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Mneme CE Combat Rules/Actions

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Chapter 6: Actions

Combat encounters are structured around turns, each approximately six seconds long, where characters perform actions. This chapter explains the action economy, the different action types available to characters, and how to use them effectively in combat.

Action Economy

The Action Economy is the concept that the side with the most Actions has the advantage over another side. The Superiority Modifier simplifies this as a Modifier to save time. Drones, Intellect Programs, Robots, Agent Programs, Bound-Spirits, and many other Intelligent or Semi-Intelligent entities able to perform actions and work for one party are simply resolved with the Superiority Modifier.

This allows the Referee to manage:

  • Player spotlight - how much air time it takes to explain a complex set of compound actions
  • Game complexity, by distilling a group by their strongest or weakest and by their resources and manpower
  • Setting traps, deploying resources

Combat Round Summary

Each combat round lasts around six seconds of game time.

Initiative
Initiative is rolled once at the start of the Combat Encounter to determine the sequences of actions, using 2d6 plus any Characteristic Modifier and relevant skill. PCs keep their Initiative Value throughout the combat.
Action Order
Actions are taken in descending order of Initiative.
Turn Resolution
A PC's turn is not completed until they have used all their actions.
Round End
Once everyone has acted, the Referee declares that Combat Round over. The Referee then determines if there is a need to begin another Combat Round.

Initiative

Everything happens simultaneously in a round, but some actions and outcomes influence other actions and outcomes. Initiative represents the order of influence.

Characters Roll 2d6 + Relevant Skill or Modifiers depending on the skill they apply in the start of the combat. Examples are:

  • Using Recon gives the PC the conditions
  • Tactics to know what to do or predict what the adversary will do
  • Weapon skill to ready their weapon

In Mneme, Skill influences Initiative far more than Ability. With Stats being Equal, Skill counts for seizing initiative.

If the combatants are all unprepared for combat, then each rolls 2D6 and adds their Dexterity DM to determine starting Initiative. If some of the combatants are ready for combat and some are not, such as in an ambush, the prepared characters are considered to get an automatic 12 on their roll, giving them an Initiative of 12 + Dexterity DM.

Characters that have the Tactics skill may make a Tactics check and add the Effect of this check to the Initiative of everyone in their unit with whom they are in direct communication.

Action Types

Actions in combat are classified by the amount of minor actions required to perform them:

Action Type Minor Actions Cost Description
Free Action 0 Instantaneous actions that take virtually no time
Minor Action 1 Quick tasks that require little thought or attention
Significant Action 2 Actions requiring thought and deliberate effort
Full Action 3 Actions that occupy the entire round

Characters receive 3 Minor Actions per round. These can be used individually or combined to perform Significant or Full Actions.

Free Actions

Free Actions are actions that do not take up any minor action, but the Referee will limit these actions when done repeatedly.

Some tasks take so little time to complete and require very little attention from the PC that they do not even qualify as a minor action, for example, shouting a warning, pushing a button, checking your watch, and so on.

A PC may perform as many of these free actions as they like in a turn, though if they perform too many, the Referee may require them to spend a minor or even a significant action on their various tasks.

Examples of Free Actions

Action Description
Quick Phrase Any speech that can be spoken in one breath. Repeating phrases over and over again, declaring action over the radio.
Quick Glance A single quick glance without turning one's head
A Snap Pressing a detonator button already at hand, Activating a program with one press, Dropping an Item already Held (e.g., dropping a charged grenade)

Minor Actions

Minor Actions are quick tasks that take little thought or attention. These are typically so simple as almost involuntary actions or have been drilled or conditioned into the character.

3 minor actions per round
These are the building blocks of the action economy.

Minor actions are actions intended to move a distance or to manipulate or move an object. You can take up to three minor actions per round, at the loss of a significant action.

List of Minor Actions

Action Type Description
Aim Combat Gain a +1 DM to the next attack roll. Maximum +6 Aim bonus.
Minor Movement Movement Move 6m or 4 spaces under Light Load. Move 4.5m or 3 spaces under Medium and Heavy load.
Changing Stance Movement Change stance to prone, crouched, or standing. Standing to Prone or Crouching: 1 action. Prone to Crouching: 2 actions. Crouching to Standing: 1 action.
Minor Readying Manipulation Grabbing/Taking something accessible. Drawing from Open or Quick Release pouches, pockets, holsters, bands, or other containers. Arrows from Quivers.
Quick Scan Perception A quick scan that can cover the 360° field of vision. Reveals anything not using Deliberate Stealth.
Minor Stealth Stealth Adversaries not using Quick Scan are not aware of this character. Move 3m (2 spaces).
Aim

Aim allows the character to Fine Tune and adjust their ability to shoot a target. A character can Aim as a minor action.

