Saturday, May 2, 2026

Untested War Machines - Morale & Discipline

This is Part 3 in my series of mutilations to MAC Attack. PCs directly control only their own mech - the following rules govern how the rest of their list will act. They leave ample room for incompetency. They apply equally to the enemy.

The orders & discipline rules are stolen almost wholesale from my friend Miranda Elkins. If you're reading this and by some chance are unaware of her, I highly suggest checking out her blog and Patreon.

Part 1: House Rules & Pilots
Part 2: Starting Gear & Upkeep
Part 3: Morale & Discipline

Orders

Orders are assigned instantly via radio at the beginning of the turn. Units will follow them until given new orders.

  • Assault - Move towards the selected foe, fire upon them, and engage in melee.
  • Oppose - Move towards the selected foe & fire upon them, but fall back to avoid melee.
  • Hold - Stay in position, firing first at the selected foe, then at all others.
  • Advance - Move towards the selected objective and attempt to complete it.

Discipline

Commanders have a nature and a Discipline score between 3 & 11. When they activate, the commander rolls 1d12. On a result below or equal to their score, they will follow orders. Otherwise they will act according to their nature. If attacking, they usually aim at the closest foe.

  • Brash - wants to Assault.
  • Unsure - wants to Oppose.
  • Cautious - wants to Hold.
  • Cowardly - wants to retreat a full move and Hold.

Each of the following conditions imposes a -1 modifier to the roll.

  • Asked to ignore available cover.
  • Asked to collide with a larger mech.
  • Asked a bespoke and complicated order - mercenaries only.


Dammit! I told him to hold!
Image by Marco Mazzoni.

Morale

Units have a moral score between 3 & 11. If any morale triggers happen, the unit must immediately roll 1d12. On a result below or equal to their score, they will continue following orders. Otherwise the unit breaks - they will stop firing and flee off the nearest safe edge of the map, usually their deployment zone. If unable to escape, the unit will Hold and if possible surrender.

Mech Morale Triggers

  • All highest power weapons are destroyed.
  • All active modules (weapons, hotsteppers, full carriers, emitters, & etc.) are destroyed.
  • A class 1 mech has 2 destroyed modules.
  • A class 1 mech has 4 destroyed modules.
  • A class 2 or 3 mech is reduced to their last structure point.

Auxiliaries Morale Triggers

  • 50% of the unit has been destroyed.
  • Only 1 unit remains.

Multiple simultaneous triggers require only 1 roll. Some units may be immune to certain triggers, or be susceptible to custom ones.

Retainers

Retainers are troops on your permanent payroll. They follow your commands and fly your flag. They tend to have high Discipline scores. 

You are responsible for purchasing, repairing, and maintaining their gear. Auxiliary commanders typically cost 1 Mil to recruit, mech pilots 2. Their wages are included in their upkeep costs. Regardless of size, auxiliary units need only 1 commander.

Mercenaries

Mercenaries are hired for individual battles and lead their own forces. As your peers, they consider themselves experts in violence - more so than you. They tend to have low Discipline scores. 

Mercenaries repair and maintain their own gear. They typically cost 75% of their list's points cost to recruit. Mercenaries suffering unprofitable losses are unlikely to accept your future employment. 

Remote Control

Retained hardware may be controlled by obedient silicon instead of cowardly flesh. Robots never roll for Morale nor Discipline. To issue them orders, your mech must have a Controller module. If all such modules are destroyed or jammed, remote controlled forces will follow their back-up orders for the rest of the battle.

It costs 2 Mil to convert auxiliary units to remote control, and 4 Mil for mechs.

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