Jump to content

Mneme CE Space Combat/Chapter 7 Damage and Morale

From Game in the Brain Wiki

Chapter 7: Damage and Morale

Damage and Hit Points

Damage is a value compared to the Hit Points of ship components. Each component has HP equal to its Dtons or 10% of ship Dtons for Hull and Structure components.

Hit Point Calculation

Hull Component HP
Equal to 10% of the ship's Dtons
Structure Component HP
Equal to 10% of the ship's Dtons
Other Components HP
Equal to their Dtons
Example
200DT ship: Hull = 20 HP, Structure = 20 HP
10DT Bridge: HP = 10
15DT J-Drive: HP = 15

Damage Calculation

Damage Formula
Formula Description
Base Damage Weapon damage rating
+ Effect Success effect from attack roll
+ MAC Multiple Attack Consolidation bonus
- Armor Ship's armor rating
= Total Damage Applied to component HP
MAC Bonus
Multiple attacks consolidated grant DM bonus and extra damage dice
See Multiple Attack Consolidation table

Damage Resolution

Resolve effects of damage at the end of the round when all functions have rolled.

Maximum Damage Rule
MOST damage a ship can take = all Dtons of Components before destroyed
Damage spread across different components = longer survival
Structure depleted = ship destroyed

Damage States

Components can be in three damage states based on HP remaining:

Damage States
State HP Level Effect
Damaged 50% HP System impaired, DM-2 to related rolls
Disabled 100% HP System non-functional
Destroyed Excess damage System destroyed, damage spills over

Damaged (50% HP)

Effect
System impaired
DM-2 to all related checks
Can still function at reduced capacity
Examples by Component
; Turret : Tracking mechanism damaged, attacks at DM-2
; Bay : Targeting mechanism damaged, attacks at DM-2
; J-Drive : Jump attempts at DM-2 to Engineering checks
; M-Drive : Thrust reduced by 1
; Sensors : DM-2 to all Comms checks using that sensor suit
; Bridge : Crew suffers normal damage hit
; Fuel : Minor leak of 1D6 tons per hour

Disabled (100% HP)

Effect
System completely non-functional
Cannot use associated actions
Examples by Component
; Hull : Breached, leaking atmosphere (1 man-day per turn per damage)
; Turret : All weapons in turret disabled
; Bay : Bay weapon disabled
; J-Drive : Jump drive disabled
; M-Drive : Thrust reduced 50%
; Power Plant : Disabled, only emergency power (equal to Dtons in turns)
; Sensors : Sensor suit disabled, cannot target beyond Adjacent
; Bridge : Cannot take Pilot or Sensor actions, cannot jump, attacks at DM-2
; Fuel : Destroys 1D6x10% of stored fuel, leaks 1D6 tons per turn

Destroyed (Excess Damage)

Effect
System completely destroyed
Subsequent damage goes to connected component
Spillover Rules
; Armor → Hull : Excess armor damage goes to Hull
; Hull → Structure : Excess hull damage goes to Structure
; Other components → Structure : Most spill to Structure when destroyed
Examples
; Turret destroyed → Hull (if no turret remains)
; Bay destroyed → Hull (if no bay weapons remain)
; J-Drive destroyed → Structure
; M-Drive destroyed → Structure
; Power Plant destroyed → Structure
; Sensors destroyed → Hull
; Bridge destroyed → Structure
; Fuel destroyed → Structure

Crew Damage

Certain attacks and critical hits cause Crew Damage through radiation or debris.

Crew Damage Table
Roll (2D6) Normal Damage Radiation Damage
4 or less Lucky escape – no damage Lucky escape – no radiation
5-8 One random crew member suffers 2D6 damage One random crew member suffers 2D6x10 rads
9-10 One random crew member suffers 4D6 damage One random crew member suffers 4D6x10 rads
11 All crew suffer 2D6 damage All crew suffer 2D6x10 rads
12 All crew suffer 4D6 damage All crew suffer 4D6x10 rads
Triggers
Power Plant hits (Radiation)
Bridge hits (Normal)
Meson Guns : Automatic radiation hit
Fusion Guns : Radiation hit (reduced by armor)
Particle Beams : Radiation hit (reduced by armor)
Nuclear Missiles : Radiation hit (reduced by armor)

