====== Rout ====== Fellas with [[mindless|minds]], and fellas not [[berserker|completely out of their minds]], will eventually **rout** to save their own hides in the midst of combat. Dominions 6 is blessed with a manual that goes into greater detail on this mechanic, compared to previous games. ===== Mechanical Details ===== {{:dom6:stats:def.png?nolink }} Routing fellas rush to their end of the battlefield, to try and get out as quickly as possible. In a setting without organized drill, this makes them easier targets for attackers (since they're facing away from the weapons and such), resulting in -4 [[Defence Skill]]. {{:abilities:profuse_bleeding.png?nolink }} Routing does not immediately dispel whatever ailments are on the poor fella. They must ride out the rest of whatever's on them, be it [[Poison Damage]], [[afflictions|Profuse Bleeding]], or even magical ailments such as [[Decay]]. 100 rounds of these will be calculated off-screen, or however many rounds it takes for the fella to throw them off (whichever's fewer). Even if the battle was won, fellas who rout will **retreat** from the province. **If their Commander DOESN'T rout in the same battle:** * If the battle took place in the same sort of [[terrain]] they were recruited from, they have a **50%** chance to retreat to the local [[fort]], or to a random adjacent province that's friendly. * If the battle was an attempt to break a [[siege]] on one of their forts (specifically through the **"Break Siege"** order), they have a **50%** chance to retreat back into their castle; otherwise, they're killed. * Otherwise, they retreat to a random adjacent province, with no respect for whether or not they end up in a friendly province. If they don't end up in a friendly province, they die. **If their Commander DOES rout in the same battle:** * They must succeed in a standard [[Morale]] check to follow their Commander. The [[Undisciplined]] get **-3** to their Morale roll. The Morale bonus to their squad, from their formation and their Commander's skill, is counted **twice**. If this rout fails, they retreat as though their Commander didn't rout with them. * If the battle was a "Break Siege" order, the Commander will always retreat back into the fort. * Otherwise, the Commander has a **75%** chance to retreat to the local [[fort]], or to a random adjacent province that's friendly. * If this fails, but the battle took place in the same sort of [[terrain]] they were recruited from, they have another **50%** chance to retreat to the local fort, or to a random adjacent province that's friendly (anyway). * If that all fails, the Commander retreats just as dumbly as a typical troop, and the blind lead the blind. ===== Routing Triggers ===== The most common sort of rout happens by **squad**. The standard Morale roll applies here: if that's failed, the whole squad routs, though perhaps not the Commander leading them. The Morale roll for this one can only take place once per combat round (per squad). What triggers a Morale roll of this caliber? * Taking damage while the squad has **fewer than five members.** * Taking "Heavy Losses", or **taking damage at least once per two squad members** since the last Morale roll, while **at least 20% of the squad is dead or absent**. * Fellas are fairly reasonable about the damage they take, however. They only count damage while they're **under 80% of their maximum [[Hit Points|HP]]**, though this includes the damage that brings them below the threshold. Damage that //they// don't count, doesn't count towards "Heavy Losses". * Taking [[Fear]] "damage" (**though the Morale roll is much easier in most cases**). * Being affected by a [[Fear Aura]] (**though the Morale roll is much easier in most cases**). * The above two can also cause individual routing. Once the total HP value of the whole army is **under 50% of its maximum**, all other triggers are ignored: as long as the army's total HP is that low, each squad is hit with the standard Morale roll each combat round. This counts those who have already retreated as still being a part of the army, but having zero HP. Once the total HP value of the whole army is **under 25% of its maximum** (with the same conditions), the entire army (discounting the exceptions mentioned at the top of the page) routs right away: this is known as an **HP-rout**. ==== Army HP ==== Many varieties of troops count less towards Army HP than the average soldier: * [[Province Defense]] counts only 25% as much as regular troops. * [[Slave|Slaves]] count only 50% as much as regular troops. * [[Mounted|Mounts]] count only 25% as much as regular troops, **though their loss triggers Morale rolls in their riders.** * Battle summons (including Retinues) **don't count at all**, but only if the army has **only one regular commander/unit in it**. ==== On the Topic of Mounts ==== If the rider of a Mount dies, the Mount might individually rout. If the rider routs individually, or if the whole squad/army routs, the two ride off together. If the Mount routs individually, or if they //both// individually rout from the same effect, the Mount bucks the rider off. Dismounting in this fashion causes [[Armor-Negating]] damage equal to the [[Size]] difference between the two (Mount-minus-rider), complete with a [[DRN]]. Some Mounts don't cause this damage, though; all of them are ??Chariot??s. ===== Special Routing Conditions ===== At Turn 150, everyone with 50 Morale or lower in the attacking army routs. At Turn 170, everyone with 50 Morale or lower in the defending army routs. This is known as a **turn-rout**. If there are no fellows of the correct Leadership type -- fellas with [[Undead Leadership]] for [[Undead]] and [[Demon|Demons]], fellas with [[Magic Leadership]] for [[Magic Being|Magic Beings]], or fellas with regular Leadership for everyone else -- then everyone who needs that Leadership type will rout unless they have 99 Morale. [[Illusion|Illusions]] are a special case, requiring one of the Commanders to have either a level of [[Glamour]] magic or the [[Glamour Manipulator]] trait. {{:abilities:mindless.png?nolink }} Beings with 50 Morale are [[Mindless]]. This means they don't really rout; instead, they stop fighting entirely, either **dissolving** or becoming completely-passive beings (depending on how you look at them). They only do this through either the lack of Leadership or the turn-rout. On another note, beings with 30 Morale only rout due to either the lack of Leadership, the HP-rout, or the turn-rout.