COMBAT FATIGUE = Stress Points
Oct 30, 2021 1:18:41 GMT -8
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Post by colbourne66 on Oct 30, 2021 1:18:41 GMT -8
COMBAT FATIGUE OPTION created by colbourne66
For reaching 6 stress points
Roll 2 D6:
Stress points effect chart:
2 - Turns in his wings! The crewman is no longer willing to fly. Quietly shuffled off to an administrative posting (or Infantry). Remove crew from roster and spare pool
3 - Trigger Happy: each time the crewman fires he uses up twice the ammo per shot. Guns jam on a roll of 2-4.
4 - Aggressive Behavior. The crewman is busted down a rank for fighting other crew or civilians. He misses the next mission, siting in the stockade. If the rank reduction reduces the crew below SGT or 2LT they are removed from flying duties. *
5 - Alcoholism. before each mission, the crew must roll a D6. On a 1 or 2 he is too drunk or hung over to fly and misses the mission.
6-8 - No Effect... but gains an additional stress point and rolls again on the table for each future point
9 - Depression. Before each mission roll a D6. On a 1 or 2 he is too ill to fly.
10 - Medical Issues (nervous tic, tremors, etc.) ground crewman for treatment. Roll 1d6: 1-2 = 1 week, 3-4 = 2 weeks, 5-6 = 3 weeks. Make an additional stress reduction die roll for each week grounded in addition to the normal roll. *
11 - Crewman suffers psychotic break and is invalided home.
12 - Desertion! The crewman leaves base and hides out for the rest of the war, or alternatively is court-martialled. Either way remove the crew from the roster and spare pool.
* These effects still apply if a crewman subsequently reduces stress to below 6 points... if the crewman later gets 6 or more points, he rolls on the effects chart again.
Aircraft Commanders can request that a fatigued crewmember be excused from a mission, subject to approval by the Squadron CO.
5 Stress Points Accumulated:
Roll 1d6 Effect
1 No effect
2 No effect
3 No effect
4 Medical issues (nervous tic, tremors, etc.) ground crewman for next mission.
5 Alcohol abuse. Crewman too hungover or locked up in the drunk tank and misses next mission.
6 Reduced performance: fly next mission with -1 negative modifier to all skill rolls (gunnery, piloting bombing, navigation)
6 or More Stress Points accumulated
Roll 1d6 Effect
1 Reduced performance: fly next mission with -1 negative modifier to all skill rolls (gunnery, piloting bombing, navigation), Crewman given 2 weeks R&R upon completion of mission. Make an additional stress reduction die roll for each week grounded in addition to the normal roll.
2 Insubordination. Enlisted personnel busted down one grade. Crewman misses next mission. For Officers, treat as a “1” result.
3 Alcohol abuse. Crewman too hungover or locked up in the drunk tank and misses next mission.
4 Alcohol abuse. Crewman too hungover or locked up in the drunk tank and misses next mission.
5 Alcohol abuse. Crewman too hungover or locked up in the drunk tank and misses next mission.
6 Medical issues (nervous tic, tremors, etc.) ground crewman for treatment. Roll 1d6: 1-2 = 1 week, 3-4 = 2 weeks, 5-6 = 3 weeks. Make an additional stress reduction die roll for each week grounded in addition to the normal roll.
7 Crewman hospitalized and treated for combat fatigue for one month. Roll 4d6, roll of 1-2 = -1 stress point. If stress is not reduced below 6, crewman permanently taken off flight status.
8 Crewman suffers psychotic break and is invalided home.
+1 die modifier for each stress point > 6
This allows a crewman to continue flying after accumulating 6 points, but with an increasing chance for dire results.
Congratulations - and as his CO said, it gives everyone else hope that it can be done!
Thanks! OOC for a moment - if you look on my AARs you'll see each crewman has an SP value - stress points. That is how I keep track of the level of stress each crew man is under, which I then feed into the stories I write about the characters.
To determine the STRESS POINTS after each mission I roll a D6 for each crewman:
> a 6 means that crewman gets a stress point.
If a crewman is killed on a mission, the rest of the crew roll again - same thing, if a 6 is rolled that crewman picks up another point.
