Mneme CE Space Combat: Difference between revisions
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* '''Assistant Functions''' — Support roles to help manage larger crews | * '''Assistant Functions''' — Support roles to help manage larger crews | ||
* '''Automation''' — Computer programs can assist or replace crew | * '''Automation''' — Computer programs can assist or replace crew | ||
== Content Statistics == | |||
{| class="wikitable" | |||
|+ Mneme CE Space Combat Rules Summary (9 Chapters) | |||
! Chapter !! Lines !! Size !! Key Features | |||
|- | |||
| '''Main Page''' || ~120 || 4KB || Quick reference and index | |||
|- | |||
| '''Chapter 1''' || ~100 || 3KB || Introduction & Superiority System | |||
|- | |||
| '''Chapter 2''' || ~250 || 7KB || Ship Design (Hulls, Drives, Weapons) | |||
|- | |||
| '''Chapter 3''' || ~200 || 5KB || Crew Functions (Major, Assistant, Auto) | |||
|- | |||
| '''Chapter 4''' || ~300 || 8KB || Combat Mechanics (Initiative, Phases) | |||
|- | |||
| '''Chapter 5''' || ~500 || 13KB || Actions (All 5 crew positions) | |||
|- | |||
| '''Chapter 6''' || ~300 || 8KB || Reactions (Defense, Preparation) | |||
|- | |||
| '''Chapter 7''' || ~350 || 9KB || Damage & Morale (HP, Crew Damage) | |||
|- | |||
| '''Chapter 8''' || ~450 || 13KB || Definitions & Tables (Reference) | |||
|- | |||
| '''Chapter 9''' || ~800 || 22KB || Sample Ships (10 detailed stat blocks) | |||
|- | |||
| '''Total''' || '''3,185''' || '''92KB''' || '''Complete space combat system''' | |||
|} | |||
== Crew Functions == | == Crew Functions == | ||
Latest revision as of 13:16, 28 February 2026
Mneme CE Space Combat
Mneme Space Combat Rules for the Cepheus Engine — streamlined space combat using standard skills and crew functions.
Overview
The Mneme Space Combat system simplifies ship-to-ship combat while maintaining tactical depth. It uses standard Cepheus Engine skills for crew positions and follows the Mneme philosophy of reducing mental overhead.
Key Features
- Standard Skills — Uses existing Chapter 2 skills (Leadership, Comms, Engineering, Piloting, Gunnery)
- Crew Functions — Clear roles: Captain, NavComm, Engineer, Pilot, Gunner
- Streamlined Actions — Minor, Significant, and Full actions per crew position
- Assistant Functions — Support roles to help manage larger crews
- Automation — Computer programs can assist or replace crew
Content Statistics
| Chapter | Lines | Size | Key Features |
|---|---|---|---|
| Main Page | ~120 | 4KB | Quick reference and index |
| Chapter 1 | ~100 | 3KB | Introduction & Superiority System |
| Chapter 2 | ~250 | 7KB | Ship Design (Hulls, Drives, Weapons) |
| Chapter 3 | ~200 | 5KB | Crew Functions (Major, Assistant, Auto) |
| Chapter 4 | ~300 | 8KB | Combat Mechanics (Initiative, Phases) |
| Chapter 5 | ~500 | 13KB | Actions (All 5 crew positions) |
| Chapter 6 | ~300 | 8KB | Reactions (Defense, Preparation) |
| Chapter 7 | ~350 | 9KB | Damage & Morale (HP, Crew Damage) |
| Chapter 8 | ~450 | 13KB | Definitions & Tables (Reference) |
| Chapter 9 | ~800 | 22KB | Sample Ships (10 detailed stat blocks) |
| Total | 3,185 | 92KB | Complete space combat system |
Crew Functions
| Function | Skill | Role | Actions |
|---|---|---|---|
| Captain | Leadership | Command and coordination | Command, Inspire, Coordinate, Rush |
| NavComm | Comms | Sensors and communications | Scan, Jam, Lock, Plot Jump, Hack |
| Engineer | Engineering | Systems and repairs | Repair, Optimize, Red Line, Jump |
| Pilot | Piloting | Ship movement | Evade, Maneuver, Attack, Land |
| Gunner | Gunnery | Weapons and missiles | Fire, Launch Missiles, Control Drones |
Space Combat Turn
Combat proceeds in phases:
- Captain Phase — Leadership and coordination
- NavComm Phase — Sensors and communications
- Engineering Phase — Repairs and optimization
- Pilot Phase — Movement and evasion
- Gunner Phase — Weapon attacks
Skill Clarifications
NavComm Uses Comms Skill
Unlike standard Cepheus Engine, the NavComm position uses Comms skill for all sensor and electronic transmission operations:
- Sensor scans and target locks
- Jamming enemy communications
- Hacking enemy systems
- Plotting jump points
- Breaking target locks
Computer Programs
Ships can use software to automate functions:
- Fire Control — Acts as gunners (Rating 5+, 2 MCr per weapon)
- Evade — Assists Pilot maneuvers
- Auto-Repair — Engineering assistance with repair drones
- Expert Programs — Provide Skill 0 in specific functions
Ship Components
Bridge Stations
Each crew function requires a bridge station:
- Standard bridge: 10 DTons, supports all basic functions
- Additional stations for assistants or automation
- Multiple bridges provide redundancy
Sensors
| Sensor Type | TL | Notes |
|---|---|---|
| Standard (Bridge) | TL 8 | Included with bridge |
| Basic Civilian | TL 9 | 1 DTon, 50,000 Cr |
| Basic Military | TL 9 | Enhanced targeting |
| Advanced | TL 10+ | Fine details, internal structure |
| Very Advanced | TL 11+ | Neural activity detection |
Sample Ships
See the CE Ships Spreadsheet for complete ship statistics including:
- Tonnage and configuration
- Thrust and jump ratings
- Cost and maintenance
- Crew requirements
- Weapon and defense systems
Related Pages
- Space Combat Skills — Detailed skill descriptions
- Mneme CE Combat Rules — Personal combat system
- Mneme Cepheus Engine Rules — Core rules index