Every unit starts with an empty fatigue bar that fills at 100.
Restore + signs. Health restore shows green +. Halt fatigue restore shows blue +. With one restore source active, + signs appear at a quarter of the old heal rate. With two sources, they alternate at half rate. With three or more, they alternate at full rate (for example blue/green, green/green, or blue/green/green).
When a unit is hit, roll from 1 to 100. If the roll is less than its fatigue percent minus its remaining health percent, it becomes Broken.
A Broken unit takes no orders. It Retreats until fatigue is full or it reaches its own end of the lane, then Falls Back. If impassable terrain blocks that withdrawal on its current row (peaks for cavalry and artillery, rivers for artillery), it steps to a clear adjacent row and keeps going. It recovers fatigue while it is not Retreating. It stops being Broken, and returns to Advance, when its fatigue is at or below half of its current health. Retreat and Fall Back are on Orders. A Broken unit is never part of a line. See Lines. It also does not count toward The Middle Line.
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