These rules were taken from the "Kell Hounds scenario
pack" .
The MechWarrior MUST perceive himself as being virtually dead.
Genetic predisposition: total characters STARTING attributes and divide
by 5, rounding down. for example, BOD, DEX, LRN, CHA=24. 24/5=4.8=4.
Roll that number of dice. If the result is greater than the starting
attrib total then s/he has genetic predisposition.
Phantom 'Mech Skill will activate only if a character is holding off
an overwhelming force to save his compatriots. First, add up the
following: Points of damage or HTK taken divided by 10, 'Mech Piloting
Skill, Leadership Skill, CHA, LRN, a roll of 2D6. If the total is more
than 38, the power kicks in, if not then it will NEVER kick in.
Pilot with Phantom 'Mech Skill (when piloting a mech) is treated as
though he were at double range and had moved ten or more hexes {even if
he didn't move that round} These modifiers do not affect his ability to
hit targets. The pilot also gets a +2 To-Hit Bonus. This bonus can be
used in targeting or as a +or- modifier on the Hit Location Table, but
only to modify results so that an arm or leg instead of the head or
torso.
The psychological ramification will cause the character to seclude
themselves for a number of years in introspection.