| A morale test is required when a casualty occurs in a
group, squad, or section. Throw 1D6 and add or substract the following modifiers: |
| +1 elite troops |
-1 conscript or poorly trained |
| +1 for each NCO present |
-2 militia or non-combatants |
| +2 for each junior officer present |
– |
| +2 for friendly squad within 10″ |
-2 if cover more than 1 move away |
| +1 for HMG support |
-1 under HMG fire |
| +1 for mortar support |
– |
| +1 radio or telephone contact with friends |
– |
| +2 for artillery support |
-2 if under artillery bombardment |
| +3 if field officer present |
-3 if under flamethrower attack |
| +4 if staff officer present |
– |
| +2 for anti-tank gun support |
-2 if charged by enemy |
| +2 for tank support |
-2 if under tank attack |
| +1 defending a building or trench |
-1 attacking a building or trench |
| +2 defending a strongpoint or pillbox |
-2 attacking strongpoint or pillbox |
| Modified D6 Morale Result |
| 5, 6 – carry on |
| 4 – hold current position |
| 3 – head for nearest cover |
| 2 – withdraw to nearest friendly unit/group |
| 1 – retreat from Battlefield |
| 0 – rout from Battlefield. Fire only if fired upon. |
| -1 and below – surrender (Japanese units suicide charge nearest enemy). |
| Retreating and routing units may be rallied by an
officer within 2″ of them. Take a new morale test. If the rally attempt fails, a
routed unit will eliminate the officer and continue to rout. |
|