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Mneme CE Space Combat/Chapter 8 Definitions and Tables

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Chapter 8: Definitions and Tables

Space Combat Definitions

Ranges are Relative to PC's Ship
All range measurements based on player vessel position
Encounter Ranges
Distances at which ships detect and engage each other

Table: Space Combat Attack Difficulties by Weapon Type

Attack Difficulties by Range
Weapon Adjacent
<1km
Close
1km
Short
10km
Medium
1,250km
Long
10K km
Very Long
25K km
Pulse Laser (T) DM+2/6+ DM-0/8+ DM-2/10+ -- -- --
Beam Laser (T) DM+2/6+ DM+2/6+ DM+2/6+ DM-0/8+ DM-2/10+ --
Particle Beam DM+2/6+ DM+2/6+ DM+2/6+ DM+2/6+ DM-0/8+ DM-2/10+
Fusion Gun DM+2/6+ DM+2/6+ DM+2/6+ DM-0/8+ DM-2/10+ --
Meson Gun DM+2/6+ DM+2/6+ DM+2/6+ DM+2/6+ DM-0/8+ DM-2/10+
Sandcaster DM+2/6+ DM-0/8+ DM-2/10+ -- -- --
Note
DM+2 when used closer than noted range
DM-2 when used 1 band further
Cannot use beyond one band more than noted range

Table: Space Combat Hit Location

Hit Location (2D6 Roll)
Roll External Hit Internal Hit (Hull Breached)
2 Structure Hull
3 Power Plant Power Plant
4 J-Drive Hold/Vehicle bay
5 Bay Fuel
6 Structure Hull
7 Crew Armor
8 Structure Hull
9 Hold/Vehicle Bay Turret
10 J-Drive M-Drive
11 Power Plant Crew
12 Bridge Bridge
Special
Small Craft use only first column
Internal column used after Hull breached

Damaged Section Table

Component Damage Effects
Module/Comp Damaged (50%) Disabled (100%) Destroyed (Excess)
Hull Breached, leaking 1 man-day/turn/dmg Only pods have atmosphere Excess → Structure, use Internal table
Structure DM-2 to Piloting 1D6 dmg/turn to Hull & Structure Ship destroyed
Armor Reduce by % of damage Negligible, excess → Hull Remaining negligible
Turret Attacks DM-2 Turret & weapons disabled Destroyed, excess → Hull
Bay Attacks DM-2 Weapon disabled Destroyed, excess → Hull
J-Drive Jump DM-2 Disabled Destroyed, excess → Structure
M-Drive Thrust -1 Thrust -50% Disabled, excess → Structure
Power Plant Crew radiation hit Emergency power only (turns = Dtons) Destroyed, disabled, excess → Structure
Sensors DM-2 Comms checks Cannot target beyond Adjacent Destroyed, blind, excess → Hull
Bridge Crew normal hit No Pilot/Sensor actions, attacks DM-2 Destroyed, excess → Structure
Fuel Leak 1D6 tons/hour Destroy 1D6x10%, leak 1D6/turn Destroyed, excess → Structure
Hold/Bay Destroy 1D6x10% cargo Destroy 1D6x10% cargo Destroyed with contents
Note
Bridge Sensors have DT of bridge as HP (toughest sensors)
Multiple bridges/sensors: Roll D6 and count down list

Table: Multiple Attacks Consolidation

MAC Table
Number of Attacks Attack DM Extra Damage
1 Attack DM+0 +0 damage
2 Attacks DM+1 +1 point of damage
5 Attacks DM+1 +1D6 damage
10 Attacks DM+2 +2D6 damage
20 Attacks DM+3 +3D6 damage
50 Attacks DM+4 +4D6 damage
100 Attacks DM+5 +5D6 damage
200 Attacks DM+6 +6D6 damage
500+ Attacks DM+7 +7D6 damage
Doubling Rule
Double attacks: Increase DM+1
Double attacks: Increase damage by +1D6

Table: Crew Damage

Crew Damage (2D6 Roll)
Roll 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