Weapon Aim Modifier
If the weapon has an Aim Modifier, they gain the Aim modifier of the weapon on their next Attack. If the weapon doesn't have any, they gain a +1 Aim Modifier to attack.
Maximum Aim
The PC can take up to 6 minor actions for a +6 or more (because of Weapon Aim Modifier) to their next range weapon attack.
Ballistic Correction
Aim is not Exclusively preparing to shoot something, it could be correcting shots made from seeing Laser Sights, impact, tracer rounds, etc.
Covering an Area
Aim can be used within the area of the line of Sight of a character. Aim can be applied to Adversaries that Appear in the area aimed. Using aim in this manner is called "Covering" an area.
Keeping Aim Modifier
Character's keep their Aim Modifier on the same target if the target's conditions has changed drastically - the Referee considered the conditions more of the same.
Changing Targets
If there are Multiple Targets in the same Position and Condition the Referee determines how much of the Aim Modifier is preserved. Characters lose their Aim Modifier when Changing Targets in a Different Positions and Conditions.
Minor Move

The character minor moves up to six meters or 4 spaces. When using a square grid for modelling the combat, each square should measure 1.5 meters to the side. This means that the average character moves four squares on his turn.

Movement Rates
6m or Four 1.5m spaces (squares or hexes)
Load Effects
Medium Load and Heavy Load reduces move from 3 to 4 spaces.
Difficult Terrain
Difficult terrain, such as rubble, mud or thick under-brush can Penalize a character's movement.
Crouching
Crouching also halves movement.
Minor Readying

The time taken to draw a weapon depends on its size and ease of use. The number of minor actions to ready or reload a weapon is listed in the description of each weapon.

Minor Ready
Most weapons take one minor action to draw and another minor action to reload.
Changing Grips and Stances
Weapons with versatile traits may require this action.
Minor Loading
Examples are Loading a Magazine, charging a grenade to be thrown.
Quick Scan

Reveals Anything or Anyone within line of sight or can be indirectly aware observable.

Stealth Detection
Automatically Defeats Minor Stealth if adversary is within Line of Sight or Indirectly Knowable
Minor Stealth

Minor Stealth allows a character not to give away their position to a careless or busy adversary.

Effect
Adversaries not using Quick Scan are not aware of this character.
Movement
Move 2 spaces or 3m.

Significant Actions

Significant Actions take thought and attention, which is why using skills, attacks, defense, and any deliberate action is typically a significant action.

Cost
2 Minor Actions

These represent deliberate, focused activities that require the character's full attention for a moment.

List of Significant Actions

Action Type Description
Skill Action Skill Use skills that can be performed in a significant action.
Deliberate Stealth Stealth Move Stealthy 6m (4 spaces), roll Against Adversary Recon. Evade detection of anything less than Scan/Search (Quick Scans and Glances).
Scan/Search Perception Roll Recon against the Deliberate Stealth of Adversaries. Detect anything less than Deliberate Stealth.
Dash Movement Move 15m on a straight line. This makes the PC/Adversary harder to hit. Roll Athletics if terrain can cause a sudden stop or fall.
Use Device Manipulation Activate or Use a Device. Give commands to a Drone.
Use Tactics Skill Roll tactics against chosen difficulty level, gain a number of Advantage/Disadvantage rolls equal to skill+1 per combat.
Significant Readying Manipulation Reload, Draw ammo/mag, Getting a Bulky weapon or equipment ready, Getting equipment from an unready pouch.
Defend Combat Double one Condition or Skill's value to reduce Fail effect.
Attack Combat Attack one or more adversaries (Ranged or Melee).

Deliberate Stealth

Deliberate Stealth Automatically Defeats Quick Scan.

Roll
Roll stealth against Difficulty equal 8 + Adversary's Recon + Adversary ChM + Adversary's Conditions to detect.
Modifiers
If there are Range, Concealment, Cover, terrain and other factors that make it harder to detect then this will lower the Difficulty to succeed in Deliberate Stealth.
Superiority Modifier
A lot of Sensors, Characters performing Search/Scan can have a Superiority Modifier.
Movement
If the Character has an opportunity to displace without being detected the character can move 4 spaces or 6m.

Scan/Search

The character automatically Searches or scans for threats, or for something or someone.

Stealth Detection
Automatically Defeats Minor stealth if the adversary is within Line of Sight or Indirectly Knowable
Roll
Rolling Recon against Difficulty 8 + Adversary Stealth + Adversary ChM + Conditions.
Modifiers
If there are Range, Concealment, Cover, terrain and other factors that make it harder to detect then this will lower the Difficulty to succeed in Deliberate Stealth.
Distractions
A lot of Visual Noise, Loud Threats, and other Stimuli may affect conditions.

