Mneme CE Space Combat/Chapter 3 Crew Functions
Chapter 3: Crew Functions
Overview
A character's Function determines when they get to act during their ship's turn, the sort of actions they can do, as well as what they can react to. Functions are divided into Major Functions, Assistant Functions, and Automated Functions.
Major Functions
Major Functions are best saved for PCs and key NPCs. Each ship has designated leaders for each functional area.
Captain
- Role
- The person leading the ship and its crew
- Limitations
- There can only be one captain on a ship. On a Side, there can only be one Captain whose stats will be used.
- Large Group Management
- A captain is adept at managing a small crew.
- Can effectively handle up to 5 crew members without any penalties
- For every additional set of 5 crew members beyond the initial 5, the captain incurs a -1 penalty to management rolls
- Captain's Assistant Benefit
- Each Captain's Assistant reduces the penalty by dividing it equally among them
- If the resulting penalty is less than 1, it is rounded down to zero
- Examples
- ; 10 crew members : 5 over limit = -1 penalty
- ; 30 crew members : 25 over limit = -5 penalty, but with 2 assistants divided by 3 = -1.67 → -1 final
NavComm (Navigation/Communications)
- Role
- The person in charge of Sensors and Electronic Transmissions
- Limitations
- Multiple NavComm officers allowed, up to the number of Sensor or Comms Stations (whichever is lower)
- Key Skills
- Comms-Sensors, Electronics, Computer
Engineer
- Role
- Person in charge of keeping ship systems running
- Limitations
- Any number allowed. One Engineering Station available for every 3.5DT of Drives and Powerplant
- Key Skills
- Engineering, Mechanics
Pilot
- Role
- The person actually flying the ship
- Limitations
- There can be only one Pilot per ship
- Key Skills
- Piloting, Navigation
Gunner
- Role
- Operates ship weapons and defenses
- Limitations
- Up to a number of Gunners equal to the Fire Control Systems
- Key Skills
- Gunnery, Turret, Bay Weapons
Assistant Functions
Assistant Functions are best used for NPCs that do not roll or get an Action. They don't have Actions or Reactions but complement a Major Function.
- Captain's Assistant
- Anyone dedicated to assisting the captain in directing the crew
- Must have Leadership 0
- Occupies a bridge station
- Copilot
- Anyone dedicated to assisting in piloting the ship
- Any number allowed as long as bridge stations available
- NavComm Assistant
- Anyone dedicated to assisting the NavComm function
- Any number allowed as long as bridge stations available
- Engineering Assistant
- Supports main engineer with repairs and monitoring
- Gunner's Mate
- Supports weapon operations and point defense
Leading a Function
In every function, there is always a designated "lead character" responsible for making the primary roll or action for that function.
- Standard Rule - Single Roll/Action
- One character makes the roll for the function
- Exception - Player Characters
- If multiple PCs want to act, they may need to coordinate or use Assistant Functions
- Squadron Rule - NPCs
- Multiple NPCs in same function coordinate through one roll
Taking Over Functions =
Characters in Assistant Functions can instantly take over the Function of a character they are assisting without using a Reaction or Unused Minor Action if the major Function ever becomes abandoned.
Automated Functions
Ship Software can automate certain functions, though this is exorbitantly expensive.
- Fire Control Programs
- Can act as gunners
- Cost: 1-5 MCr per gun
- Auto-Repair with Drones
- Acts as damage control (engineer)
- Requires repair drones (1% of ship Dtons)
- Intellect + Expert Programs
- Can serve as Pilot or Engineer
- Effective Characteristic: 8, DM+0, Skill 0
- Automated Function Limitations
- Don't start with a Reaction (see Prepare Reactions)
- Takes a Minor Action to Instruct an Automated System
- The Captain can assign a Player to roll for Automated Systems
Action and Reaction Limits by Function
| Function Type | Minor Actions | Significant Actions | Reactions |
|---|---|---|---|
| Major Function | 3 | 1 | 1 |
| Assistant Function | 0 | 0 | 0 (supports only) |
| Automated Function | 3 | 1 | 0 (can Prepare) |
- Action Costs
- ; Minor Action (MA) : Basic movement or simple tasks
- ; Significant Action (SA) : Major impact actions (costs 2 Minor Actions)
- ; Focused Action (FA) : All 3 Actions + Reaction spent for better success chance
- ; Reactions (RA) : Responses to enemy actions
Sacrifice Initiative Reaction
Commanders can sacrifice 2 initiative points to grant a character an additional reaction.
- Limitation
- Additional reactions have cumulative DM-1 penalty per reaction for that round
- Typically given to NavComm (opposing sensor locks) or Gunner crew (point defense)
- Reactions last until end of next round or before character's next turn
Passenger Function
- Role
- Anyone else not assigned to a specific function
- Limitations
- N/A - may use "Everyone Else Phase" actions
Navigation
Previous: Chapter 2 - Ship Design Next: Chapter 4 - Combat Mechanics