<span class="bbc_u"><strong>Morale</strong></span><br/><br/><strong>Morale and System Loyalty</strong><br/>Each system has a morale number; this is a representation of the support from that system. The morale and support of a system can mean the difference between prosperity and outright insurrection. It is also important for an expanding empire to extend its influence to colonies. Checks are made to verify a system’s loyalty. This represents a number of factors that can affect the Census’s attitude towards its controlling government.<br/><br/>Morale cannot go below 0 or more than 25% (round up) above the current planetary census value.<br/><br/>Example: Planet Alph has a current census of 10<br/><br/>Maximum morale: 13 (12.5, rounded up)<br/>Good Order: 5 – 10<br/>Unrest: 1 – 4<br/>Rebellion: 0<br/><br/><strong>Census.</strong><br/>If the Morale value is greater than or equal to half the Census then the system is considered in good order.<br/><br/>If the Morale value becomes less than half of the Census number, utilized Productivity from that planet is immediately halved. This represents the dissension in the colony and the unrest of the population.<br/><br/>If the Morale reaches 0, then the colony stops producing and is considered to be in rebellion. If the planet is unoccupied, it becomes an independent planet.<br/><br/><br/><strong>When to make Morale roll:</strong><br/><br/>At end of game turn, roll once for each planet under the players control.<br/><br/><br/><strong>Modifiers to Morale roll:</strong><br/><br/>If the following situations occur, modify the dice roll by the modifer(s) listed here. Most of the modifiers only occur if the system / planet is affected, the exception being those affecting the home world.<br/><br/>Census increased: +2<br/><br/>Census decreased: -2<br/><br/>System is more than 3 jumps away from a friendly colony and has a census of 5 or greater: -1<br/><br/>System is cut off from home world (i.e. no continuous path through controlled or friendly territory can be traced): -1<br/><br/>Hostile force entered system unopposed (no friendly space forces to engage them): -1<br/><br/>Hostile force seized system last turn (no friendly space forces remain in system): -3<br/><br/>Hostile force attacked planet with ground forces: -1<br/><br/>Planet contains at least as many ground units as Census: +1<br/><br/>Planet contains by at least twice as many ground units as Census: +2<br/><br/>Productivity is at 0 and Census is greater than 3 (representing lack of jobs and self sufficiency): -1<br/><br/>Full employment (Productivity = Census): +1<br/><br/>Empire’s home world is attacked:  -1<br/><br/>Orbital bombardment: -1<br/><br/>Terror bombardment: -1<br/><br/>WMD bombardment: -2<br/><br/><br/>Result:<br/><br/>Roll a d10 and add the modifiers shown above.<br/><br/><table class="bbc_table"><tbody><tr><td>Roll</td><td>&gt; 1</td><td><strong>1-2</strong></td><td>3-8</td><td><strong>9-10</strong></td><td>&gt; 10</td></tr><tr><td>Morale Change</td><td>-2</td><td><strong>-1</strong></td><td>0</td><td><strong>+1</strong></td><td>+2</td></tr></tbody></table><br/><br/><strong>System Loyalty Check</strong><br/>System loyalty checks are performed every turn for each planet or system that is in a state of Unrest or Rebellion. Roll d10, adding +1 for each turn the system has been in a state of Unrest or Rebellion. If the result is 10 or more, then the system is considered to have failed its system loyalty check and as a result the situation on the planet has deteriorated.<br/><br/>In the case of a system experiencing Unrest, a failed system loyalty check reduces the system’s Morale by 1. If the system is already in Rebellion (Morale 0), then the system will immediately attempt to secede from its parent empire!<br/><br/>It is important to reiterate that, if a system enters into a state of Rebellion and there are no ground units defending the planet, it will automatically secede.<br/><br/>If a system is under attack by an enemy at the time, then rather than rebelling it surrenders to the enemy forces.<br/><br/><strong>Secession</strong><br/>1) Restore Order in the Rebel System<br/>First, the seceding system’s Morale is increased to half its Census statistic value (rounding up)<br/><br/>2) Roll Loyalty Checks for Squadrons, Bases, and Civilian Fleets<br/>Second, loyalty checks must be made for all of the empire’s units in the seceding system to determine whether or not they have joined the rebellion. Roll d10 against each squadron, base, or civilian fleet in the seceding system. If the result is less than or equal to the system Census, then the squadron, base, or civilian fleet has joined the rebellion!<br/><br/>Finally, all shipyards in the rebelling system will automatically defect to the rebel cause. There is no chance that they will remain in loyalist hands.<br/><br/>Rebelling units change their affiliation immediately to that of the rebellious world and will be available for rebel use on the following campaign turn.<br/><br/>3) Determine the Number of Rebelling Mines, Satellites, and Ground Units<br/>Mines, satellites, and ground units, are harder to sway to the side of the rebellion. In the case of mines and satellites, these automated defenses are easier for loyalist<br/>forces to take control of remotely, scrambling the rebel-held command codes so that they cannot assume control over the local defense grid. As for ground units, troops tend to be more loyal to the empire than the planet since most of the forces stationed on the planet are assumed to be non-natives hailing for various other planets in the empire.<br/><br/>They receive a bonus to their roll (figure out bonus)<br/><br/>Militia units will always rebel.<br/><br/>4) Roll Morale Checks for Surrounding Systems<br/>Finally, the secession of a system can cause ripples of unrest to expand to other neighboring worlds. Whenever a system attempts to secede, whether the attempt is successful or not, make a special Morale check for each adjacent star system controlled by the same empire. The target number is 2. If the Morale check fails (the d6 roll is 2 or less), then the affected system’s Morale decreases by 1.<br/><br/>5) In the following turn, rebel and loyalist ground and space forces will fight to for control of the world. If this ends with loyalist forces in control of both space and ground the rebellion has failed. If they control one or the other, then the planet is considered under blockade. If they control neither, the planet has rebelled and is now an independent entity.<br/><br/><br/>Surrendered units may be immediately disbanded for free, or absorbed into the enemy military at a cost equal to 25% of their normal build<br/>