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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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Author Topic: Campaign Rules, Version 2-2 (Final)  (Read 2162 times)

Darrian Wolffe

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Re: Campaign Rules, Version 2-2 (Final)
« Reply #15 on: October 09, 2018, 04:14:43 AM »

Medical Care and Healing

Immediately following the game, each injured unit member should be assigned to a Lance doctor.  Each doctor can handle up to 2 patients.  After a battle, each wounded person should be assigned to a doctor.  On the following day, and on each successive week, the doctor will make one Medicine skill roll per patient assigned to them.  On a success, the patient heals 1 pilot hit.  On a failure, the patient heals 0 hits.  On a roll of 2, the patient will randomly lose 1 point from 1 random Attribute (BOD, STR, RFL, DEX, INT, WIL, CHA).   Natural healing without a doctor still tests every week with a base TN of 10, and an attribute point is lost on a result of 2-4.  Edge cannot be used to influence a Doctor or Natural Healing roll.
Green doctors have a skill rating of 9+, Regular of 7+, Veteran of 6+, and Elite of 5+

Any MechWarrior or ASF pilot who takes 4+ pilot hits during a scenario runs the risk of major long-term injury.  After the scenario, roll 1d6; on a 4+, the MechWarrior has suffered a Major Injury (Edge may be spent on this roll).  If an injury is suffered, roll 1d6 on the following table:
1: Major Broken Limb: No piloting for 3 weeks.  If you do, mark off 1 "virtual" hit at the start of the game, which also count for additional major injury checks
2: Internal Injuries:  No piloting for 5 weeks.  If you do, mark off 2 "virtual" hits at the start of the game, which also count for additional major injury checks
3: Concussion Symptoms: +1 penalty to Piloting.  Lose ALL Piloting or movement-dependent SPAs for 6 weeks, +2 weeks for each time you pilot a Mech while under these symptoms.  ASF pilots apply an additional +1 penalty to PSRs to avoid Lawn Darting.
4: Lost Limb (minor): no effect the first time.  Permanent +1 penalty from Piloting or Gunnery thereafter, unless you spend $30,000 and 5 weeks under medical care (no piloting, period) for an artificial replacement
5: Lost Limb (major): Permanent +1 from Piloting or Gunnery, unless you spend $50,000 and 8 weeks under medical care (no Mech piloting, period) for an artificial replacement
6: Catastrophic Trauma: Roll again (rerolling 6s) AND lose a point from a random attribute exactly as though you'd rolled a "2" on the medical check
   

Attribute Loss
BOD and STR attributes determine your total number of pilot hits.  If your RLF or DEX drop below 4, you are no longer suitable for a MechWarrior pilot and must retire.  If your INT, WIL, or CHA drops to 2 you are in a permanent coma and must create a new PC.  If your CHA drops to a 4 or less, you will lose one wingman “slot” each time (lose 1 slot at “4” and 1 slot at “3”); additionally, being a unit commander is REALLY tough without a CHA of 5+ (it affects contract rolls and Dragoons rating).
   If your beginning CHA is 4 or less, you do not lose those slots at character creation.

Medical assistants
Like Techs, Doctors require assistants.  We are assuming that you hire these from local personnel when you reach the planet of your contract, and these salaries are subsumed in the “Overhead Costs” section of the contract.  Basically, don’t worry about it.

Death and Edge Taxes
During a game, if a Lance Leader takes an effect which would result in their death (cockpit critical, cERPPC to the head, etc), the Lance Leader may permanently burn 1 point of Edge to miraculously survive the attack.  While this point of Edge may be repurchased with XP as per the normal rules for raising Attributes, no Lance Leader may burn more Edge than they started the game with.  In other words, if your Lance Leader started the game with 4 point of Edge, once he's used the "Burn Edge" rule 4 times, the next instance will result in death, guaranteed.  Nobody's luck lasts forever.  

Additionally, certain instances resulting in death may require additional burning of Edge.  Generally speaking, this is limited only to Area of Effect Attacks or environmental effects which would be effectively impossible to escape from. For example, ejecting unprotected into a hard vacuum or while underneath Depth 4+ water.  Or auto-ejecting from an ammo explosion as a result of a direct hit from a Long Tom shell (since the ammo explosion and subsequent auto-ejection interrupt the damage resolution step, strictly speaking the MechWarrior would be ejecting into the continuing AoE effect of the shell).  These may require additional Edge, up to the value of "everything you have remaining".  These points are considered burnt in the same manner as if they'd been spent individually.

A Lance Leader who burns Edge to survive cannot be deliberately targeted further in the scenario by OPFOR units, or further damaged by environmental conditions, though randomly-scattering damage may still impact the unfortunate soul.  The Lance Leader is immediately set to "5 pilot hits marked off", and must be medically-healed as normal.  Note that these 5 Pilot Hits can cause a Major Injury.
« Last Edit: October 09, 2018, 04:30:16 AM by Darrian Wolffe »
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Darrian Wolffe

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Re: Campaign Rules, Version 2-2 (Final)
« Reply #16 on: October 09, 2018, 04:32:29 AM »

Rob, with Admin and Bureaucracy limiting the number of lances, any idea when you'll know what the penalty is in ATB or what penalty you'll assign?

Not offhand.  I have to find the time to generate a whole new campaign specifically to test this and find out what AtB actually does.

All unit Lances suffer a -3 penalty to their Initiative score.
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Hat

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Re: Campaign Rules, Version 2-2 (Final)
« Reply #17 on: October 09, 2018, 11:56:04 AM »

Rob, with Admin and Bureaucracy limiting the number of lances, any idea when you'll know what the penalty is in ATB or what penalty you'll assign?

Not offhand.  I have to find the time to generate a whole new campaign specifically to test this and find out what AtB actually does.

All unit Lances suffer a -3 penalty to their Initiative score.

Ouch. So important to keep us covered.
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