Subsequent and Excess Damage

Subsequent Damage

When a component is hit again after already being damaged:

Counts as new damage
Applied to same component if not destroyed
Does not automatically spill until destroyed

Excess Damage

When damage exceeds component's remaining HP:

Excess spills to connected component
Does not "bleed" automatically - must exceed HP to spill
Once destroyed, subsequent attacks target new component
Example
Armor at 100% destroyed → next armor hit goes to Hull
Hull at 100% destroyed → next hull hit goes to Structure

Damage Control and Repairs

Temporary Repairs

Engineer Significant Action
Make damaged system work temporarily
Duration: Until end of next turn
Effect: Acts as if 1 less severe damage
Materials: Equal to system's Dtons
Failed Roll Options
Use Minor Action with 10x materials
Or shut down related system

Permanent Repairs

Time Frame
Outside combat (hours to days)
Materials
10% of component cost per 10% HP repaired
Skills
Engineering, Mechanic, appropriate technical skills
Facilities
Workshop or shipyard may be required

Auto-Repair

Requirements
Auto-Repair software + Repair Drones
Capacity
1% of ship Dtons in repair drones per computer running Auto-Repair
Example: 1000DT ship with 30DT drones = 3 computers can run Auto-Repair
Function
Acts as Engineer for Damage Control
Cost
5 MCr per rating of 10 repair attempts per turn

Morale Mechanics

Morale represents the psychological state and cooperative spirit of the crew.

Morale States (2D6 Roll)
Roll Disposition Description Group Morale Effect
12-11 Committed Will take risks Great: DM+2 in one Function per Turn
10-9 Resolved Will follow, within reason Good: DM+1 in one Function per Turn
8-7 Indifferent Self interest prevails Stable: No penalty
6-5 Cowed Hesitant and Uncooperative Poor: DM-1 to coordination, lose Minor Action
4-2 Panicked Will flee or have mental break Strife: All Minor Actions in conflict or fleeing

Morale Triggers

Roll for Morale when:

Taking Significant Losses
Individual lost or economic equivalent
Ship severely damaged
Hull or Structure 50%+ damaged
Multiple systems disabled
3+ systems non-functional
Captain incapacitated
Loss of leadership
Enemy superiority overwhelming
3:1 or worse odds

Minor Losses

Examples
Single non-critical system damaged
Minor crew injury
Small financial setback

Serious Losses

Examples
Major system disabled
Multiple crew injured
Significant damage to ship

Critical Loss

Examples
Ship's Structure 50%+ damaged
Captain or key officer killed
Escape pods needed
Total defeat imminent

Restoring Morale

Captain's "Inspire" Action
Leadership roll to restore morale
Manage Morale Reaction
Immediate response to morale failure
Successful Mission
Completing objectives improves morale
Shore Leave
Time off restores crew to baseline
Leadership Roll Modifiers
Substantial Rewards: Positive modifier
Leading by Example: Positive modifier
Threats: Mixed results
Every SOC Dice-modifier: Can influence 3-10x more people (raise TN by 2 per magnitude)

Ship Destruction

Destruction Conditions

A ship is destroyed when:

Structure destroyed
All Structure HP depleted
Hull and all components destroyed
No functional systems remain
Catastrophic event
Referee discretion (nuclear missile at point blank, etc.)

Destruction Effects

Hull Breached
Atmosphere escapes immediately
Life/Escape pods only have atmosphere
Crew in vacc suits may survive
Radiation Exposure
From power plant breaches
Automatic radiation crew hits
May continue after destruction
Debris Field
Creates hazard for nearby ships
Damaging to shields and sensors
Navigation hazard

Escape Procedures

Life Pods
1 Dton per 3 adults
42 doses of hibernation drugs standard
Auto-beacon for rescue
Abandon Ship
Organized evacuation vs. panic
Captain's leadership critical
Time available varies by damage type

Previous: Chapter 6 - Reactions Next: Chapter 8 - Definitions and Tables