AGGRESSIVENESS AND MORALE FOR NPCs

Bernie Roessler: 3907 S Woodland St, Visalia, CA 93277-8048, USA ([email protected])

©1996 Bernie Roessler; first published in Other Hands 12.

There was a horn-blast and a rush of feet, and orcs one after another leaped into the chamber. How many there were the Company could not count. The affray was sharp, but the orcs were dismayed by the fierceness of the defence. Legolas shot two through the throat. Gimli hewed the legs from under another that had sprung up on Balin's tomb. Boromir and Aragorn slew many. When thirteen had fallen the rest fled shrieking, leaving the defenders unharmed, except for Sam who had a scratch along the scalp. A quick duck had saved him; and he had felled his orc: a sturdy thrust with his Barrow-blade. A fire was smouldering in his brown eyes that would have made Ted Sandyman step backwards, if he had seen it.

—LotR I: 339

Introduction
Mortal combat is a common (some may feel too common) occurrence in most role playing games. Conflict almost always takes place between the PCs and a group of NPCs, usually controlled by the GM. For combat to occur, three requirements must be met. First, both sides must have the means to engage in combat. (If only one of the participating sides had such means, it would not be combat but murder.) Fortunately, most characters that travel outside of civilized areas are wise enough to go well-armed, so this requirement is usually easily satisfied.

The second requirement is motivation. Since not all the inhabitants of Middle-earth attempt to slaughter one another on sight, it must be determined whether one or both sides has sufficient provocation to resort to combat. Of course for the PC side, the decision is made by players themselves. However, if the players are attempting to have any sort of a believable game, they will make their decision in much the same way the GM ought to do for the non-player side. Both the players and the GM should attempt to "get into the role" of the characters they control and establish realistic motives for their actions, not only in deciding whether they should enter combat, but in all that they do. (Personally, no aspect of role playing is more frustrating than when a player in your group acts in such a manner as to get everyone into as much trouble as possible.)

What exactly a "realistic motivation" may be, however, will vary greatly, depending on circumstances. In the case of Orcs, for example, one may be inclined to believe that they indeed are a group that would attempt to slaughter everyone else on sight and for the sheer pleasure of it. On closer examination, however, it seems that Orcs are more inclined to take others prisoner if at all feasible. Orcs will fight alongside human allies if ordered to do so by a strong leader. They will just as quickly turn on each other if the motivation were a great enough prize (such as a mithril coat).

Similarly, one may view Elves as a highly cultured, peace-loving people. Yet, even in Aman, the Noldor found the motivation to attack the Teleri in order to acquire their ships. (I wonder how the Fellowship would have fared on the borders of Lórien had they not been expected.)

Motivation of a group of NPCs will also be greatly influenced by the actions and speech of the players. Shrewd play can make a friend of an enemy, while a social blunder may invite immediate attack. Since motivation is dependent on so many variables, I will turn to the third—and, I believe, most neglected—requirement, which I call aggressiveness.

Aggressiveness is, by my definition, the likelihood of a motivated group of characters to actually take that final step and initiate combat, rather than to seek a means of avoiding it. Self-preservation is a common instinct to all thinking creatures. Since the outcome of combat is very often quite final, I believe that, realistically, even motivated NPCs will not attack unless an aggressiveness threshold has been crossed.

Aggressiveness in this context is not the same as belligerence or blood lust, which I would categorize as being more a part of motivation. Nor is aggressiveness synonymous with courage, though courage may certainly influence it. For example (as I will argue), neither Hobbits nor Drughu are very aggressive. I doubt, however, that many would say that they are not courageous. Gollum too, by my definition, would not be considered aggressive, though he certainly was a nasty little fellow and quite courageous as well, I feel, in his own way.

Aggressiveness, I believe, is actually dependent for the most part on a "style" of combat behavior, which is learned and varies according to the cultural background from which a character originates. Some cultures glorify the attack, and at least pay homage to the idea that death in combat is unimportant, as long as one dies bravely. For other cultures, it is the end result that matters, and the best victory is that in which one's own side has taken little loss.

