action the closest of all friendly Characters within 2u must test for shock. To do this simply roll 1D6, if the result is equal or below the max number of permitted Actions currently indicated on its stat card the Character holds on and continue fighting, but if he roll above then he is thrown in a temporary state of panic and becomes unable to take any further action until it gets over it; to show this just turn his card sideways (tapping).
Note that unlike the effect on the wounded Character himself, a shocked Character does NOT count as if having automatically TAKE COVER. To recover from a state of shock the panicking Character must repeat the test roll and pass it. Unlike the first test roll which is compulsory, free and automatic, to repeat the roll to recover from panic is an Action and requires the expenditure of 1 AT. The new roll is treated exactly as any other Action and can be repeated any number of times, subject to all the normal conditions and restrictions; this is the ONLY Action allowed to a Character in a state of shock-induced panic. A friendly Character with the Command Ability can use it to allow a panicking Character to repeat the shock test roll and /or can spend ATs himself to boost the chances of the shocked Character of rolling successfully (1AT = -1 to the roll score).
Once the test is successfully passed the Character recover his full ability to fight and his card is turned back up.
Note that a wounded Character generally has a lower max number of permitted Actions and thus be more subject to suffer the effects of psychological shock, this is realistic and intentional.
Usage notes
this rule add realism and makes the game even more brutal, but it is only really practical when playing with at least 7-8 characters each, otherwise a single unlucky roll early one could effectively just end the game.
Technically known as Acute Stress Reaction, it is the sudden mental panic condition arising in response to witnessing a terrifying or traumatic event. When a soldier is wounded or killed in action the closest of all friendly Characters within 2u must test for shock. To do this simply roll 1D6, if the result is equal or below the max number of permitted Actions currently indicated on its stat card the Character holds on and continue fighting, but if he roll above then he is thrown in a temporary state of panic and becomes unable to take any further action until it gets over it; to show this just turn his card sideways (tapping).
Note that unlike the effect on the wounded Character himself, a shocked Character does NOT count as if having automatically TAKE COVER. To recover from a state of shock the panicking Character must repeat the test roll and pass it. Unlike the first test roll which is compulsory, free and automatic, to repeat the roll to recover from panic is an Action and requires the expenditure of 1 AT. The new roll is treated exactly as any other Action and can be repeated any number of times, subject to all the normal conditions and restrictions; this is the ONLY Action allowed to a Character in a state of shock-induced panic. A friendly Character with the Command Ability can use it to allow a panicking Character to repeat the shock test roll and /or can spend ATs himself to boost the chances of the shocked Character of rolling successfully (1AT = -1 to the roll score).
Once the test is successfully passed the Character recover his full ability to fight and his card is turned back up.
Note that a wounded Character generally has a lower max number of permitted Actions and thus be more subject to suffer the effects of psychological shock, this is realistic and intentional.
Usage notes
this rule add realism and makes the game even more brutal, but it is only really practical when playing with at least 7-8 characters each, otherwise a single unlucky roll early one could effectively just end the game.