BattleTac Optional Rules

Ejection from a BattleMech

by Hilary Ayer

Ejection from a BattleMech is not something a MechWarrior enjoys. Neither safe nor particularly honorable, the procedure has only this to recommend it: it can often save both man and machine by taking both out of the battle, leaving the MechWarrior to be recovered (ransomed if caught by the other side), and the 'Mech to be salvaged b whoever conquers the battlefield.

The major question that must be answered in a hurry and in combat is, "When SHOULD a MechWarrior Eject?" Below is a general set of rules as to when it is appropriate to consider ejection.

    1. Reactor shutdown in a high combat situation.
    2. Permanent immobilization in combat for any reason.
    3. Destruction of the majority of the 'Mech's weaponry with further combat unavoidable.
    4. The BattleMech is overheated and outnumbered by the enemy.
    5. Catastrophic damage has been received sufficient to ruin the 'Mech, render it uninhabitable, or it is about to explode or fall over.

There are two methods of ejection - manual (usually voluntary), and automatic:

1. If this is a voluntary ejection the MechWarrior announces his intent during the 'Mech's turn in the Movement Phase. Once stated, the decision is irreversible, as this indicates that the MechWarrior has removed the locking caps from the from the ejection system activation bar or lever, and pulled it down or across right agaiinst the stops. This sequence arms the ejection system and starts the timer (giving the MechWarrior time to brace, check posture, etc.) and the process may not be stopped or reversed at this point.

2. If this is an automatic ejection, usually the result of an ammunition, explosion or the impact of an Inferno SRM, the MechWarrior exits the 'Mech at the end of the Combat Phase. Since this system can be modified by the Ejection Modifiers Table to successfully avoid ejection. Anothe roption is to disable the entire system, but then you're stuck in the 'Mech until you can crawl out. (NOTE: You must announce at the START of TURN 1 your ejection system is disabled, and notate this on the 'Mech's SSD; if you haven't done this, you're live.)

Once the ejection system activates, several things happen in rapid succession:

1. The outer armor of the 'Mech (Usually the Head or Rear Center Torso) is first blasted clear by explosive bolts. This eliminates all of the external armor in that location.

2. Several seconds after the canopy clearing, the rocket ignites under the seat and the MechWarrior is propelled upward and to the front or rear one hex.

3. This action causes the following events to take place:

    a. The 'Mech's Reactor shuts down automatically.

    b. A distress signal is activated on a friendly frequency informing the other friendly'Mechs that an ejection has taken place.

    c. The head takes an automatic critical as a result of the rocket ignition. If the item damaged is already destroyed, there is no additional rolls made (it's a freebie).

The MechWarrior must decide, all alone, whether or not to 'pull the double D-rings and go." If he chooses to eject, he must roll to see if he makes a successful ejection. The base chance of success is a roll of 6 or less on 2D6 He adds his Piloting Skill Modifier and the modifiers from the following table to this roll:

Once the decision to eject is made, and ejection roll MUST be made. If the MechWarrior makes a successful Piloting Skill roll AND if this is a manual ejection, he or she may pivot the torso one hexside before making the ejection roll so long as at least one Center Torso Internal structure box remains. No torso twists are allowed for automatic ejections. If the number rolled after modifications, is 7 or more, a mishap has occurred. Compare the number actually rolled to the target number and consult the table above.

In the event of an unsuccessful ejection, all of the items discussed during the ejection process still transpire. If the MechWarrior survives the failed ejection, the priority shifts to fire fighting or manual extraction (crawling out), and no other action may be taken. The 'Mech is dead. It cannot be restarted until a Tech can repair the Cockpit/Life Support system.

If a successful ejection has been made, the MechWarrior still must deal with landing impact. At this point the direction the MechWarrior ejects in is vital, for it determines in which hex the landing takes place, and the chance for surviving the landing. Consult the various BattleTech Technical Readouts or other sources for the type of ejection system used. Evaluate the terrain in the hex ejected into and roll 2 D6. Add or subtract the modifiers in the table below. A successful modified Piloting Skill roll means the pilot landed safely.

If the roll is unsuccessful, compare the number rolled to the target number and consult the following table:

Ejection Modifiers Table
Automatic Firing +1
Per Hit to MechWarrior +1
'Mech Received Damage During Turn of Ejection +1
Per Head Hit +1
'Mech Walked During Turn of Ejection +1
MechWarrior Fired Weapons During Turn of Ejection +1
Sensor Hit +1
'Mech Received Damage to Leg During Turn of Ejection +2
'Mech Ran During Turn of Ejection +2
Gyro Hit +2
Manual Firing -3
'Mech Jumped During Turn of Ejection +3
'Mech is Falling +3
MechWarrior is Unconscious (assumes auto-eject) +3
MechWarrior is Uninjured (no hits taken) -3

