DEDICATION AND MORALE

War can be confusing and frightening, and even the bravest soldiers may buckle under fire. A group or individual character will have to make a test when they take casualties or come under suppression fire. Finally the faction itself will need to test at the end of every turn where the faction has lost 50% of its starting strength.

UNDER FIRE

There are advantages to being in a group. A lone individual in the open who is hit but saves must make a DED check or be forced to retreat to cover when it is next activated. A group in the open, however, must suffer more than one casualty due to enemy fire before being forced to take a DED test. Roll against the group’s lowest DED score.

The test occurs on the unit’s activation, so several shots at a target will only require one test. Any unit in cover does not need to test.

SUPPRESSION

If a unit is subject to suppression, it may be forced to take cover or retreat when it is next activated. Count up the total of Suppression counters on the unit: if it exceeds the number of models in the unit, then a DED test must be made. If the test is failed, the unit must either miss its next activation (ducking under the weight of enemy fire) or it must retreat without firing and abandon the position. A retreat move must be away from the direction of fire but can involve the unit becoming Hidden.

Remember that fire against a prepared cover or a pillbox/bunker is halved. Once the effect of the suppression has been resolved, remove the Suppression counters.

BREAK TESTS

With heavy losses or the loss of command, even the most dedicated force will start to question their mission objectives and think of their own survival. When half of the faction or the last Ace has been taken out of action, the faction is required to make a break test at the end of every turn. This is taken by the Ace or by the soldier with the lowest DED score if the Ace has been taken out of action.

On the first fail: The faction becomes wavering – units must start to fall back towards their exit point. It is still possible for the faction to win if they have their objective and take it off table.

On the second fail: The faction automatically routs or surrenders. The game ends.