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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Adversary Morale

Adversary Morale

Morale decides whether enemies fight on, withdraw, flee, surrender, or bargain, breaking groups in pieces rather than all at once.

  • Morale Edge (ME): a group's current nerve; positive favors the enemies.
  • Group: enemies sharing one ME track.
  • Casualty: any enemy out of the fight (dead, unconscious, routed, surrendered).
  • Element: a piece that can break independently: 1 Standard, up to 3 Minions, or 1 Elite. Solos use individual triggers only.

Morale check: 1d20 + ME vs. DC 10. Success, the group holds; failure, it cracks.

Starting ME

Half the difference between enemy level and party level, rounded away from zero, capped at ±3 (negative when the enemies are lower level). Use the level of most of the group (some leaders set it by their own level). If the group's dominant Role lists morale as Strong, +1; as Weak, −1.

Enemy level − party levelStarting ME
00
±1 to ±2±1
±3 to ±4±2
±5 or more±3 (cap)

Changing ME

Keep in-combat ME between −6 and +4. Apply shifts before any check the same event triggers.

EventME
First casualty in the group−1
Group reaches half strength−1
Leader or Elite becomes a casualty−2
Two or more casualties in one round−2
Objective threatened or lost−1 (−2 major)
Escape cut off or surrounded−2
Successful Intimidation−1
Enemies drop a PC or score a major win+1 (max once per round)
Reinforcements arrive+1
Holding a strong position or objective+1

When to Roll

Roll once per trigger; if several land together, roll once and apply only the largest ME shift.

  • Group triggers: first casualty; half strength; leader/Elite becomes a casualty; a shock moment (one-hit casualty, two casualties in a round, or a terrifying display); objective flips against them.
  • Optional group triggers: outnumbered 2:1; escape lost or surrounded; offered terms; 3 rounds without progress.
  • Individual triggers (leaders, Elites, Solos, key NPCs): Bloodied; isolated (no ally within 30 ft); last one standing; decisive fear effect; optionally a Solo at 25% HP. Don't also roll individuals inside a group that just rolled, except Solos, bosses, or for drama.

Group Cracks

On a failure, Margin = 10 − (d20 + ME). Margin ≤ 0 still holds.

MarginResult
1–31 Element breaks
4–62 Elements break
7+3 Elements break, or a full rout

Minions break before Elites; an Elite may make its own individual check to resist. Broken Elements (choose or roll 1d6): 1 fall back to cover (still fighting), 2 fighting withdrawal, 3 flee, 4 surrender, 5 bargain/parley, 6 rage (reckless attack for 1 round, then withdraw). If fleeing is impossible, use Surrender or Rage.

Morale Traits

Assign 0–1 to minor mooks, 1 to ordinary groups, 2 to veterans, 2–3 to bosses and Solos; avoid stacking traits that all push the same way.

  • Discipline & Training: Disciplined (Fortune while a leader is visible/audible); Elite (always Fortune; once per fight ignore forced Misfortune); Green (first check with Misfortune); Cowardly (first drop below 0 drops 1 further); Fanatical (Intimidation can't force Misfortune; first crack becomes a 1-round reckless attack); Unbreakable (no checks until its anchor is removed, then Misfortune).
  • Leadership & Cohesion: Leader-Dependent (leader drops: ME −2 and next check Misfortune); Inspiring Leader (reroll one crack per fight); Tight Formation (breaks 1 fewer Element, min 1); Loose Rabble (breaks 1 more); Pack Instinct (+1 when outnumbering, −1 when outnumbered, once per fight).
  • Motivation & Stakes: Mercenaries (first casualty extra −1; bribe/exit offer makes next check Misfortune); Defending Home (+1 until breached, then −2); Predators (dropping a PC +1, once per round); Treasure-Hungry (Fortune near loot; loot lost −1).
  • Fear & Shock: Skittish (first terrifying display extra −1); Fearless (ignore first forced Misfortune from fear); Battle-Hardened (first casualty doesn't lower ME).
  • Tactical: Guerrillas (first break is a disengage/hide); Cornered (no escape: Flee becomes Surrender or Rage); Escape Plan (Fortune on escape checks when breaking); Bodyguards (+1 while VIP lives, −2 if VIP drops).