Mneme CE Space Combat/Chapter 5 Actions
Chapter 5: Actions
Overview
Actions are the key element of the space combat system, determining what characters can do to change the outcome of an encounter. Each crew function has access to specific actions during their phase.
Captain Phase (1)
Captain Significant Actions
Command
The Captain outlines an immediate general plan for the crew to follow or goal for the crew to achieve.
- Mechanics
- Leadership skill roll
- Effect points distributed as DM+1 bonus to rolls supporting the plan
- Duration: Until next turn
- Trade-off
- Crew gets DM+1 to actions directly supporting the Command
- Other Significant (or Focused) actions get DM-1 Penalty
- Captain names significant actions each function should make
- Characters can choose to follow Command for DM+1 or deviate with DM-1
Coordinate
The Captain makes a Leadership skill roll and distributes the resulting Effect in points of DM+1 to crew members.
- Mechanics
- Effect 0: No bonus granted
- Effect 1: DM+1 to one crew member
- Effect 2: DM+1 to two crew members, or DM+2 to one
- etc.
Inspire
The Captain rallies the crew and boosts morale.
- Mechanics
- Leadership or Tactics roll
- Restores crew to normal state after failed Morale roll
- See Morale Mechanics
Lead
As a failed Morale roll to attempt to restore the crew to their normal state of mind.
Rush (Increase Initiative)
Increase the current noted initiative result of their crew (or Vessel) by the effect of a Tactics roll.
- Mechanics
- Tactics skill roll
- Effect adds to current Initiative score
- Temporary boost for this turn
Captain Minor Actions
- Perform NavComm Minor Action
- Captain can perform any NavComm minor action
- Secure System
- Take protective measures against intrusion
- Assist Other Functions
- Use leadership to support other stations
NavComm Phase (2)
NavComm Significant Actions
Break Target Lock
The NavComm officer spends a Significant Action for an opposed roll to break the Lock of an Enemy ship.
- Mechanics
- Attempts to Jam the enemy ship and remove the lock
- Opposed roll against enemy NavComm
Disable Missile/Drone
Jamming Significant Action used to target smaller devices like missiles, drones, salvos, or groups.
- Mechanics
- Comms/Sensors opposed by Controller's, Gunner's, or Comm's Skill
- Effect determines number of Missiles/Drones disabled
Plot Jump Point
Calculate coordinates for FTL jump.
- Penalty
- If Jump Point not plotted: Penalty to Engineering roll when activating jump
Directed Scan
Focused sensor sweep of specific target or area.
- Information Gained
- Relationship between objects in group (leader, scout, support, heavy hitters)
- Unusual parameters or behavior
- Profile matches from database
Hack System
Using Intrusion Software to exploit vulnerabilities in a compromised system.
- Requirements
- System must be "compromised" (malware, middleware, or portable computer placed by infiltrators)
- Compromise must not have been detected
- Mechanics
- NavComm makes opposed Electronics or Computer roll vs target's Security Software
- Rushed Analysis Penalty: DM-4 (DM-2 with Intelligent Interface)
- Rating Difference: Modify TN by 2 per point of rating difference
Scan
Attempt to find hidden ships and difficult-to-detect phenomena.
- Mechanics
- Comms skill roll
- Reveals hidden contacts, anomalies
Communicate
Send communications or data transmissions.
- Types
- Single ship communication
- Broadcast to all ships in scenario
- Sensor lock data transmission
- Note
- No action needed for NavComm to communicate with crew on same ship
Comms/Sensor Black-out
Shut down all electronic transmissions to hide from sensors.
- Effect
- Increases difficulty to Sensor Lock or Scan by 1
- Must be combined with Engineer "Go Dark" for full effect
NavComm Minor Actions
- Sensor Targeting
- Provide DM+1 to Gunner attacks (DM+2 on Exceptional Success)
- Jam Signal
- Electronic interference with enemy communications
- Monitor Channels
- Passive listening
- Data Relay
- Transmit information between ships
Jam Signal Details
Requires Line of Sight: Direct or indirect using relay probe.
