Mneme CE Space Combat/Chapter 4 Combat Mechanics
Chapter 4: Combat Mechanics
Overview
Space combat in Mneme follows a structured turn-based system where each turn represents approximately one kilosecond (1,000 seconds or roughly 17 minutes) of game time. Each vessel has individual Initiative and acts in order of descending Initiative.
Initiative System
Rolling Initiative
Players roll 2d6 plus modifiers to determine turn order.
| Condition | Modifier |
|---|---|
| Organization (Admin, Intelligence, Tactics) or Confidence (Leadership, Intelligence, Social) of Crews | DM varies |
| Intelligence or Social + Leadership or Admin | Combined bonus |
| Lowest thrust higher than opponent's lowest thrust | +1 Initiative |
| No Accepted Leader in group | -2 to Initiative |
| Effect of Encounter Setup rolls | Effect of prior roll |
- Initiative is Dynamic
- May be adjusted up and down by actions and reactions during a turn
- Example: Captain's "Rush" action can increase initiative by Tactics roll effect
Turn Order
| Phase | Function | Action Types Available |
|---|---|---|
| 1 | Captain | Significant Actions, Minor Actions |
| 2 | NavComm | Significant Actions, Minor Actions |
| 3 | Engineer | Significant Actions, Minor Actions |
| 4 | Pilot | Significant Actions, Minor Actions |
| 5 | Gunner | Significant Actions, Minor Actions |
| 6 | Everyone Else | Minor Actions only |
- Actions During Ship's Turn
- When a vessel acts, crew members take all their actions at once
- Each crew member gets 3 Minor Actions and 1 Reaction (except Automated Functions)
- Once everyone has acted, combat turn ends and new turn begins
- Initiative is not re-rolled between turns
Action Types
Minor Action (MA)
The most basic unit of action. Every character gets 3 Minor Actions per turn.
- Typical Uses
- ; Maneuver : Move ship one space (Pilot)
- ; Communication : Basic transmission (NavComm)
- ; System Check : Quick diagnostic
- ; Prepare : Spend action to create a reaction opportunity
Significant Action (SA)
Major actions that greatly impact the encounter. Costs 2 Minor Actions.
- Typical Uses
- ; Attack : Direct weapon fire
- ; Jamming : Electronic warfare
- ; Complex Maneuver : Evasive action, docking
- ; Command : Leadership coordination
- ; Activate Jump : Engage FTL
Focused Action (FA)
Spends all 3 Actions and Reactions for better success chance.
- Trade-off
- Cannot make any reactions after using Focused Action
- Characters who made reactions cannot use Focused Actions
- Any Significant Action can become Focused
Reactions (RA)
Responses to enemy actions or opportunities.
- Standard Limit
- One reaction per turn without penalty
- Additional Reactions
- ; Sacrifice Initiative : Commander spends 2 initiative points to grant extra reaction
- ; Prepare (Minor) : Spend Minor Action for extra reaction with DM-1
- ; Prepare (Significant) : Spend Significant Action for extra reaction with DM+1 or improve single reaction to DM+2
- Cumulative Penalty
- Each additional reaction beyond the first in the same turn: DM-1
- Second reaction: DM-1
- Third reaction: DM-2
- Etc.
Range Bands
Ranges in space combat are relative to the PC's ship.
| Range | Distance | Hexes/Spaces | Notes |
|---|---|---|---|
| Adjacent (AD) | <1 km | 0 | Ramming range |
| Close (CL) | 1 km | 1 | Sand casters max |
| Short (SH) | 10 km | 1 | Pulse lasers max |
| Medium (M) | 1,250 km | 2-9 | Beam lasers effective |
| Long (L) | 10,000 km | 10-24 | Particle beams effective |
| Very Long (VL) | 25,000 km | 25-49 | Meson guns effective |
| Distant (D) | 50,000 km+ | 50+ | Missiles only |
- Weapon Range Modifiers
- DM+2 when used closer than noted range band
- DM-2 when used 1 band further
- Cannot be used beyond one band more than noted range
- Greater than Distant
- Scale changes to Light Seconds (300,000 km)
- Light Minutes: 18M km increments
- Astronomical Units: 8 light minutes / 150M km
- Light Hours: 1B km
- Requires Referee fiat
Thrust Points (TP)
Thrust Points measure ship movement capability.
