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Nerve

A man can stop fighting before anything stops his body. Every fighter carries nerve, and what happens on the field tests it: a friend going down, a wound he cannot fight through, three enemies round him and nobody beside him. When it goes he runs, and a company whose men are all running or down has lost as surely as one that has been killed.

The five states

Every man starts a battle steady. His nerve moves between five states, usually one step at a time:

State To hit Guard What it means
Confident +5 +5 Heartened, usually by felling a man
Steady 0 0 Where everyone begins
Wavering −6 −4 Shaken, still fighting
Breaking −12 −8 One bad moment from running
Fleeing none −15 Will not fight, and runs for his own edge of the field

The guard figure is added to his defence against every blow and shot aimed at him, so a wavering man is both worse at hitting and easier to hit. The wound chart lists it under Nerve among the other things his condition costs him.

Where you see it

The figure is his nerve before whatever frightened him is counted. A friend falling beside him, for instance, is tested at 18 less than the figure shows (see What tests it).

What nerve is made of

The figure in the Nerve box is the sum of these parts, and it never goes below 5 or above 95:

Only men still fighting count, on either side. A runner, a dead man and a man down for good stand at nobody's shoulder and add to nobody's numbers.

A man's nerve is worth the most where you can do something about it. Two friends beside him are worth 6 and take away the chance of being caught alone. Every man you lose moves the numbers against every one of your men at once.

What tests it

A test rolls against his nerve, made harder or easier by what happened. If he fails, he drops one state. If he fails by 25 or more, he drops two, which can take a wavering man straight to running.

What happened Who is tested Adjusted by
A friend falls: killed, or knocked out for good by blood loss or a wound to the head, neck or lungs. A man whose legs have given way tests no one Every friend still fighting, anywhere on the field 18 off beside him, 4 less for each hex further off; from 6 hexes nothing, but it is still a test
A grave blow in hand-to-hand lands on him and he is still up (a missile tests only as shot or thrown at, whatever it does) Him 10 off, or 25 off if it took a limb
He is shot at Him, whether the arrow hits, misses or strikes his shield 8 off
Something is thrown at him Him, whatever it does 6 off
He is wrestled to the ground Him 12 off
A friend within 2 hexes breaks and runs Each such friend 5 in his favour
Three or more enemies are beside him and no friend is Him, at the start of each of his turns 10 in his favour, and being beset is not counted against him twice

A grave blow is one that does something a man cannot simply fight on through: cuts a nerve, opens a vessel, reaches an organ, takes a limb off, breaks a bone worse than a crack, puts out an eye or a joint, or leaves his legs unable to bear him. These are the blows the log marks in red, and a blow that only bruises or cuts shallow tests nothing.

A man who only drops senseless from shock, and will come round, is not a fall for this purpose.

Arrows are worth more than the wounds they make: every shaft loosed at a man tests him, including the ones that miss.

What steadies it

A steady man does not become confident by standing still. Only a fall does that.

Breaking and running

When a man's nerve reaches fleeing, he breaks. The log says he breaks and runs, and from then on:

A running man counts for neither side. A company with nobody left fighting has lost, and men who are running are not fighting; see How a battle ends.

Rallying

At the start of each of his turns, a runner still on the field has a chance to rally. The chance is his nerve less 15, or his nerve plus 5 if no enemy still fighting is within 3 hexes of him. If he rallies he is wavering again, and a man of yours is back in your hands for that same turn. His nerve still carries the 14 for having broken.

So a runner who gets clear of the enemy rallies more readily, but one who gets two turns' walk clear of all of them is gone.

When a whole company gives way

At the end of every round, a company that has lost half its number (the men it still has fighting are no more than half the men it brought) and is outnumbered by the men the other side still has fighting judges itself as one body. Its chance to hold is the average own nerve of the men still fighting, less 12 for every man the enemy has over them, and less another 10 when it is down to two men, or 20 when it is down to one.

If it fails, every man left breaks together, the log says the company gives way, and since nobody on that side is fighting any more the battle ends there. It can happen to either side. A company with high nerve of its own, such as bears or trolls, is much harder to break this way than a company of men.

Seasoned men and cohesion

A man in a warband carries two more facts from his band: whether he is seasoned (soldiers and raiders are, militia and a rabble are not) and how much his fellows' blood weighs with him (his own disposition, pulled up among soldiers, raiders and militia, and down in a rabble). Your own company, and one drawn by lot, are green.

Neither changes anything in a battle today. Both are read only when a man looks further ahead than the act in hand, and nobody on the field does that yet. Neither touches his nerve.

No one ever runs

The No one ever runs box, on the muster's tab for your own company, turns nerve off for both sides in the battles you march to after ticking it. Nobody is tested, nobody breaks, no company gives way, and the Nerve bar and the Nerve box leave the panel. The muster remembers the choice with your company.

With nerve off, a battle ends only when one side has nobody left able to fight at all; see How a battle ends.