Aggressiveness is greatly influenced by leadership and peer pressure. I believe that, even with a great amount of motivation, it is the desire to belong to the group, to aid one's comrades, and not to disgrace oneself, that actually brings an individual into the kill-or-be-killed insanity that is the reality of combat. In my opinion, this would be true not only for Middle-earth combatants, but for all times and places.

Other factors which influence aggressiveness are spiritual in nature, such as belief of reward in an afterlife or in the righteousness of a cause; emotional factors, such as a state of frenzy or hatred of an enemy; and also (often overlooked in historical accounts) the level of intoxication.

I would like now to examine the morale of combatant NPCs. Morale in this context is a measure of the depth of a character's aggressiveness. In other words, morale is the willingness of the NPCs to remain in combat after suffering a setback. Morale, then, could just as easily be called "discipline" by this definition. If circumstances began to turn against them, NPCs—almost regardless of type—would be very unlikely to continue fighting until all were either slain or incapacitated. Self-preservation would soon have a group of beaten NPCs looking for the most expedient method of escape from the fray. Again, I believe the cultural background of a group heavily influences their morale and determines just when they will consider themselves "beaten" and decide that discretion is, after all, the better part of valor.

The following notes and rule suggestions offer guidelines to GMs for determining when certain NPC types will fight, and when they will begin to break. Of course, since we all have different interpretations of how the various peoples in Middle-earth may react, GMs are free to engage in that other major creative aspect of role playing and modify the rules to reflect their particular taste. Perhaps a similar set of rules has already appeared in one of the later Rolemaster Companion; but, if so, I am not aware of it.

COMBAT STYLES

As I began analyzing the behavior in combat of the members of the various cultures found in Middle-earth, I noticed that they could be divided into four basic categories or "styles." I have called these the Zealot, the Barbarian, the Mercenary, and the Irregular style. The following is a general description of each.

Zealots

The Zealot fighting style is one which is not only aggressive but has high morale as well. Zealot cultures feel they have a special mission to perform. Quite often they may believe that they have been chosen by a higher power for this mission. Although a Zealot culture may greatly espouse peace as a virtue, they will resort to arms with little hesitation and great determination if they feel the need has arisen. Zealots also have the comfort that they are serving a noble cause; and if they are killed battling their enemies, they often believe that they will be rewarded in an afterlife. For these reasons, although in Middle-earth the Zealot cultures are the most civilized, they are also among the most aggressive.

Zealot cultures are often relatively small in population by comparison with neighboring peoples and/or have suffered tragic misfortune in the past. This history of shared persecution makes for a close bond between Zealot fighters. They will attempt heroic attacks to save comrades, and will almost never leave their wounded behind. In addition, the higher level of civilization of many Zealot cultures tends to give their fighters a more professional view of combat. Many will have training in standing armies, with the tight discipline and command structure inherent in such groups. Even if this is not the case, simply living in a higher civilization requires familiarity with and a recognition of an organized division of labor. A certain discipline is also required among members of such cultures if they are to be successful. All these factors give the Zealot cultures of Middle-earth the highest morale in combat, and make their members the least likely to break and flee in a fight.

Barbarians

The Barbarian style of combat is also highly aggressive. The initial onslaught of Barbarian-style fighters will be fierce and often accompanied by a great deal of screaming. This is intended to both embolden the Barbarians and to frighten their enemies. In fact, the initial charge of Barbarian-style fighters, whether on horseback or (more commonly in Middle-earth) on foot, can be quite terrifying, and will often cause panic among poorly disciplined combatants.

The weakness of Barbarian-style fighters lies in their overdependence on this initial assault. If it fails, they have already spent a great deal of their physical and emotional energy. Other setbacks, such as the loss of a popular leader or the sudden appearance of an enemy in an unexpected place, will also unsettle Barbarian fighters more than others. The fury of the Barbarians is therefore quite fragile. One of the primary reasons for this is that Barbarian cultures are usually more loosely structured in terms of authority and leadership. Members of Barbarian cultures are often individualistic, and may follow a leader only as long as he is successful. For these reasons, Barbarian fighters will tend to break in combat more easily than others.

