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Mneme CE Space Combat/Chapter 5 Actions

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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

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
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

Previous: Chapter 4 - Combat Mechanics Next: Chapter 6 - Reactions