Under Pressure


"You can reach into the well of courage only so many times before the well runs dry." - Ardant Du Picq

At several points in the life path, a character has a chance of being scarred by a violent situation, whether it be a teenage gang fight or a planetary assault. While the rules on injuries cover physical scarring in-game, the psychological impact is usually left to be roleplayed. However, many other game systems choose to include these mental factors, such as GURPS with its fear checks, and Warhammer or Call of Cthulu with their insanity checks. Although Battletech is not a dedicated "Horror" game, it isn't a stretch to think that being on the battlefield of the 31st century with metal giants can have the same effect on a person. Because of this, we will focus on battlefield stress.

This material may lend a more somber tone to combat situations in what is essentially a combat oriented game. You may either prefer a cinimatic game where the heros have no fear or believe your group roleplays these things already. This article can still be useful as a source for potential PC/NPC conflicts and subplot ideas.


Stress

Several things in life cause stress of varying types and of varying degrees. The human body's natural response to such stress is to prepare for "fight or flight." Danger situations cause some of the strongest stress reactions because that is what that instinct is designed to deal with. Because of our increased mental capacities as human beings we can attempt to be aware of stress, control it, focus it, or deal with it. At the same time, our increased mental capacity means that perceptions and mental fatigue can be as stressful as physical danger or harm.

Combat situations involve a great deal of stress. The cacaphony of the modern battlefield, the physical toll and exertion, and the threat of imminent death cause the body to kick into overdrive. This can result in a "rush" that gives a soldier the edge, reflexes, and perception to survive. It can also result in a total collapse of the nervous system.

Several factors can either make or break a soldier in combat.

Home Front - Soldiers who are preoccupied with issues "back home" tend to be unprepared for combat, as their mental effort is being focused elsewhere.

Isolation - The new guy in the unit, whether it be a recruit, returning wounded, or the last of the "Old guard" because of losses, will usually suffer from a sense of isolation until they integrate with the unit. Conversely, units with a strong sense of identity and comradery deal better with combat stress.

Green - Troops that have never "seen the elephant" are more likely to panic under fire. Even well trained troops, or veterans that have been out of combat for a while will operate with reduced skills until they adjust.

Casualties - Seeing fellow soldiers killed is a stressful experience and often several physical casualties are enough to cause stress casualties.

Helplessness - Attacks that a soldier cannot fight back against are very stressful. These things include artillery strikes, naval bombardment, air strikes, sniper attacks, friendly fire, minefields, etc.

Equipment - Should a soldier percieve that his equipment is inferior, he will lose confidence in it and in his chances of survival. Conversely, having superior equipment boosts a soldiers confidence.

Immobility - Being forced to defend a static location or fight over the same ground day in and day out can cause boredom, frustration, and increase the stress level of a soldier.

Lack of Information/Support - When communications or supplies are interrupted, an entire group of men can be seperated from the rest of the army. This sense of abandonment on a unit level can devestate morale.

Nuclear, Biological, and Chemical Weapons - The threat of these weapons is stressful, while their use is highly stressful. These type of weapons are quite capable of causing 60% or more casualties in affected units. Seeing so many friendlies killed in a horrific way can often put a soldier into shock.

Fatigue - Physical injury and lack of sleep can result in a greater vulnerability to stress. Conversely, being well rested and well fed can often reduce the stress level of a soldier.

Fitness - Combat is physically stressful, and the less prepared for its rigors a soldier is, the more likely the soldier is to be sore and aching, and more vulnerable to stress. Converseley, adaquet fitness tends to cause increased confidence, which helps prevent stress.

Short-Timer - A soldier that has survived several brushes with death and/or is scheduled to go home soon may begin to worry about not making it now that the end is in sight.

The Breaking Point

When the stress of combat becomes too much, a soldier may begin to behave in ways counter to their training. At the least, their skills and abilities begin to dull. In more advanced cases they begin to take out their stress and aggrevation in inappropriate ways. Other times they simply cease to be able to function within the unit.

Some forces, particularly pirates, may find the stress outlets listed below to be acceptable conduct. However, most Inner Sphere militaries at least formally discourage these activities.

Severe Battle Stress - Beyond anxiety and nerves, the stress has begun to interfere with the soldier's ability to think or act. Sometimes they cannot control their bodies, developing nervous ticks, or sometimes they become catatonic. Most cases result in percieved illnesses or injuries, aches, pains, etc.

