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Mneme CE Space Combat/Chapter 4 Combat Mechanics

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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.

Initiative Modifiers
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

Action Phases by Function
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.

Space Combat Range Bands
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
CE SRD Maneuvering Table
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

Previous: Chapter 3 - Crew Functions Next: Chapter 5 - Actions