Mercenaries

The Mercenary style of combat is less aggressive in attack than that of either Zealots or Barbarians. This is not because Mercenaries are cowardly. They simply have a more pragmatic view of combat, and feel they are best serving their cause if they refrain from attack unless they have an advantage. In fact, Mercenary-style fighters tend to have better discipline, and are less likely to break after a setback, than Barbarian fighters. This is largely due to the fact that Mercenaries usually come from cultures which have a higher degree of civilization than Barbarians (or at least have more contact with a civilized culture), with the inherent advantages this gives to a fighter's discipline. I also want to emphasize that although I have named this style of combat the "Mercenary," by no means is it limited only to true mercenaries. Many Mercenary-style fighters are quite dedicated to whatever motivation brings them to combat.

Irregulars

The Irregular style of combat is even less aggressive than that of the Mercenary. On the other hand, Irregulars are often as disciplined as Zealots. Irregulars are the guerrilla or partisan fighters of Middle-earth (though I refrain from calling them that, because of the modern historical images those names bring to mind). Irregulars will definitely seek to avoid combat unless it is on their own terms. The reason for this is that Irregulars are often from cultures which have certain disadvantages in combat. These disadvantages may be in weaponry, or in small physical or population size by comparison with their neighbors.

Irregulars, like the Zealots, often share a history of persecution. This fact, along with their small numbers, makes them a close knit and disciplined bunch. But while less likely to break in combat, Irregulars often choose to disengage—not out of fear, but to lead their pursuers into an ambush. Irregulars seek to win, not by face-to-face battle, but by wearing down and forcing their enemies to realize that the cost of victory would be more than its worth.

AGGRESSIVENESS AND MORALE BY RACE AND CULTURE

The following is a series of short (and, admittedly, incomplete) descriptions of the combat characteristics of the various cultures found in northwestern Middle-earth. I have presented the cultures in a more or less "Dúnadan-centric" order. The commentary is based on both Tolkien's writings and ICE's work, though I have made my own interpolations. Much more could be written on each of the cultures, and I certainly do not mean for this to be the last word on the matter.

I. MEN

Númenóreans

The Men of Númenor (the Dúnedain) colonized Middle-earth, spreading their culture and world-view to the indigenous peoples they interacted with. However, as time drew on, an ideological rift came to divide the Númenóreans into two parties: the Faithful and the King's Men. Although a minority in Númenor, the Faithful later became the dominant group in northwestern Middle-earth, whereas the influence of the King's Men was more predominant along the coastlands to the East and South.

Faithful

The Faithful (the Elendili) include not only those possessed of Dúnadan blood but also those influenced by their culture. They are the most civilized of Men. They are also archetypal Zealots, especially when fighting the servants of Darkness. Like all Númenóreans, the Faithful view themselves as a chosen race among Men, and feel that they are carrying out the will of the Valar in their pursuits. Quite often they are actually correct in this.

Although individuals from other human cultures may equal them in individual fighting prowess, the Faithful Dúnedain make the best soldiers. Disciplined and professional, the Faithful have both great aggressiveness and morale (though one of their favorite tactics is to exhaust an enemy that tries to hack through their superb armor and shields, before moving in for the kill).

King's Men

Contemptuously referred to by the Faithful as "Black Númenóreans" and "renegades," the King's Men nevertheless believe themselves to embody the authentic legacy of Númenor. Unlike the Faithful, however, the King's Men are warlike by choice. Their fighting nature tends to have more in common with their Southron neighbors than with their ancestors, yet they retain their forefathers' fear of Death, and will attack only if they feel they have a distinct advantage. Still, they are a disciplined bunch, and will remain in combat after other servants of the Enemy have fled (though this is perhaps due to their tendency to wear heavier armor and ride heavier horses than the Haradrim). I would characterize the King's Men as having a Mercenary style of combat.