Seriously injured crew automatically get a stress point
and lightly wounded crew roll again with a six being another point.
So during particularly deadly missions points can rack up.
To balance it out before each mission I roll for each crew and if they get a 1 then they lose a stress point.
Same if a crew man is out of combat for a week or more - for each week out of combat I roll and a 1 removes one stress point.
Once a crewman gets to 6 stress points then Trauma kicks in. Not had any crewman reach that point yet but it would probably be things like refusing to fly,deserting, or some serious effect like alcoholism which would affect them and their mission performance.
It's a little more paperwork but gives a nice feel for how crew are affected. MSGT Sharp was on 5 points then dropped back down - clearly he has come to terms with combat. Captain Hill and SGT manning, are however reaching their limit....
The good news for F/O Havens is that he will be fine. The long boat ride back to the States will give him plenty of time to decompress and he won't be unduly troubled by his war experiences.
To determine the stress points after each mission:
Automatic Stress Points – Circumstances That Cause an Automatic Stress Point for a crew member
* Seriously injured crewmen automatically receives a stress point
* A Ball Turret Gunner trapped in his ball turret during a landing automatically receives a stress point.
* Landing with Pilot & Co-Pilot Incapacitated
* Bomber is declared CAT-E
Circumstances Requiring a Stress Roll - a 6 on a d6 results in a stress point
* One or more crewmembers are killed on a mission; roll for each surviving crewman
* Receiving a light wound
* Bailing out
* A mission recall due to bad weather enroute / over the target
* Assigned a LIFE magazine photographer or rear echelon senior officers
* Fire that results in the use of more than one extinguisher
* Fuel tank leak (ignoring self-sealed fuel tank results)
Combat Fatigue
Once a crewman reaches 6 stress points they have been assessed as unfit for combat duty by the Flight Surgeon (MO) and grounded until such time that their stress total drops below 6 points.
Losing a Stress Point
A d6 rolled result of 1 removes a stress point. Circumstances requiring a possible loss of a stress point
* Before each mission roll for each crewman.
* Each week that a crewman is out of combat
Automatic Stress Points – Circumstances That Cause an Automatic Stress Point for a crew member
* Seriously injured crewmen automatically receives a stress point
* A Ball Turret Gunner trapped in his ball turret during a landing automatically receives a stress point.
* Landing with Pilot & Co-Pilot Incapacitated
* Bomber is declared CAT-E
Circumstances Requiring a Stress Roll - a 6 on a d6 results in a stress point
* One or more crewmembers are killed on a mission; roll for each surviving crewman
* Receiving a light wound
* Bailing out
* A mission recall due to bad weather enroute / over the target
* Assigned a LIFE magazine photographer or rear echelon senior officers
* Fire that results in the use of more than one extinguisher
* Fuel tank leak (ignoring self-sealed fuel tank results)
Combat Fatigue
Once a crewman reaches 6 stress points they have been assessed as unfit for combat duty by the Flight Surgeon (MO) and grounded until such time that their stress total drops below 6 points.
Losing a Stress Point
A d6 rolled result of 1 removes a stress point. Circumstances requiring a possible loss of a stress point
* Before each mission roll for each crewman.
* Each week that a crewman is out of combat
For reaching 6 stress points
Roll 2 D6:
Stress points effect chart:
2 - Turns in his wings! The crewman is no longer willing to fly. Quietly shuffled off to an administrative posting (or Infantry). Remove crew from roster and spare pool
3 - Trigger Happy: each time the crewman fires he uses up twice the ammo per shot. Guns jam on a roll of 2-4.
4 - Aggressive Behavior. The crewman is busted down a rank for fighting other crew or civilians. He misses the next mission, siting in the stockade. If the rank reduction reduces the crew below SGT or 2LT they are removed from flying duties. *
5 - Alcoholism. before each mission, the crew must roll a D6. On a 1 or 2 he is too drunk or hung over to fly and misses the mission.
6-8 - No Effect... but gains an additional stress point and rolls again on the table for each future point
9 - Depression. Before each mission roll a D6. On a 1 or 2 he is too ill to fly.