- Mechanics
- Compare target ship's computer rating vs jamming ship's Intrusion/Agent/NavComm Expert Program Rating
- Apply Sensor's Jamming Dice Modifier
- Opposed Comms roll
- If jammer's modified rating higher: Reduce TN by 2 per point of difference
- If lower: Increase TN by 2 per point of difference
- Outcome
- Prevents target from using Tight Beam communication
- Area broadcasts still possible but with DM-2 to DM-6 fidelity
- Grants DM+2 to Sensor Lock on broadcasting ship
Engineering Phase (3)
Engineer Significant Actions
Activate Jump
The Engineer activates the FTL system and sends the ship into hyperspace.
- Penalty
- Roll penalty if Jump Point was not plotted
- Failure risks misjump
Damage Control
Make quick repairs to minimize damage to systems.
- Mechanics
- On successful roll, recover 1-10% of component's HP
- On failed roll (not exceptional failure)
- Use Minor Action to make temporary repairs by spending 10x normal materials
- Or shut down another related system
Go Dark
The Engineer ejects fuel to cool the ship engine and turns off power.
- Mechanics
- Engineering Check DM-0/8+ to dump heat with fuel
- Dump fuel equal to 1d6 x 1% x ship's thrust
- Fail Effect: Additional 1% fuel dumped
- Success Effect: 1% fuel saved
- Requirements
- NavComm must perform Comms/Sensor Black-out earlier in turn
- Effect
- Ships beyond Short Range lose track of vessel
- Cannot be targeted until within Short Range (adjacent hex) or found with Scan
- Difficulty to find with Scan increases at farther ranges
- Ship cannot move, systems cannot function while powered down
Start Up
Bring systems back online after going dark or emergency shutdown.
- Mechanics
- Engineering roll to restart
- Time varies by ship size and damage
Optimize
The Engineer makes an Engineering roll to boost a function's performance.
- Mechanics
- Successful roll grants chosen function DM+1 minimum
- Effect determines bonus: DM+2 for Effect 4, DM+3 for Effect 6
- Multiple optimizations from different engineers do not stack
- Maximum DM = half Effect rounded down
Red Line
Consume spare parts to temporarily increase performance.
- Mechanics
- Engineering or Mechanic roll
- 0.1DT spare parts per Dton of component per 10% improvement
- Maximum 100% improvement
- Success Effect adds duration
- Fail Effect reduces duration
- Each Turret counts as 1DT component
- Examples
- 2DT M-Drive redlined 100% (TP2): 2DT spare parts
- Beam Turret boosted from 1D6 to 2D6: 1DT spare parts
Engineer Minor Actions
- System Diagnostics
- Quick check of ship systems
- Reroute Power
- Shift energy between systems
- Monitor Engines
- Watch for problems
- Emergency Repairs
- Quick patches (less effective than Damage Control)
Pilot Phase (4)
Pilot Significant Actions
Evade
The character makes a Pilot roll to increase the difficulty of hitting the ship.
- Mechanics
- Increases TN to hit by half the Effect (minimum +1)
- Same bonus applies to Dodge reaction
Attack (Ram)
The pilot rams the ship into another ship as a form of attack.
- Mechanics
- Opposed Piloting Roll against adversaries
- DM-2 for every TP spent in addition to TP used to reach adjacent hex
- Ship size modifier: DM-1 per 200DT over 100DT
- Damage: 1D6 per 10DT of ship's mass
Dock/Land
Maneuver to connect with another vessel or landing facility.
- Requirements
- Must be at appropriate range
- Opposed roll if target evading
Full Burn
Use compressed fuel as reaction mass when in ballistic mode.
- Requirements
- Ship in ballistic (no power plant or drives working)
- Sacrifice DT of fuel equal to 10% of ship's DT
- Allows Pilot to perform Significant Actions
- Effect
- Adds 1 TP to ship's ballistic trajectory
Maneuver
Move the ship during the Ship's turn.
- Mechanics
- Once per turn, move ship spaces equal to Thrust rating
- Spend 1 TP per space moved
- Must have extra TP for "last mile" to attack
Pilot Conditions - Ballistic
When ship is in ballistic mode (no thrust):
- Continue at 1 space per turn in last direction
- Cannot change course without fuel expenditure (Full Burn)
- Difficult to track or target
Pilot Minor Actions
- Positioning
- Fine adjustments to ship orientation
- Line Up Shot
- Grant DM+1 to Gunner (if combined with other actions)
- Monitor Navigation
- Track position and heading
- Prepare for Evasion
- Set up for dodge reaction
Gunner Phase (5)
Gunner Significant Actions
Direct Attack
The character uses a weapon to directly attack a ship in range.