Corsairs of Umbar

Although originally a haven of the King's Men, Umbar was conquered by the kings of Gondor, and remained under the control of the Faithful for much of the Third Age. In TA 1448, however, Umbar became a lordship independent of Gondorian power, having long been a stronghold for the confederate rebels of the Kin-strife. In TA 1540, seaborne raiding of Gondor's coastlands received open support from Umbar's ruling Council of Captains, and for this reason the rebels became known as corsairs. They were, however, the conservative faction among the Faithful, and so should be reckoned as Zealots up until their defeat in TA 1810, after which Umbar returned to Gondorian control.

Many of the confederates continued to cling to their ancient ideals while in exile from Umbar, but in TA 1940 their leaders made an alliance with the Cult of Melkor to recapture the haven. This event marked how far the Corsairs had degenerated from their Faithful origins, and thereafter they continued to decline until they were indistinguishable in their outlook from the King's Men. During this later period, then, they may be treated as Mercenary in their combat style.

Northmen

Horse-lords

The Rohirrim, Éothéod, and Éothraim all represent different incarnations of the same horse-riding culture. These Northmen could be considered Barbarians in their early history, but slowly the influence of the Dúnedain changed their society into a more highly civilized one, and they became true Zealots. While on horseback, the Rohirrim are almost fearless in the attack; on foot, they are a little more hesitant; in both cases, they are more likely to break than the Dúnedain. On the other hand, the Rohirrim seem to have a degree of fatalism, in that (if they feel they have no other choice) they will launch seemingly suicidal attacks that most Dúnedain would never attempt.

Beijabar

Complete Zealots, no other Men are as ready to attack as the Beijabar when motivated. Like the Númenóreans, the Beijabar feel they have a special relationship with the Valar, which is manifested by the skin-changing abilities of their chieftains. Beijabar will fight their enemies no matter what the odds, and tend to remain in battle until victory is theirs. The one possible exception to this would be if their chieftain were killed. The Beijabar belief system and small population make them quite suspicious of strangers. Probably the best defense against Beijabar is not to give them any motivation for attack.

Woodmen

Although they are the zealotic Beijabar's closest relatives among Men, the Woodmen have an Irregular style of combat. There are two primary reasons for this. The first reason is their closer proximity to Dol Guldur. The second reason is the extremely close terrain found in Mirkwood, which best lends itself to Irregular-style tactics. After an ambush, only a Wood-elf could possibly catch a Woodman in his native environment.

Lake and Dalemen

I really am not sure how to classify these urban Northmen. They are related to the Éothraim and must originally have been Barbarians. Their early urbanization would have soon changed this and made them at least Mercenaries. Bard and his descendants are clearly Zealots, however. Probably a Mercenary style for most inhabitants, with a Zealot elite, is the best fit.

Rivermen of Eriador

These trappers and traders of Eriador are too few in number to fight like Barbarians or Zealots and too stubborn to be Irregulars, so by default I will classify them as Mercenaries.

Daen Peoples

Daen society never did become quite civilized, and as such the Daen have always had a Barbarian style of combat, albeit more temperate than the Easterlings. In addition, the Daen peoples were never naturally xenophobic (as many other Barbarians tend to be). Most Daen fighters require a personal reason to attack, and are just as content to raid a neighboring Daen clan (with which they may be feuding) as anyone else. While the Daen suffer the same weakness as most Barbarians in lacking discipline, in defense of their homes they are second to none, and the Gondorians were wise enough to leave them alone for most of their history, and many Daen were conquered by cultural absorption rather than military action. The Rohirrim made a mistake by not following this policy and so making for themselves a persistent enemy. This may have changed after Théoden's merciful treatment at Helm's Deep, but that would have been the task of future generations.

Hillmen of Rhudaur

Caught as they are between the Dúnedain and the forces of Angmar, these Daen-folk have been forced to adopt an Irregular style of combat.

