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Mneme CE Combat Rules/Conditions

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Chapter 5: Conditions

Overview

Conditions are Difficulty Modifiers. At any given time, the Referee and players need to be mindful of the Conditions that frame the situation.

Key Condition Categories
  • Awareness and Information
  • Terrain, Time, and Weather
  • Visibility, Range, Sizes, Movement
  • Cover and Concealment

Conditions Table

Condition Type Situation Effect on Resolution
Awareness PC is unaware Disadvantage to roll
Awareness Adversary is unaware Advantage to roll
Visibility Invisible Threat Disadvantage to roll
Visibility Attacking while Invisible Advantage to roll
Visibility Directly Seen Range/Size/Move modifiers apply
Visibility Indirect Knowledge Concealment/Cover/Range influence Difficulty
Visibility Partially Concealed +1 Difficulty
Visibility Mostly Concealed +2 Difficulty
Visibility Fully Concealed +4 Difficulty
Visibility Partially Covered +1 Difficulty
Visibility Mostly Covered +2 Difficulty
Visibility Fully Covered +4 Difficulty
Terrain Gravity issues Disadvantage without proper skills/tools
Combat Ranged in Close Quarters +2 Difficulty
Superiority Force/Resource advantage See Superiority Table

Awareness of Threats

PC is Unaware

Characters who are attacked while unprepared, unaware, or ambushed have Disadvantage.

Adversary is Unaware

Characters attacking an unprepared, unaware adversary (successful ambush) have Advantage.

Time, Terrain and Weather

Determines Visibility, Range, and Movement.

Terrain Table

Terrain Concealment Cover Movement Notes
Open Ground None None None No cover or concealment
Broken Ground For prone For prone 1/2 Athletics/Dex check required
Light Foliage Partially Partially 1/2 Managed wilderness
Heavy Foliage Mostly Mostly 1/2 Unmanaged, choked wilderness
Ankle-deep Water 1/2 Hazardous - hides hazards
Knee-deep Water For prone For prone 1/4 Murky water hides more
Chest-deep Water For crouching For crouching Swim Wading difficult
45°+ Slope Behind slope Behind slope Climb

Gravity

Gravity is part of Terrain conditions.

Micro-Gravity/Zero-G
Causes disadvantage in actions
Characters can use Zero-G or Athletics skills to prevent being out of control
Must limit Combat Skill by Zero-G or Athletics skill, or suffer Disadvantage
Firearms without Recoilless property have disadvantage without anchoring

Time Scale

Combat Rounds (6 seconds)

  • 300m or less engagements on foot
  • Up to 500m on mounted combat
  • Smaller than 3 parties or 50 people
  • Individual actions matter

Minutes

  • Ranges up to 500m on foot, 1km mounted
  • Groups of 50-300
  • Social conflicts

dMinutes

  • Battalions (300-500 combatants)
  • 5-10 km ranges
  • Vehicular pursuits up to 100km

Hours

  • Brigades and Divisions
  • Fleet maneuvers
  • Electronic warfare

Half-Shifts

  • Task Forces and Field Armies
  • Strategic positioning

Days

  • Logistics, Strategy, Diplomacy

Visibility

Spotter and Target

Spotters
Those viewing the Target
Range, optics, and sensors affect spotting
Target
What is either Visible or Concealed
Size modifies visibility (larger = easier to see)
Stance/position affects visibility

Visibility States

Directly Seen
Spotter independently sees, verifies, and knows information
Within Line-of-Sight
Cover/Concealment less than Full (conditions don't add to 4)
Indirect Knowledge
When Target is fully Concealed or Covered
Requires Recon or Tactics to verify presence
Can attack last known area
Invisible Threat
Target cannot identify source of threat
Cannot guard, anticipate, or defend
Disadvantage to defense
Attacking while Invisible
Adversary cannot guard or defend
Advantage to attack

Range, Size, Move

Range Calculations in Spaces

Range Description Modifier
Adjacent Right beside character Melee/-3
Reach 1 1 space away -3
Reach 2 2 spaces away -3
Personal In character's space Melee only
3m -2
5m -1
10m 0
15m +1
30m +2
50m +3
100m +4

Size Modifiers

Size Modifier
0.5m (Prone) +2 to hit
1m (Crouching) +1 to hit
1.5m (Man-size) 0
3m+ (Large) -1 to hit

Movement Modifiers

Speed Modifier
Stationary 0
< 10 kph +1
< 20 kph +2
< 40 kph +3
< 100 kph +4

Concealment and Cover

Concealment
Anything reducing visibility (weather, shadows, smoke, darkness)
Stacks with Cover but cannot exceed 4
Cover
Physical barrier to the Target
Takes damage instead of target (see Fail Effect and Protection)
Stacking Rule
Partial Concealed (+1) + Partial Cover (+1) = +2 Total
Cannot exceed Completely Obscured (+4)