Table: Atmospheric Entry

Atmospheric Entry Difficulty
World Values DM/TN
World Size 9+ -2/10+
World Size 4 or less +2/6+
World Atmosphere 1 or less Auto Success
World Atmosphere 2-5, 14(E) +2/6+
World Atmosphere 8-9, 13(D) -2/10+
Significant Speed Difference
Ship vs debris: DM-2 (TN+2)

Table: Collision Avoidance

Collision Avoidance Difficulty
Situation Difficulty
Traffic (5+ vessels within Short range), debris clouds Average (+0/8+)
Asteroid field, light density Difficult (-2/10+)
Asteroid field, average density Very Difficult (-4/12+)
Asteroid field, heavy density Formidable (-6/14+)

Table: Boarding Modifiers

Boarding Modifiers
Boarding Circumstances Modifier
Per TL difference of Boarders Equipment Superiority DM +1 to Superior Party
Superior Force 3 vs 2 or 1.5:1 DM+1
Superior Force 1 vs 2 DM+2
Superior Force 1 vs 3 DM+3
Superior Force 1 vs 5 DM+4
Superior Force 1 vs 7 DM+5
Superior Force 1 vs 10 DM+6
Quality of Troops
Superior Force has DM bonus equal to difference in troop quality

Table: Morale Roll

Morale States (2D6 Roll)
Roll Disposition Means 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 or lose Minor Action
4-2 Panicked Will flee or mental break Strife: All Minor Actions in conflict or fleeing

Table: Electronics Modified (CE SRD page 127)

Sensor Systems by Tech Level
Sensor TL8 DT/Cost TL9 DT/Cost TL10 DT/Cost TL11 DT/Cost TL12 DT/Cost
Standard 0.5DT/25K 0.5DT/25K 0.5DT/25K 0.5DT/25K 0.5DT/25K
Basic Civilian 3DT/250K 1DT/50K 1DT/50K 1DT/50K 1DT/50K
Basic Military 20DT/100M 6DT/10M 2DT/1M 2DT/1M 2DT/1M
Advanced NA 30DT/200M 10DT/20M 3DT/2M 3DT/2M
Very Advanced NA NA 50DT/400M 15DT/40M 5DT/4M
Optional
Sensor Dice Modifiers
DM+1 to sensor checks for every grade above Standard
Applies to opposed rolls

Table: Computer Software

Computer Software Costs and Availability
Software TL Rating Base Cost Notes
Interface 7+ 1-5 200 Cr Included with computer
Intrusion 8+ 1+ 1,000+ Cr Vulnerability detection
Intelligent Interface 8+ 2+ 1,000+ Cr Advanced interaction
Agent Programs 8+ 3+ 5,000+ Cr Task performance
Expert Programs 9+ 2+ 1,000+ Cr Skill emulation
Translator 8+ 1-2 200 Cr Language translation
Security and Intrusion Costs
Cost doubles with each rating increase
Intrusion: Rating 1 = 1,000 Cr, Rating 2 = 5,000 Cr, etc.

Table: Computer Terminals by TL

Computer Terminal Technology
TL Description Cost (Cr)
TL7 Basic CRT or LCD screen 50
TL8 Touch screen 100
TL9 3D view screen and Augmented Reality Display 150
TL10+ Holographic touch or gesture displays 200

Table: Ship Software (CE SRD page 126)

Ship Software Programs
Program TL Rating Cost (MCr) Notes
Auto-Repair 9+ 10/10 0.5 10 repair attempts per turn
Evade 9+ 5+ 0.1 per DM-1 Replicates Pilot evasion
Fire Control 9+ 5 2 per weapon Control weapons, max 5
Jump Control 9+ Jn 0.1xJn Governs Jump drives
Jump Course Tape 9+ Jn 0.001xJn Jump plot specific route
Fire Control Details
Ship's computer fires one weapon per program
Each additional weapon: +1 TL required
Can sacrifice weapon control for DM+1 targeting bonus
Maximum 5 weapons controlled
Auto-Repair Details
Rating 10 = 10 repair attempts per turn
Cost: 5 MCr per rating of 10
Requires 1% of ship's Dtons in Repair Drones per program running
Multiple computers can control separate drone sets