- Basic Rule
- A ship has Thrust Points equal to its Thrust rating
- Each TP can move one space (hex or square)
- One space = 1,000 km (approximately)
- Movement Costs
- Moving to adjacent space costs 1 TP
- Must have extra TP for "last mile" positioning to attack
| Ranges | Thrust Cost | Cumulative Thrust |
|---|---|---|
| Adjacent to Close / Close to Adjacent | 0 | 0 |
| Close to Short / Short to Close | 1 | 1 |
| Short to Medium / Medium to Short | 2 | 3 |
| Medium to Long / Long to Medium | 5 | 8 |
| Long to Very Long / Very Long to Long | 10 | 18 |
| Very Long to Distant / Distant to Very Long | 20 | 38 |
- Missile Thrust
- Standard Missiles: 10 TP
- Missile Bay launch: +3 TP on first round
Ballistic Movement
When a ship, missile, or drone turns off thrust and goes ballistic:
- Movement
- Continues at 1 space per turn in last direction
- Cannot change course without re-engaging drives
- Example: Gunner uses "Go Ballistic" to hide missiles, then inches them 1-2 hexes per turn
Encounter Types
Ambush-Quarry Mechanics
The ambusher tracks an unsuspecting quarry.
- Step 1
- Declare Ranges
- Determine starting distances
- Step 2
- Opposed Detection
- Ambusher base TN: 10+, modified by quarry's sensors
- Quarry base TN: 6+, modified by ambusher's actions
- Step 3
- Outcome
- Ambusher succeeds, quarry fails: Ambush achieved at declared range
- Quarry succeeds, ambusher fails: Quarry detects ambusher at extended range (Effect determines distance)
Chance Encounters
- Initial Detection Roll
- Opposed Navigation or Sensor checks
- Winning Party Options
- ; Initiate Combat : Begin encounter at favorable range
- ; Evade : Increase distance
- ; Parley : Attempt communication
Core Task Resolution
Target Number (TN)
- Basic Formula
- TN = 8 (Base) + Adversary's DM
- Examples
- ; Dodge Roll : TN = 8 + Attacker's Gunner DM
- ; Electronic Warfare : TN = 8 + Adversary's Comms-Sensor DM
- ; Range Check : TN = 8 + Adversary's Navigation DM
Effect Calculation
- Formula
- Dice Roll (DR) + Dice Modifier (DM) - Target Number (TN) = Effect
- Success Minimum
- Effect 0 is a Success, but has minimum Effect of 1
- Negative Effect is a failure
- Examples
- 2d6 roll 7 + DM+1 = 8 vs TN 8 → 8-8=0 → Effect 1
Double Effect Rule
- Natural 12 (6+6)
- Double positive Effect
- Halve negative Effect
- Natural 2 (1+1)
- Double negative Effect
- Halve positive Effect
- Weapon Damage
- Roll's Effect adds to damage
- Affected by Double Effect rule
One Roll Opposed Checks
Unlike standard CE SRD where both parties roll:
- Only Players Roll
- Referee doesn't roll for NPCs
- Players roll against TN calculated as 8 + Adversary's DM
- Speeds up gameplay
- Players can optionally roll for adversaries to reduce Referee workload to zero
Grouping NPC Ship Turns
To speed up play with multiple NPC ships:
- Group by Type
- Similar ships act together
- Single Roll
- One roll for entire group when possible
- Superiority Modifiers
- Apply to group actions
Navigation
Previous: Chapter 3 - Crew Functions Next: Chapter 5 - Actions