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Mneme CE Space Combat/Chapter 6 Reactions

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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 Summary by Function
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

Previous: Chapter 5 - Actions Next: Chapter 7 - Damage and Morale