Opting Not to Take Prisoners - Rather than giving the enemy the chance to surrender, the soldier will kill the enemy during the course of the battle, even if it would be possible to take prisoners.

Killing Enemy Prisoners - The soldier kills an unarmed and captured enemy without provocation.

Mutilating Enemy Dead - The soldier takes trophies or leaves mutilated bodies as an example.

Torturing Prisoners, Excessive Force, and Killing Animals - The soldier tortures prisoners, for information or simply for revenge, or overracts to situations. This can include needlessly endangering civilians, using anti-mech weaponry against a lone soldier, or needlessly killing livestock and wildlife.

Looting, Pillage, and Rape - The soldier takes what is his "due" from the civilian populace, in goods and services.

Fraternization - The soldier develops relationships with others in the unit that can lead to complications during combat or upon returning home.

Killing Noncombatants - The soldier takes out aggression on the civilian population, sometimes because of their support for or perceived support for the enemy.

Fighting with Allies - The soldier takes unit rivalries a step too far, instigating combat with friendly units. While some forces encourage the occassional scuffle, this behavior is characterized by deadly force.

Deserting - The soldier flees the unit or disappears for extended periods of time without authorization.

Disobey an Order - The soldier refuses to follow orders, ranging from something as simple as refusing to shave all the way to refusing to go into combat.

Threatening Other Soldiers - The soldier threaten violence to other soldiers or to unit leaders, who he may percieve as being the focus of his stress. The soldier may decide to "frag" those he threatens.

Feigning Wounds - Difficult to distinguish from aches caused by battle stress, the soldier claims to have pains or illnesses that he does not suffer from. The difference is that while the battle stress aches are very real to the soldier, the soldier feigning a wound knows that it really isn't as bad as he claims.

Self-Inflicted Wounds - The soldier injures himself on purpose in order to get pulled off the line. The wound may either be obviously self inflicted or it may appear to be genuine.

Drug and Alcohol Abuse - Drugs and alcohol are commonly seen as a way to "destress" however their abuse not only threatens the health and judgement of the individual but also makes him a danger to his unit.

Medic!

Battle stress needs to be treated just as seriously as physical injuries are treated. Ideally, conditions will combine to keep his stress at a managable level, but when it comes to the point where the soldier can not perform his duties, he needs treatment. Sometimes, though, the soldier must deal with post combat stress long after combat is over.

Basic Treatment - The soldier is taken off of duty for a day, given three hot meals, and a full night's rest. Often, this is all that's needed to get the soldier back on duty.

Level 1 Treatment - The soldier is diagnosed by a psychiatrist, counselled and rested. This is essentially the same as basic treatment, but it also helps to identify those with more serious issues. Usually about 70% of soldiers thus treated return to duty.

Level 2 Treatment - The soldier is sent to a field facility for a couple weeks' rest and psychiatric treatment and counselling. Usually about 55% of the soldiers sent back for this type of treatment are returned to duty.

Level 3 Treatment - The soldier is sent to the rear for several weeks of further rest and rehabilitation. Most of the soldiers that are sent to this level of treatment recover, but there are still those unfortunate enough to be unable to return to duty.


Game Mechanics

Stress Check - A stress check may be required at the discretion of the Game Master. The following are examples of when a stress check may be called for.

TN = 12 - WIL

The following may modify the stress check.

-1personal issues
-1new to the unit
-1never seen combat
-1unit has taken casualties
-1cannot fight back (sniper, indirect, minefield)
-1Each week in combat
-1Each month in a combat zone
-2out of ammunition
-1out of food
-1cannot communicate with HQ
-1per wound factor
-1BOD less than 4
-1unfamilier (ie: mechwarrior on foot)
-1poorly trained
-2untrained (ie: civilian)
-2Timid Trait
-2infantry facing battlemechs (not battlearmor or anti-mech)
-1facing better equipment (3025 vs. Clan)
-1facing Nuclear/Biological/Chemical threat
-2under Nuclear/Biological/Chemical attack
+1unit has proud tradition
+1well trained (veteran)
+2superior training (elite)
+2Brave Trait
+1facing inferior equipment (Clan vs. 3025)
+1mechwarrior/pilot in mech/fighter

Roll on this table to determine the result of a failed stress check. All effects last until PC recieves stress treatment. Fatigue damage is healed normally. If the stress check was botched, the character rolls on this table at a -6.

