Mneme CE Space Combat/Chapter 6 Reactions
Chapter 6: Reactions
Overview
Reactions allow characters to respond to enemy actions during combat. All Major Functions (except Automated Functions) have one Reaction available per turn. Additional reactions can be gained through preparation or sacrificing initiative.
Standard Reactions
Each character can make one reaction per turn without penalty. Additional reactions incur cumulative DM-1 penalties.
| Reaction | Function | Trigger | Effect |
|---|---|---|---|
| Initiative for Reaction | Captain | When needed | Sacrifice 2 initiative for extra reaction |
| Aiding Another | Any | Ally needs help | Grant DM+1 to ally's roll |
| Opposing a Roll | Any | Opponent acts | Contest enemy roll with DM+0 |
| Point Defense | Gunner | Missile/Drone in range | Destroy incoming projectiles |
| Cast Sand | Gunner | Beam attack incoming | Reduce beam damage |
| Dodge | Pilot | Attack incoming | Avoid all damage from attack |
| Go Ballistic | Pilot | When appropriate | Enter ballistic mode |
| Damage Control | Engineer | System damaged | Recover HP |
| Manage Morale | Captain | Crew morale failing | Restore morale |
Initiative for Reaction (Captain)
Commanders can sacrifice 2 initiative points to grant a character an additional reaction.
- Common Recipients
- NavComm : Extra reaction to oppose sensor locks and jamming
- Gunner crew : Extra reaction for point defense
- Duration
- Reaction lasts until end of next round
- Or before next turn of the character
- Note
- Additional reactions beyond the first still have cumulative DM-1 penalty
Aiding Another (Any)
Characters can Aid another character's action as a reaction.
- Mechanics
- Choose character to aid
- Rationalize how aid is given to Referee
- Roll against same TN as target's action
- Grant DM+1 to target's roll
- Example
- Engineering Assistant aids Damage Control
- NavComm Assistant aids jamming attempt
- Gunner's Mate aids weapon attack
Opposing a Roll (Any)
Characters can oppose an adversary's roll as a reaction.
- Condition
- Must have opportunity and minimum of a reaction to spend
- Must be in appropriate function to oppose
- Unopposed Rolls
- If no one available to oppose: Roll against Easy TN 6+
- Significantly easier than opposed rolls
- Mechanics
- When reactions used to Oppose a Roll
- DM penalty or Bonus of the Reaction applies to the roll or TN
- Example: Significant Prepare to Oppose grants DM+1 or DM+2
Point Defense (Gunner)
When missiles/drones enter the range of Direct Attack Weapons, Gunners can make a Point Defense Reaction Roll.
- Trigger
- Missiles/drones enter weapon range
- Gunner has available reaction
- Mechanics
- Opposed roll
- Success Effect = number of Missiles/Drones destroyed
- Can use Turret weapons for point defense
- Multiple weapons can combine through MAC rules
- Example
- Escort Frigate with 4 Triple-Turrets (1 Beam + 2 Sand each) plus 4 Fighters (1 Beam + 2 Sand each) = significant point defense capability
Cast Sand (Gunner)
When missiles/drones enter the range of Sand Casters (Short), Gunners can make a Cast Sand Reaction Roll.
- Trigger
- Beam attack or missile attack incoming
- Attacker in Short range
- Mechanics
- Opposed roll against Missile/Drone Operator's Skill
- If successful
- Effect destroys missiles via MAC (Multiple Attack Consolidation)
- Reduces beam damage from the attack
- Special vs Ramming Missiles
- Cast Sand destroys ramming missiles instead of just reducing damage
- Number destroyed = degree of success
- Also reduces damage from surviving missiles
Dodge (Pilot)
A Pilot can make a Dodge Roll with his reaction to dodge Direct Attack Weapons and/or Missile/Drone Attacks.
- Trigger
- Attack directed at ship
- Pilot has available reaction
- Mechanics
- Pilot skill roll
- Success avoids ALL damage from that attack
- TN determined by attacker's Gunner DM
- Evade Significant Action bonus applies
- Example
- Evade action gives DM+2 to Pilot roll
- Successful Dodge = zero damage from attack
Go Ballistic (Pilot)
The Pilot's Reaction to cut thrust and enter ballistic trajectory.
- Trigger
- When appropriate tactical situation
- Usually to reduce detection or avoid engagement
- Effect
- Ship enters ballistic mode
- Continues at 1 space per turn in current direction
- Harder to detect and target
- Cannot maneuver without restarting drives
- Limitations
- Cannot combine with other Pilot Significant Actions that turn
- Requires fuel to exit ballistic mode
Damage Control (Engineer)
The Engineer does some quick repair, trying to minimize damage to systems.
- Trigger
- System takes damage
- Engineer has available reaction
- Mechanics
- Engineering skill roll
- Success: Recover 1 HP up to 10% of component's HP
- On Damaged System (50% HP)
- Restore to above 50% = no longer disabled
- On Disabled System (100% HP taken)
- Temporary repair until end of next turn
- Acts as if 1 less severity of damage
- Materials
- Uses material resources equal to system's Dtons
- On failed roll: Can spend 10x materials or shut down related system
Manage Morale (Captain)
The Captain attempts to restore crew morale after setbacks.
- Trigger
- Crew fails Morale roll
- Entering poor morale state
- Mechanics
- Leadership roll
- See Morale Rolls table in Chapter 7
- Success restores crew to functional morale
- Effects of Poor Morale
- DM-1 to coordination rolls
- Lose a Minor Action
- Or group strife and inaction
Preparing Reactions
Characters can prepare additional reactions by spending actions.
Prepare, Minor
By spending a Minor Action to 'Prepare', a character grants themselves an additional reaction.
- Penalty
- Additional reaction comes with DM-1 penalty
- Cumulative with other reaction penalties
- Use Case
- Automated Functions gaining their first reaction
- Extra defense when expecting heavy attack
Prepare, Significant
By spending a Significant Action to 'Prepare', a character gains enhanced reaction capability.
- Options
- ; Extra Reaction with DM+1 : One additional reaction with bonus
- ; Improve Single Reaction to DM+2 : No other reactions allowed that turn
- Use Case
- Critical defensive situation
- Expecting single major attack to avoid
Reaction Order and Resolution
When multiple reactions trigger:
- Declared in Initiative Order
- Highest initiative declares reactions first
- Opposed Rolls Resolved Simultaneously
- When applicable
- Effects Applied After All Resolved
- Damage, destruction, etc.
- Example Sequence
- Enemy launches missiles (Gunner can react with Point Defense)
- Gunner succeeds, destroys 2 missiles (Effect 2)
- Remaining missiles hit (Pilot can Dodge)
- Pilot fails Dodge
- Engineer uses Damage Control to minimize damage
Limitations and Penalties
Cumulative Penalty
During a combat turn, a character can only make one reaction without any penalty. Additional reactions incur:
- Second reaction
- DM-1
- Third reaction
- DM-2
- Fourth reaction
- DM-3
- etc.
Focused Action Restriction
After Taking a Focused Action:
- Cannot make any reactions
- All actions committed to focused effort
- Characters who made reactions
- Cannot use Focused Actions
Multiple Actions and Different Skills
When performing multiple actions using different skills:
- Consider applying penalty
- When mixing skills
- Cannot exceed 3 Minor Actions or 1 Significant + Minor
Navigation
Previous: Chapter 5 - Actions Next: Chapter 7 - Damage and Morale