Ejection

Under certain unfortunate conditions, a MechWarrior may be forced to leave his BattleMech in a hurry by using the cockpit ejection system. When the pilot fires this system, explosive bolts allow the cockpit canopy to separate from the unit and the pilot rockets away from the now-disabled BattleMech. The ejecting MechWarrior lands in the hex immediately behind the abandoned BattleMech. All BattleMechs are equipped with sensors that detect impending ammo explosions and automatically eject the pilot before the ammo explodes. Because the advent of CASE made it more likely for a BattleMech to survive an ammo explosion, many MechWarriors disable the auto-eject feature. Players must decide before each battle whether or not the pilot disables his ’Mechs auto-eject.

Standard Ejection System
During the Movement Phase, a player may choose to have the MechWarrior eject rather than move. If the auto-eject function is operational, the pilot will automatically eject at the end of any Phase in which an ammo explosion takes place. The ejecting MechWarrior lands in the hex immediately behind the abandoned BattleMech.

A conscious pilot who successfully ejects may move at the rate of 1 MP per turn in the same manner as a standard infantry unit. He may be fired on in the same manner as an infantry unit, but with an additional +2 to-hit modifier. If the pilot ends a Movement Phase in the same hex as any unit (friendly or enemy), the pilot is considered to have been picked up in the End Phase; he may choose by which unit if more than one occupies the hex. Pilots picked up by friendly units that survive the battle or move off the board have survived and can be used again in future games. Players may ransom pilots captured by enemy forces if they wish.

An automatic ejection triggers a pilot diagnostic roll with the “Unit was destroyed +2” modifier during the status phase, at the end of the round.

A manual ejection triggers a pilot diagnostic roll with the “Pilot ejected manually +1” modifier during the status phase, at the end of the round.

Full-Head Ejection System
Because the full-head ejection system incorporates the unit’s entire control system, this system may be deployed at any phase of a turn at the player’s choosing, or may jettison automatically in the event of an internal explosion. If the ’Mech (or at least its head) is not submerged, the warrior may then choose any hex within 12 hexes of the ’Mech (if the unit was upright at the time), or within 12 hexes in the ’Mech’s forward arc (if it was prone) to make landfall. Once the pod lands (or surfaces), the warrior may step out and make for safety as a conventional foot infantry unit (with a size of 1), or—if landed on water or in an otherwise toxic environment—remain in the capsule to await rescue.

An ejection with the Full-Head Ejection System ignores the “Unit was destroyed” and “Pilot ejected manually” modifiers during the diagnostic roll.

Ejection

McKinnon’s Raiders Ziekx