- Mechanics
- Gunnery roll against evading ship's TN
- Or opposed roll against ship's defenses (Pilot Dodge or Gunner Turret/Sand)
- Use highest Effect to determine additional damage
- Damage = Weapon + Effect + MAC - Armor
Attack Group Option
Attack a group of targets (Salvo, Swarm, or Squadron).
- Mechanics
- Effect of attack = number of targets hit
- No MAC damage bonus (damage spread out)
- TN = lowest TN in group modified by Superiority
- Example: 2 Turret + 2 Bay weapons vs 10 Fixed-Mount = 8 vs 10 → modified TN
Control Missile/Drone
The character launches or takes manual control of missiles or drones.
- Mechanics
- Significant action to arm, program, and launch
- Gunner doesn't roll to hit until missile in position
- Opposed by target's Point Defense, Sand, or Dodge
- Gunner doesn't need to spend Minor Action for these oppositions
Launch/Maneuver Missiles/Drone
Fire missiles and guide them to target.
- Missile Movement
- Move missile spaces equal to its TP
- Must reach target range to attack
- Standard missiles: 10 TP
- Bay-launched: +3 TP first round
- Special Features
- Gunner can turn on missile special features
- Smart missiles: DM+1 to attack/EW
Go Ballistic Option
Aim missile or drone, then turn thrust off to hide it.
- Mechanics
- Opposed Gunner roll against adversary sensors
- If successful, missile goes ballistic
- Moves 1 space per turn in last direction
- Can inch missile 1-2 hexes per turn to avoid detection
- Missiles auto-detected at Short range
Missile/Drone Attack
Move missile to target and attack.
- Mechanics
- Must have enough TP to reach target
- To attack: Must be in weapon range with extra TP for final approach
- Opposed roll against target defenses
Missile Attack Group
Attack multiple targets with missiles.
- Mechanics
- TN determined by least evasive ship in group
- Apply Superiority modifier to TN
- Effect = number of targets hit
- No MAC damage bonus
Proximity Explosion
Missile or Drone detonates near target without direct impact.
- Mechanics
- Opposed roll of Gunner vs Defense Reaction
- Defense: Point Defense, Cast Sand, or Dodge (all three possible)
- If Gunner succeeds or Defense fails: Missile deals damage with MAC modifier
- Use highest Effect for additional damage
Missile/Drone Ram
More difficult attack where missile uses spare TP for added velocity.
- Mechanics
- Every TP used: DM-2 to opposed roll
- Every additional TP multiplies damage: TP+1 multiplier
- Example: 2TP missile ram = x3 damage but DM-4 to hit
- Use highest Effect for additional damage
- Counter
- Cast Sand destroys these missiles equal to degree of success
- Also reduces damage from surviving missiles
Aid Gunner
A Gunner may Aid another Gunner in their rolls.
- Mechanics
- TN same as making Direct attack or Control Missile roll
- Example: Firing missiles to force adversary to maneuver into line of fire
- Grant DM+1 to aided Gunner
Gunner Minor Actions
- Switch Fire Control
- Change to different weapon system
- Load Weapon
- Prepare ammunition
- Target Analysis
- Assess enemy defenses
- Prepare Point Defense
- Set up for reaction
Everyone Else Phase (6)
Delay
Spend a Minor Action to allow another Character to Act First in the Function Phase.
- Effect
- Allows interrupting character by resolving action first
- Can disrupt enemy plans
Instruct Automated Function
See Automated Functions section in Chapter 3.
- Requirements
- Takes a Minor Action
- Automated systems need instructions before acting
Take Function
A Character may use a Minor Action to take over an available ship Function.
- Conditions
- Function must be available (station open)
- Or character with that Function must be willing to abandon it
- Bridge stations must be available
All Functions - Minor Action: Aid
Choose a character to give Aid to, and rationalize to the Referee how this Aid will be given.
- Mechanics
- Roll against same TN as target of Aid
- Grant DM+1 to target's roll
Navigation
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