10 - Medical Issues (nervous tic, tremors, etc.) ground crewman for treatment. Roll 1d6: 1-2 = 1 week, 3-4 = 2 weeks, 5-6 = 3 weeks. Make an additional stress reduction die roll for each week grounded in addition to the normal roll. *
11 - Crewman suffers psychotic break and is invalided home.
12 - Desertion! The crewman leaves base and hides out for the rest of the war, or alternatively is court-martialled. Either way remove the crew from the roster and spare pool.
* These effects still apply if a crewman subsequently reduces stress to below 6 points... if the crewman later gets 6 or more points, he rolls on the effects chart again.
Aircraft Commanders can request that a fatigued crewmember be excused from a mission, subject to approval by the Squadron CO.
Here is an Alternative addition to the Optional rule created by Grondaeux, that also adds to the role-playing aspect of your missions. You can play with the above variant, or add the extra below...
5 Stress Points Accumulated:
Roll 1d6 Effect
1 No effect
2 No effect
3 No effect
4 Medical issues (nervous tic, tremors, etc.) ground crewman for next mission.
5 Alcohol abuse. Crewman too hungover or locked up in the drunk tank and misses next mission.
6 Reduced performance: fly next mission with -1 negative modifier to all skill rolls (gunnery, piloting bombing, navigation)
6 or More Stress Points accumulated
Roll 1d6 Effect
1 Reduced performance: fly next mission with -1 negative modifier to all skill rolls (gunnery, piloting bombing, navigation), Crewman given 2 weeks R&R upon completion of mission. Make an additional stress reduction die roll for each week grounded in addition to the normal roll.
2 Insubordination. Enlisted personnel busted down one grade. Crewman misses next mission. For Officers, treat as a “1” result.
3 Alcohol abuse. Crewman too hungover or locked up in the drunk tank and misses next mission.
4 Alcohol abuse. Crewman too hungover or locked up in the drunk tank and misses next mission.
5 Alcohol abuse. Crewman too hungover or locked up in the drunk tank and misses next mission.
6 Medical issues (nervous tic, tremors, etc.) ground crewman for treatment. Roll 1d6: 1-2 = 1 week, 3-4 = 2 weeks, 5-6 = 3 weeks. Make an additional stress reduction die roll for each week grounded in addition to the normal roll.
7 Crewman hospitalized and treated for combat fatigue for one month. Roll 4d6, roll of 1-2 = -1 stress point. If stress is not reduced below 6, crewman permanently taken off flight status.
8 Crewman suffers psychotic break and is invalided home.
+1 die modifier for each stress point > 6
This allows a crewman to continue flying after accumulating 6 points, but with an increasing chance for dire results.
Nice to see the permanently stressed F/O Havens make it through mission number 25 safely. I've been watching his struggles since joining the Group, and hope that now he's made it home, the PTSD doesn't kick in.
Congratulations - and as his CO said, it gives everyone else hope that it can be done!
Thanks! OOC for a moment - if you look on my AARs you'll see each crewman has an SP value - stress points. That is how I keep track of the level of stress each crew man is under, which I then feed into the stories I write about the characters.
To determine the STRESS POINTS after each mission I roll a D6 for each crewman:
> a 6 means that crewman gets a stress point.
If a crewman is killed on a mission, the rest of the crew roll again - same thing, if a 6 is rolled that crewman picks up another point.
Seriously injured crew automatically get a stress point
and lightly wounded crew roll again with a six being another point.
So during particularly deadly missions points can rack up.
To balance it out before each mission I roll for each crew and if they get a 1 then they lose a stress point.
Same if a crew man is out of combat for a week or more - for each week out of combat I roll and a 1 removes one stress point.
Once a crewman gets to 6 stress points then Trauma kicks in. Not had any crewman reach that point yet but it would probably be things like refusing to fly,deserting, or some serious effect like alcoholism which would affect them and their mission performance.
It's a little more paperwork but gives a nice feel for how crew are affected. MSGT Sharp was on 5 points then dropped back down - clearly he has come to terms with combat. Captain Hill and SGT manning, are however reaching their limit....
The good news for F/O Havens is that he will be fine. The long boat ride back to the States will give him plenty of time to decompress and he won't be unduly troubled by his war experiences.