Did some house rules on Morale. Might be a bit cumbersome for some groups, but I haven't streamlined them enough yet. Anyway...
Morale and Fear:
Morale is the winner or the looser on the medieval battlefield. Only in extreme cases will a group of soldiers fight to the last man, and this is often contributed to fanaticism, religious fervor or downright insanity.
Like Wound Levels and Fatigue Levels, Morale is also represented in Levels. The Morale Levels are, from top to bottom, Eager, Steady, Doubting, Shaken, Wavering, and Broken. When a Morale Test is triggered, the character or group rolls Personality Trait: Brave with an Ease Factor of 6. Like Fatigue levels, various Morale Levels have different penalties to actions. Unlike Fatigue Levels, the highest Morale Level carries with it a bonus to all actions.
• Eager: +2 to all totals
• Steady: no modifiers
• Doubting: -1 to all totals
• Shaken: -3 to all totals
• Wavering: -5 to all totals
• Broken: the character or group breaks formation and flees in panic. Fleeing characters can only use Dodge for combat values. I leader can try to rally the group with a Leadership check with Ease Factor of 15, modified by the Morale Modifiers below.
In most situations, the starting Morale Level in any confrontation is Steady. Some situations might push the Morale Level above Steady, to Eager, granting a +2 to all totals for the character or group as long as no morale levels are lost.
To check for Morale, a character rolls a Brave check. The Ease Factor is 6, and if the roll fails, he loses a level of Morale. If the modified result is above 15, he instead gains a level of Morale. If the Morale check is a botch, he loses two levels.
The Storyguide determines when a character or group must check for Morale. There are so many circumstances that that can prompt Morale checks, including being charged, losing the group’s vanguard or leader, being outnumbered, facing magical attacks or overwhelming force. Here is a list of modifiers and examples of what they might include. The modifiers are cumulative:
• +9: Enemy surrounded, reinforcements engaging the same enemy, heroic vanguard or leader, supreme supernatural assistance, strong tactical advantage
• +6: Significantly outnumbering the enemy, nearby reinforcements, strong vanguard or leader, strong supernatural assistance, superior weapons and armor, good tactical significant advantage
• +3: Slightly outnumbering the enemy, reinforcements in sight, better weapons and armor, superior weapons or armor, slight tactical advantage, subtle supernatural assistance
• +0: Balanced forces, no significant losses to either side
• -3: Being slightly outnumbered, enemy reinforcements in sight, enemy has better weapons and armor, enemy has superior weapons or armor, enemy has subtle supernatural assistance, enemy has slight tactical advantage
• -6: Being significantly outnumbered, nearby enemy reinforcements, strong vanguard or leader in enemy group, enemy has strong supernatural assistance, enemy has superior weapons and armor, enemy has good tactical advantage
• -9: Being surrounded, engaged by enemy reinforcements, heroic vanguard or leader in enemy group, enemy has supreme supernatural assistance, enemy has strong tactical advantage
Examples of Morale Modifiers:
Tactical Advantage:
• Strong: cavalry armed with lances attacking infantry with brawling weapons, troops armed with missile weapons attacking from unreachable position, spears set against light cavalry
• Good: cavalry charging footmen not armed with spears, troops armed with missile weapons attacking from a distance, attacking from behind, spears set against heavy cavalry
• Slight: attacking the flank of the enemy, missile troops attacking regular troops with no cover, attacking enemy downhill
Outnumbered:
• Surrounded: The attackers are at least four times as many as the defender, and surround him on all sides.
• Significantly: The attackers are more than double in number than the defender
• Slight: The attackers have a slight advantage in number, but not as many as double
Arms and Armor:
• Superior: Expensive gear vs. Inexpensive Gear
• Better: Expensive gear vs. Standard gear, Inexpensive gear vs. Standard gear
Reinforcements:
• Engaged: The reinforcements are currently in the same fight
• Nearby: The reinforcements can get into the fight in less than three rounds
• In Sight: The reinforcements can be seen by the combatants
Vanguard & Leader:
• Heroic: The vanguard and/or leader has relevant Reputation of 6+
• Strong: The vanguard and/or leader has a relevant Reputation of 3+
Supernatural Assistance:
• Supreme: Dragons, giants, earth-shattering spells, magical infernos
• Strong: Bolts of lightning, clearly magical attacks and defenses
• Subtle: Enchanted weapons and armor, magical plants to hinder opponents