Wounding Pilots and Crew

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Everytime a unit gets hit there is a chance that its pilot suffers some injuries in the process.

The unit’s controlling player must make a 2D6 roll against the unit’s Skill Rating, plus all of the appropriate modifiers shown in the Pilot and Crew Diagnostic Table.

If this Skill roll fails (i.e. the diagnostic roll result is less than the unit’s modified Skill Rating) by a MoF of 5 or more, the pilot, crew, or troops assigned to that unit were Killed in Action (KIA). If the modified roll fails by a MoF of 0 to 4, the unit’s pilot, crew, or troops were Wounded in Action (WIA). On any successful roll, the unit’s pilot, crew, or troops will sustain no new injuries as a result of the attack. Additional injuries increase the modifier on the diagnostic roll by +1 if the Pilot has suffered more than 3 points of damage.

Under these abstract rules, the pilot, crew, or troops in a single unit may only be KIA, WIA, or Unharmed. If the unit’s pilot, crew, or troops are KIA, that pilot, crew, or group of
troops has been killed. Killed personnel cannot be healed or used again in future scenarios, even if the unit itself can be salvaged and repaired.

Injury Effects: A unit whose crew is WIA remains injured until it completes a healing cycle, and will suffer a +1 Skill modifier on all attacks and Control Rolls required until healed. If the unit’s pilot, crew, or troops came through the scenario with no new injuries, they remain at their current injury level (either WIA or unharmed). A pilot can only survive 5 points of damage (wounds) before succumbing to his injuries.

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Consciousness Rolls: Warriors who pilot ’Mechs, ProtoMechs, fighters and small craft can survive up to 5 points of damage, but may be knocked unconscious long before taking that much. Every time such a warrior takes a point of damage, the player must roll 2D6 immediately and consult the Consciousness Table.

If the roll result is equal to or greater than the warrior’s consciousness number, the warrior remains conscious. If the result is less than the consciousness number, the warrior is knocked unconscious. The unit becomes an immobile target; a non-grounded aerospace unit goes out of control. The unit cannot move, fi re or take any other action.

Recovering Consciousness: During the End Phase of each turn after the turn in which the warrior lost consciousness, the player rolls 2D6. If the result is equal to or greater than the consciousness number for the warrior’s current degree of damage, the warrior regains consciousness. The player need not roll again to determine consciousness until the warrior takes new damage. A warrior that has taken 6 points of damage is dead and cannot regain consciousness.

Wounding Pilots and Crew

McKinnon’s Raiders Ziekx