Table: Scaling Damage

Ship Weapons Against Personal-Scale Targets
Ship Weapon Personal Combat Damage
Beam Laser 1D6x50
Fusion Gun (bay) 5D6x50
Meson Gun (bay) 5D6x50, plus 4D6x10 rads
Nuclear Missile 2D6x50, plus 4D6x10 rads
Particle Beam (bay) 6D6x50, plus 4D6x10 rads
Particle Beam (turret) 3D6x50, plus 4D6x10 rads
Pulse Laser 2D6x50
Sandcaster 8D6
Smart Missile 1D6x50
Standard Missile 1D6x50
To Hit Personal-Scale
Ship weapons suffer DM-4 to hit specific personal-scale targets

Thrust Points Table

Movement Costs (CE SRD Maneuvering)
Ranges Thrust Cost Cumulative Thrust
Adjacent ↔ Close 0 0
Close ↔ Short 1 1
Short ↔ Medium 2 3
Medium ↔ Long 5 8
Long ↔ Very Long 10 18
Very Long ↔ Distant 20 38

Weapon Damage Summary

Weapon Statistics
Weapon TL Range Damage Cost (MCr) Ammo/Dton
Sandcaster 6 Close Special 0.25 0.01 MCr
Missile Rack 6 Distant 1D6 0.75 Varies
Missile Bank 6 Distant 1D6 12.0 Varies (12 missiles)
Standard Missile 6 Distant 1D6 0.00125 0.015 (12/dton)
Smart Missile 8 Distant 1D6 0.0025 0.03 (12/dton)
Nuclear Missile 6 Distant 2D6+1 rad 0.00375 0.045
Pulse Laser 7 Close 2D6 0.5 --
Beam Laser 9 Medium 1D6 1.0 --
Particle Beam (T) 8 Long 3D6+1 rad 4.0 --
Particle Beam (Bay) 8 Long 6D6+1 rad 20.0 --
Fusion Gun 12 Medium 5D6 50.0 --
Meson Gun 11 Long 5D6+1 rad 20.0 Ignores armor
Special Rules
; Sandcaster : Use MAC to reduce beam damage, can attack at Close for 1 damage
; Meson Guns : Ignore armor, roll on Internal table, automatic radiation hit
; Fusion/Particle/Nuclear : Bonus radiation hit (reduced by armor DM)
; Smart Missiles : DM+1 attack/EW if TL ≥ target electronics

Object Size Modifiers

Size Modifiers for Detection/Targeting
Size DM Notes
Man-Sized -4 Missile/Drone/Probe
1 DT -2 Small vehicle or craft
100 DT 0 A Ship
100K DT +2 Capital ship, Space Station, Asteroid ~1km
100M DT +4 Asteroid ~10km (Phobos, Deimos)
100B DT +6 Asteroid ~100km (Pallas, Vesta, Hygiea)
100T DT +8 Planetoid ~1,000km (Moon, Pluto, Ganymede)

Initiative Modifiers Summary

Initiative Factors
Condition Modifier
Organization or Confidence of Crews Varies
Intelligence/Social + Leadership/Admin Combined
Lowest thrust > opponent's lowest thrust +1
No accepted leader -2
Effect of Encounter Setup Effect applied

Communication and Sensor Details

Detection Ranges
Range Distance Sensor Details Weapon Ranges
<1 km -- Individual neural activity (Very Advanced only) Adjacent (DM+6)
1-9.9 km -- Individual ship systems, neural activity (Very Advanced) --
10-999 km 1 Space Fine visual, heat sources, internal structure (Advanced+) Sand/Pulse max (DM-2), DM+2 to detect
1,000-9,999 km 2-9 Space EM emissions, external structure (Advanced+) DM+0
10K-24.9K km 10-24 Space Ship config, thermal, external structure (Advanced+) Beam/Fusion max (DM-2), Sensors DM-2
25K-49.9K km 25-49 Space Ship presence, basic silhouette --
50K+ km 50+ Space Transponder/IFF only (automatic but light-speed limited) Combat ends

Previous: Chapter 7 - Damage and Morale Next: Chapter 9 - Sample Ships