Whenever a man is not hit but he is fired on by an automatic weapon, or an artillery shell explodes close enough that he could be affected by it, he must test morale.
Roll a D100. If the result is equal to or less than half of his remaining CE he passes. If greater than half of his remaining CE, he fails and immediately goes prone. If he is behind cover he can move prone, but he can not get up if this would expose him to fire, unit he tests morale again and passes.
Major morale is used to end the game in the absence of specific victory conditions set up by the game-master.
Each side starts with 100%.
When the major morale percentage drops below 50%, then that side must test major morale. If the D 100 result exceeds major morale percentage remaining, then that side must leave the table and concede the game.
AFV morale is tested whenever the AFV is fired on by any weapon capable of destroying it. Or whenever any crewman is killed or seriously wounded. Roll a D100.
0-50, morale is intact.
51-75 morale fails. AFV must stop where it is till enemy weapon is sighted, destroyed, or the AFV passes morale.
76+ AFV attempts to retrace its movement and exit the table at its entry point unless the tank commander passes his morale check before exiting.
- 10 Each man killed
- 15 TC or vehicle commander killed
-10 Previously immobilized
If the AFV is immobilized, a morale check must be take as above. 0-50 crew is OK and may remain in the vehicle or get out as player decides, at any time. 51+, Crew morale snaps and they must abandon vehicle ASAP,
Roll a D10 for each crewman who exits the vehicle.
1,2 = He brings an SMG with him and two magazines.
3 = He brings an SMG, and a hand grenade.
4,5 = He brings his pistol with him and two magazines.
6+ he gets out with only the clothes on his back.
|H.E. SHELLS||SSPECIAL WEAPONS||
|TANK AND A.T. GUNS||INFANTRY AT WEAPONS||
|MORALE||WOUNDS AND DEATH||INTRODUCTION||OUTSTANDING SOLDIERS|
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