Men of Dorwinion

The Men of Dorwinion I will classify as Mercenaries. This is not because of anything Tolkien wrote about them, but is based rather on their description in the ICE modules as traders and travelers. I feel a Mercenary style would best fit such a culture.

Drughu

The Drughu are an extremely reclusive people and are seldom encountered by other folk. They are, of course, the ultimate Irregular-style fighters. Drughu will almost always shrink away deeper into the woods rather than engage an enemy, using traps and snares to do much of their work. Their superb skills in living off the land enable them to abandon their villages with little hesitation (were an enemy lucky enough to find these dwellings in the first place). The Drughu usually strike only when they can ensure the complete annihilation of their foes with poison darts and arrows. The Drughu are quite successful in employing these tactics, which are meant to instill terror in their enemies.

Befriend

The primitive Befriend of the Eryn Vorn, because of their small numbers and environment, have naturally adopted an Irregular style of combat.

Haradrim

Although the peoples collectively referred to by the Dúnedain as the Haradrim actually consist of many different nationalities, they share much in common, including a Mercenary style of combat. The poor natural resources of much of their homelands encourage raiding as a way of life for many. Combat for the Haradrim is viewed, then, as a practical means for gaining material resources.

While the Haradrim have certainly been enemies of Gondor, at times they have also been its allies. Of course, the history of the Haradwaith is also full of infighting among its various peoples. This history, along with the tendency for the Haradrim not to risk their lives unnecessarily and their emphasis on material gain, has led some to regard them as untrustworthy. Those who know them personally, however, have found the Haradrim to be courageous and honorable warriors.

The wide expanses of the Haradwaith have led to a strong cavalry tradition among the Haradrim. Their horses are light and fast, and second in quality only to those of the Rohirrim (and, of course, those of the Elves). Missile weapons (especially bows) are highly favored by the Haradrim. What better weapon for the practical warrior than that which allows one to strike at an enemy at a distance without endangering oneself?

Easterlings

Like "Haradrim," the term "Easterling" refers collectively to several cultures found to the east of Gondor's sphere of influence. Although there are important cultural differences between the various Easterling cultures, in terms of combat style they are all Barbarians, as one would expect. Easterlings are even more ready to initiate combat than the Daen, primarily because the "glory" of combat receives greater value among Easterling cultures, but also due to less experience with the consequences of engaging in combat with the Dúnedain.

Unlike nomadic incursions in (real-world) European history, Easterling attacks against the Westlands of Middle-earth were caused not only by population or military pressure from people even farther to the east, but also from the machinations of Sauron's servants. Most Easterlings would probably prefer fighting other Easterlings in their homelands. Because of this, the elimination of an Easterling war-leader is enough to send them scurrying back in the direction they came.

Variags

As one would expect from the location of their homeland (between the Easterling and Southron homelands), Variags fall somewhere between a Mercenary and Barbarian style of combat. Those who know the Variags are aware that their slightly greater hesitation to launch an attack than other Easterlings is certainly not due to any lack of bloodthirstiness.

Lossoth

The Lossoth are probably Irregulars, due to their small population size. (Also, why bother fighting to defeat your enemies when the weather will probably kill them for you?)

Bandits

Regardless of culture, bandits engage in combat for one purpose—loot! Hence (not surprisingly) they have a Mercenary style of combat. Getting killed in the process of striving for even the greatest treasure does a bandit little good; therefore, bandits are quite selective in whom they attack and, unless desperate, will only go after what they perceive to be an easy target.

Hobbits

Hobbits are Irregular-style combatants who, due to their small size and high agility, prefer missile weapons. Although reluctant to offer open battle, Hobbits are surprisingly resilient once riled, and refuse to be intimidated by larger opponents.