Ejection Mishap Table

Difference between Target Number and Actual Number rolled : Result
1 : Successful Ejection MechWarrior takes 1 hit
2 : Successful Ejection MechWarrior takes 2 hits
3 : Successful Ejection MechWarrior takes 3 hits
4 : Successful Ejection MechWarrior takes 4 hits
5 : Successful Ejection. MechWarrior takes 1 hit, Seat twists, -1 to Landing Roll.
6 : Successful Ejection MechWarrior takes 2 hits, Seat Turns, -2 to Landing Roll.
7 : Successful Ejection MechWarrior takes 3 hits, Seat tumbles, -3 to Landing Roll.
8 : Successful Ejection. MechWarrior takes 4 hits, Seat tumbles severely, -4 to Landing Roll.
9 : No ejection. MechWarrior takes 2 hits from explosion of seat charge but remains in cockpit. Fire starts on roll of 6+, does 1 hit per turn until extinguished (8+ on 2 D6 to put out fire). Life Support is destroyed.
10+ : No ejection. Seat explodes. MechWarrior is killed instantly. Cockpit/Life Support is destroyed.

Landing Modifiers Table
Clear -2
Water (any depth) -1
Rough 0
Rubble 0
Into Lower Elevation +1 per level
Building +1 per level
Light Woods +2
Hostile Infantry +2
Heavy Woods +3
Vehicle or Wreck +3
Other 'Mech in hex (Functional or Not) +4
Fire +6

Landing Mishap Table

Difference between Target Number and Actual Number Rolled : Result
1 : Landed upright. MechWarrior takes 1st Hit.
2 : Landed crooked. MechWarrior takes 1 Hit.
3 : Landed upright. MechWarrior takes 2nd Hit.
4 : Landed crooked. MechWarrior takes 2 Hits.
5 : Landed crooked. MechWarrior takes 3rd Hit.
6 : Landed on side. MechWarrior takes 3 Hits.
7 : Landed on side. MechWarrior takes 4th Hit.
8 : Landed on side. MechWarrior takes 3rd Hit. Make a 2D6 roll. For each 6 rolled, a limb is broken. Movement is reduced to 1 hex per two turns.
9 : Landed on side. MechWarrior takes 4th Hit. Same as per # 8.
10 : Landed on side. MechWarrior takes 4th Hit and is unconscious for 1 D6 turns.
11 : Collision with obstacle. MechWarrior is critically hit.

A wounded MechWarrior, or one surrounded by hostile forces or terrain may elect to make a manual exit instead of ejecting. After announcing his intention during the Movement Phases, the 'Mech may not take any other action during the turn. It remains completely functional, or as functional as it was when the turn started.

The MechWarrior rolls 2 D6 and compares the result to his or her Piloting skill. +1 is added to the to the dice for every hit taken by the MechWarrior, and one for every Center Torso internal structure box crossed off the 'Mech's SSD. If the result is equal to the skill rating or lower, the MechWarrior has made a successful manual exit without incident and is now standing in the same hex as his or her 'Mech. He or any other MechWarrior may re-enter the 'Mech at any time.

After a one-turn delay the MechWarrior or another MechWarrior from his unit (who has the chance of knowing his codes) may re-enter the 'Mech and return it to combat. (If the 'Mech is in condition to do so). An enemy may move the 'Mech after a delay, but he may not fire its weapons If the modified roll is greater than the Warrior's modified Piloting skill, consult the following table for the result. Only one roll may be made for a manual escape. If it fails the MechWarrior is trapped unless he or she makes a successful ejection. If the result calls for a delay in exiting the 'Mech because the Warrior is trapped, the Warrior need not escape on the turn called for, but may chose to wait instead. AT LEAST The called-for number of turns must be expended before the MechWarrior may exit.

If circumstances seem to warrant it (hostile infantry in the same hex, hostile guns, vehicles or aircraft within range) the MechWarrior need not exit at all. The better part of valor is, after all, discretion.

Manual Escape Mishap Table

Difference Between Piloting Skill and Actual Number Rolled : Result
1 : Successful escape. MechWarrior takes 1st Hit.
2 : Successful escape. MechWarrior takes 1 Hit.
3 : Successful escape. MechWarrior takes 2nd Hit.
4 : Successful escape. MechWarrior takes 2 Hits, trapped for one turn.
5 : Successful escape. MechWarrior takes 3rd Hit, trapped for two turns.
6 : Successful escape. MechWarrior takes 3 Hits, trapped for 3 turns.
7 : Successful escape. MechWarrior takes 4th Hit, trapped for 4 turns.
8 : No manual escape possible. MechWarrior takes 4 hits.
9 : No manual escape possible. Fire in cockpit, 1 hit per turn until fire extinguished. (8+ on 2 D6). Life Support is destroyed.
10+ : Ejection seat charge detonates, canopy bolts do not. You are splattered all over the inside of the canopy. Cockpit/Life Support systems are destroyed.


Back to BattleTechnology 16 Table of Contents
Back to BattleTechnology List of Issues
Back to MagWeb Magazine List
© Copyright 1992 by Pacific Rim Publishing.
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com