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Mneme CE Space Combat/Chapter 3 Crew Functions

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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
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

Action Limits
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

Previous: Chapter 2 - Ship Design Next: Chapter 4 - Combat Mechanics