Note: These rules are derived from a post to the GZG list by Daryl Lonnon. Klingon units have the following psychological characteristics: Edgy: These troops have a stronger fight instinct than flight instinct. As confidence in leadership drops and morale is affected, Klingons are more likely to charge than to flee. For these reason, use the following meanings of the morale states from Stargrunt II CO - Normal operations ST - Troops are muttering about lack of warrior spirit. SH - Discipline is frayed. Unit must pass a reaction test to move away from nearest unit in LOS or nearest hidden enemy marker. BR - Discipline is breaking down. Roll reaction test to do anything other than fire on the nearest enemy, unless you desire to execute a close assault. RO - Roll a d10. 1-5, flight instinct kicks in and unit behaves as a normal routed unit. On a 6-10, the unit goes berserk and tries to close assault nearest enemy unit. If no enemy in LOS, must move towards nearest reported enemy, towards the sound of firing, or simply go looking for enemy units. Should a fleeing unit find itself about to be captured, roll again. Note that you have to rethink mission motivation when using edgy troops. Missions with High Mission Motivation are those where patience, discipline, or stealth are paramount. Low Mission Motivation missions are more agressive missions or missions where low-level leaders have a lot of flexibility, such as combat patrols. Close Combat Tendency: Klingons do not need to make reaction checks for Close Assaults. They may not break off close assaults, and must make followups on Close Assaults if enemy is within 1 action theoretical close assault range. 1 Supression may be removed by declaring a charge. Leadership by Prowess: Bad leadership ratings, (lots of 3s, few 1s). Officers and senior NCOs have an additional +1 die shift in close combat. This represents the fact that Klingon officers tend to be those who can outfight their predecessors rather than the most technically and tactically competent. |
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