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dom6:rout [2024/06/18 22:51]
fenrir
dom6:rout [2024/07/25 20:00] (current)
fenrir [Rout]
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 ====== Rout ====== ====== Rout ======
  
-Fellas with [[mindless|minds]], and fellas not [[berskerer|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.+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 ===== ===== Mechanical Details =====
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   * 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.   * 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:** **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 formations and [[Leadership]] bonusare counted **twice**. If this rout fails, they retreat as though their Commander didn't rout with them.+  * 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 skillis 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.     * 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.     * Otherwise, the Commander has a **75%** chance to retreat to the local [[fort]], or to a random adjacent province that's friendly.
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   * Taking damage while the squad has **fewer than five members.**   * 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: +  * 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**. 
-    * "Heavy Losses" constitute **losing 1 or more [[Hit Points|HP]]** while the total squad **HP** is under 80% of its maximum valueincluding the hit that brings the squad below this threshold. Yes, casualties are measured by **total Hit Points across the squad/army**not by individual guys. Remember this+    * 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 countdoesn't count towards "Heavy Losses"
-  * Taking [[Fear]] "damage".+  * 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**).   * 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**. 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 ==== ==== Army HP ====
  
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   * Battle summons (including Retinues) **don't count at all**, but only if the army has **only one regular commander/unit in it**.   * 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 ===== ===== Special Routing Conditions =====
  
dom6/rout.1718751079.txt.gz · Last modified: 2024/06/18 22:51 by fenrir