Immediate EffectLong Term Effect
4 or lessIncapacitatedCombat Paralysis
5-7Combat ParalysisDelusion (2) or Addiction (2)
8-9All rolls at -2Delusion (1) or Addiction (1)
10-12All rolls at -1Quirk
13-146 points of fatigue-
15-174 points of fatigue-
18-202 points of fatigue-

Treatment

Anyone may administer Simple battle stress treatment. Anything further requires appropriate training in counselling and rehabilitation (psychiatric, religious, or otherwise). A botch at any point indicates that the PC gains the long term effect. Suggested skills for treatment include (but are not limited to): Medtech, Career/Clergy, Academics/Psychiatrics, Career/Counsellor. Characters with an extremely high charisma may substitute their attribute modifier for a skill bonus (representing a very empathetic individual).

Simple: After a full 24 hours of rest and three hot meals, the character makes a will check (TN = 15-WIL) to recover from his battlefield stress. If this check is failed, simple treatment will not lead to his recovery. This is considered the only form of "natural healing" available for dealing with this stress. Those that fail to deal with it naturally must seek professional help or retain the long term effects of the "injury."
2D10 against TN = 15 - WIL

Level 1: After D3 days of counselling and rest, the character makes a will check (TN = 15-WIL) modified by the attending specialist's skill bonus. If this check is failed, level 1 treatment will not lead to his recovery; he should be sent to level 2 treatment to recover from the stress effects. If successful, the character is considered to have recovered from his battlefield stress.
2D10 + skill against TN = 15 - WIL

Level 2: After D3 weeks of counselling, treatment and rest, the character makes a will check (TN = 15-WIL) modified by the attending specialist's skill bonus, but with an additional -4 modifier to the roll. If this check is failed, level 2 treatment will not lead to his recovery; he should be sent to level 3 treatment to recover from the stress effects. If successful, the character is considered to have recovered from his battlefield stress.
2D10 - 4 + skill against TN = 15 - WIL

Level 3: After D6 weeks of intensive counselling, therapy, treatment and rest, the character makes a will check (TN = 15-WIL) modified by the attending specialist's skill bonus, but with an additional -4 modifier to the roll. If this check is failed, treatment will not lead to his recovery; the character recovers from the immediate effect but receives the appropriate long term disorder. If successful, the character is considered to have recovered from his battlefield stress.
2D10 - 6 + skill against TN = 15 - WIL

Heroism

"I have not yet begun to fight!" Because of the nature of the Battletech universe and of player characters in general, the players may opt to shrug off the effects of battlefield stress. As a result, a player may modify any rolls associated with battlefield stress using Edge per the normal rules. An additional option is to allow PCs to ignore the effects of stress if they spend three edge.

"Once more unto the breach, dear friends!" If a character is in command of a group (or takes command of a group) he may make a Leadership check (allow a bonus to the roll if he gives a stirring speech of some sort) to rally the troops. If that check is successful, the group may apply his leadership bonus to their battlefield stress checks for the remainder of the scene. He may also exert double the normal cost in Edge to modify an individual NPC's battlefield stress roll.

"There can be only one" There is only one leader in a group. Multiple characters may not combine their leadership to bolster the troops to be invulnerable to battlefield stress. However, anyone who takes the time to stop and talk to an NPC can use Edge to affect their battlefield stress roll.

"You're crazy!" "Yeah, ain't it cool?" On a critical success, the character has snapped... but in a positive way. His senses are sharpened, his body feels ready to go, and his mind is focused. He is no longer subject the effects of stress for the remainder of the scene.

Actions Unbecoming

A sad truth is that while some soldiers manage to deal with their stress in a normal or even heroic manner, some of them find outlet through less savory methods of expression. Some militaries even condone these behaviors as a way of keeping the troops fighting, despite the social or long term mental implications. In the event of a failed stress test and with a result roll of 12 or less, the character may instead choose to take on one of the above listed Breaking Point behaviors. They will continue in this behavior until given successful battlefield stress treatment, but will be able to continue to function (after a fashion).


Summary

Much of the information for this article was derived from the US Army Field Manual 22-51, which in turn has drawn upon numerous historical examples and studies. If the mechanics are too cumbersome or don't look like they would work for you, you can still use these ideas to add some depth to your NPCs and to possibly come up with some subplots that would make the PCs have to deal with the results of stress in themselves and in others. Feel free to give me any feedback on the article or how it was able to incorporate into your campaigns.


By Jeremey M. Davis


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