Mneme CE Space Combat/Chapter 7 Damage and Morale
Appearance
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
| 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:
| 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.
| 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.
| 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
Navigation
Previous: Chapter 6 - Reactions Next: Chapter 8 - Definitions and Tables