II. ELVES

Noldor

The Noldor consider themselves the most dedicated foes of Morgoth and his servants and, like their human allies, the Dúnedain, are Zealots, and will show little hesitation to attack once they have decided that combat is necessary. Some may say that holding up in their havens for centuries does not seem very zealous. This, however, is a human point of view. It is also made with reference to strategic action, whereas this article is concerned with tactical behavior. The apparent inactivity of the Noldor has, however, led some men to consider all Elves unwarrior-like. This is based on ignorance, for those Noldor and other Elves who choose to become warriors exhibit the same expertise in that field that is shown in all their work. The Noldor are the proudest of the Elves, and have clear memories of their grievances with the servants of Darkness going back to the First Age. They are the first to fight among the Quendi, and the last to break due to morale.

Sindar

The Sindar (or Grey-elves) also make fine warriors, but are more difficult to classify with respect to combat style. For the most part, they seem to exhibit an Irregular style, and are content to remain on the defensive. At other times, they have marched to open battle and fought in a Zealot style. In the First Age, many Sindar fought under Noldorin lords. I think it would be safest to classify the Sindar as having an Irregular style unless a strategic decision has been made by a leader to go to open battle, at which time they will fight like Zealots.

Avari

Most Avari (and, by definition, the Silvan-elves of Rhovanion) are found in woods, and this alone is enough to make me classify them as having an Irregular style. Just like Sindar, however, there are times when they will march to open battle and fight like Zealots. They certainly did so at the Battle of Five Armies.

III. DWARVES

The Khazâd are true Zealots, and are always ready to attack. No race has a higher morale than the Dwarves, who will stand and fight when all others have fled, as shown in the Battle of Unnumbered Tears. Superbly armed and armored, Dwarves usually have little reason to retreat anyway.

Umli

If you use Umli in your game, you are free to run them as you choose, since they were not invented by Tolkien. Their small numbers would tend to make them Irregulars. If their Dwarven blood has any influence, however, they must certainly have Zealot tendencies.

IV. ORCS

Common Orcs have a Barbarian style of combat. Their initial assault will be fierce and loud, but if things turn against them, they enjoy being killed no more than any other race and will break. Often the only thing driving common Orcs to attack is the compulsion of a leader whom they fear even more than their enemy. Uruk-hai are more Zealot-like, but their morale is still not as great as the Zealots found among the Free Peoples. All Orcs are essentially slaves, and a slave can never have the dedication or morale of a person who is free.

V. TROLLS

Trolls fight like true Zealots, and that may seem to belie the last sentence I wrote concerning Orcs. In actuality, however, Trolls are of a different kind than all the other races described (including Orcs). They have no real "morale" because they have no real free will. In combat, a Troll is simply a killing machine, and will fight until either victorious or dead.

AGGRESSIVENESS AND MORALE TABLES

The Aggressiveness and Morale tables are based on standard MERP rules and should be familiar to most players. In order to decide whether a group of NPCs will initiate attack, determine their Aggressiveness Rating, based on their race/culture and other modifiers. One roll should be made for the entire group. Once engaged in combat, separate rolls are made for each individual, this time using the Morale Rating. A Morale roll should be made whenever one or more of the following events occur: 1) the individual receives a critical hit that causes additional damage; 2) the leader receives a critical hit that causes additional damage (Roll for each member of the group observing the hit. If the leader runs away, subtract 50 from Morale rolls.); 3) 20% of the group becomes unable to continue fighting (i.e., roll at 20%, 40%, 60%, etc.).

Racial/Cultural Modifiers*

RACE/CULTURE AGGRESSIVENESS MORALE
NÚMENÓREANS    
Faithful +40 +50
King's Men +10 +20
Corsairs of Umbar** +40 +50
NORTHMEN    
Horse-lords† +40 (+20 on foot) +30
Beijabar +50 +40
Woodmen -10 +20
Lake/Dalemen +10 +20
Rivermen +10
DAEN +20 -10
Men of Dorwinion
Hillmen -10 +10
DRUGHU -20 +50
Befriend -20 +20
HARADRIM +10
EASTERLINGS +40 -20
Variags +20
LOSSOTH -20 +10
BANDITS -10
HOBBITS -30 +10
ELVES    
Noldor +40 +50
Sindar +10 +50
Avari +30
DWARVES +50 +70
Umli +30
ORCS +40
Uruk-hai +60 +20
TROLLS +70 +70
*Naturally, each culture will have exceptions to these ratings, such as elite guards and raw levies.

