Morale

Morale
Combat is a stressful situation, there's no deny it. Every soldiers have a point where they break and can't keep on fighting, somtimes they surrender, sometimes they'll freeze, they'll run away or they'll panic.

When ever a morale check is required, the character rolls WILL, if he hits on it or under he succeeds and keeps his cool. If he fail, he lose Conviction. When all conviction is lost, the character will panic.

Morale Loss
In combat, when things go bad, morale starts to drop. All roll are made with an additional -1 if made when the character is starving, sleep deprived or sick. Flame weapons double the morale loss of wounding or killings.
 * Death/Incapacitation of a Squadmate; Will -1 (1d4 loss)
 * Death/Incapacitation of Teamleader: Will -3 (1d6 loss)
 * Health taken below half level. Will: -2 (1d4 loss)
 * Health taken below one fouth Will: -5 (2d6 loss)
 * Enemy is overwhelmingly powerful: Will -3 (3d4 loss)
 * Friendly fire: Will -2 (1d4 loss + Any loss for death or wounding, diffuculty rise to highest)
 * Ally panic: Will -2 (1d4 loss)

Morale Gain

 * Battle won without any serious wound to the team: (Automatic +2d4)
 * Battle won: (Automatic +1d6
 * Enemy leader defeated: Will +0 (1d6)
 * Critical hit result in death: Will +0 (1d6)
 * Enemy panic: Will -1 (1d4)

Gain
Tactics: Rally, Morale Shroud

Fetish: Fetish of War

Spells:

Drugs: Psycho, Booster, Euphoris

Loss
Tactics: Intimidate, War Cry

Fetish: Fetish of Fear

Spells:

Drugs: Mind-Jack, Slow