**These ratings apply only to the first period of Corsair history (TA 1475-1810). With the resumption of Corsair activity following the loss of Umbar in TA 1940, King's Men ratings should be substituted.

†These ratings apply only after TA 2510 (the founding of Rohan). Earlier Éothéod and Éothraim morale ratings should be downgraded to reflect the more "Barbarian" character of these progenitors.

NPC Panic Table

ROLL* OUTCOME
100 Throws weapon at opponent and turns to run.
96-99 Attempts to surrender.**
80-95 Runs off alone and is unable to regroup with others.
41-79 Runs off but is able to regroup.
15-40 Throws weapon and shield to the ground and runs off. Unavailable for later use.
05-14 Incapacitated with fear. (Treat as though stunned.)†
02-04 Drops weapon but remains in place, frozen with fear.†
01 Throws self to the ground and grovels for mercy.†
*Roll separately for each individual NPC.
**Re-roll if NPC is an Orc or a Troll.
†Re-roll if NPC is a Troll.

Aggressiveness and Morale Chart

ROLL OUTCOME
176+ Absolute Success: Charge! NPCs put 100% of melee into attack.
111-175 Success: NPCs attack, putting 65% of melee into attack.
91-110 Near Success: NPCs may fire or throw any ready missile weapons. Roll again in two rounds with a +10 bonus for every missile that hits. If already engaged in combat, NPCs put 50% of melee bonus into attack.
76-90 Partial Success: NPCs hold their ground, but do not initiate attack. If already engaged in combat, NPCs put 75% of melee bonus into defense.
05-75 Failure: NPCs begin a slow, organized withdrawal from the enemy. If already engaged in combat, no withdrawal takes place, but NPCs put 100% of melee bonus into defense and will not pursue if enemy breaks contact.
25-04 Absolute Failure: NPCs begin immediate retreat. If already engaged in combat, they attempt to break away to safer ground nearby.
26 > Blunder: NPCs are routed. Roll on Panic Table
*If NPCs are attacked, rather than initiating combat, use this chart to determine their actions, but subtract an additional 30 from the roll.

Special Rules
1. Groups with an Irregular combat style are immune to Blunder when making an initial Aggressiveness (not Morale) roll.
2. If a Zealot leader becomes incapacitated, another NPC automatically takes his place. A Morale check must still be made for the first leader's loss.
3. No NPC will be the lone individual to run from a fight; hence, If only one NPC rolls a Blunder or Absolute Failure, reduce the outcome to a simple Failure.

Modifiers
± Presence bonus of leader (-5 to +35)*
+10 if NPCs outnumber enemy
+20 if NPCs outnumber enemy > 1.5 to 1**
+40 if NPCs outnumber enemy > 2 to 1
+60 if NPCs outnumber enemy > 3 to 1
+80 if NPCs outnumber enemy > 4 to 1
30 if NPCs are outnumbered by enemy
60 if NPCs are outnumbered by enemy > 1.5 to 1
100 if NPCs are outnumber by enemy > 2 to 1
+20 if the majority of NPCs have shields while only 25% or less of the enemy have them as well
±10 for each level of armor above/below that worn by the enemy†
A leader must be visible to NPCs in order for them to receive this bonus.
**The ratios given are based on the number of individuals capable of engaging in combat, and are adjusted as casualties are taken or as individuals run away.
†Groups with mixed armor levels should be averaged: no armor = 1, soft leather = 2, rigid leather = 3, chain =4, plate =5 (E.g., if NPCs all wear chainmail while the enemy are all in soft leather, add 20 to the NPC rating.)