Dash

The character moves 10 spaces or 15 meters in a roughly straight line.

Movement Rates
Move 10 spaces or 15m in a straight line. Medium Load and Heavy Load can only move 7 spaces or 10m in a straight line.
Athletics Roll
Roll athletics against Difficulty 8 + Conditions if there are Obstacles or bad footing. The difficulty may be replaced by Adversaries or Threats DM if the character is Under Fire.

Significant Readying

Performing actions to reload a weapon, grab or take an item, activate a simple mechanism, etc...

Examples
Getting a Bulky weapon or equipment ready, Getting a handful of ammo ready, Getting equipment from an unready pouch, Significant Loading (e.g., Regular Crossbows).

Skill Actions

Skill Actions are uses of skills that can be performed in a significant action. If a Skill or Device can be used within the span of a round then its possessed as a Significant Action.

Examples:

  • Use Tactics Skill
  • Use of Computers Instructing an Intellect Program to use an Expert Program or Agent Program

Supporting Actions

Supporting Actions allow a character to Aid another Character, with the other character gaining a DM modifier by the Success Effect.

Action Table Entry
Class Action Type Description
Significant Action Supporting Action Action OPTION Roll and Success effect is a DM bonus to characters that benefit from the Support.

The objective of this action is to make the actions of other allies more effective. This is typically any Action that saves all other allies an Action to do.

The PC supports another PC's action. They sacrifice Success Effect. The PC who succeeds adds their success Effect to the Ally PC or PCs roll.

Examples
Suppression Fire - Shooting an opponent to keep them pinned down.
Coordination vs Support
The Difference with Coordinating Actions from Supporting Action is the Desired Outcome of Supporting Action is to Support or Aid.

Full Actions

Full Actions are actions that occupy the entire round that prevents the Character from doing anything else.

Cost
3 Minor Actions

Because of the nature of the game mechanics the Referee simply narrates what's going to happen and the Player declares if they will continue or Abort the full action.

Risk
Characters who choose not to abort their Full Action cannot defend themselves and can be considered helpless. This grants characters attacking an advantage or automatically succeeds on attacks.
Rolling
Let PC's who perform Full Actions Roll Every Round. They either roll for the Success Effect to speed up their progress, or they Roll against the Changing Conditions of their Task.

List of Full Actions

Action Type Description
Full Skill Action Skill Roll Skill actions where success or fail effect determine how quickly an extended action can be accomplished.
Run Movement Roll Athletics running through obstacles, hazards, or enemy fire.

Running

The character runs in a Straight Line, dodging or hurdling over obstacles. the character may have to roll against attacks made against them.

Roll
Roll Athletics + End or Dex
Defense
Running grants a Move Difficulty Adversary Condition which becomes a Defense Modifier.
Movement Rates
Running on Light Load is 15 spaces or 22.5m. Running with Medium and Heavy Load is only 10 spaces or 15m.

Extended Actions

Some skill checks will take longer than a single combat round to complete. Make a Timing roll for the task and then work out how many six second combat rounds it will take to complete. Example is First aid takes 30 rounds.

A character engaging in an extended action cannot do anything else and must either Abort their action to defend themselves or endure the hazard or focus on the task.

Movement Actions

Movement is measured in spaces, with each space representing 1.5 meters. Different movement actions allow characters to traverse varying distances depending on their load and stance.

Movement Table

Scale Action Light Med/Hvy Light Crouch Med/Hvy Crouch Crawl
1.5m Move 4 spaces 3 spaces 2 spaces 1 space NA
1.5m Dash 10 spaces 7 spaces 5 spaces 3 spaces 2 spaces
1.5m Run 15 spaces 10 spaces 7 spaces 5 spaces 3 spaces
4.5m Move 1 space 1 space NA NA NA
4.5m Dash 3 spaces 2 spaces 2 spaces 1 space NA
4.5m Run 5 spaces 3 spaces 3 spaces 2 spaces 1 space
Note
Move is one Minor Action. Dash is a Significant Action. Run is all 3 minor actions (Full Action).

Movement Types

Minor Move
The character minor moves up to six meters or 4 spaces. Each space is 1.5 meters. Difficult terrain, such as rubble, mud or thick under-brush can penalize a character's movement. Medium Load and Heavy Load reduce movement.
Dash
The character moves 10 spaces or 15 meters in a roughly straight line. Requires an Athletics roll against Difficulty 8 + Conditions if there are Obstacles or bad footing.
Run
The character runs in a straight line, moving 15 spaces (Light Load) or 10 spaces (Medium/Heavy Load). This is a Full Action.
Crawl
Moving while prone. Movement is significantly reduced. See Movement Table.

Action Options

Action Options are Options that can be used to modify a significant action. It is possible to perform complex combinations like a Reckless Coordinated Supporting Action.

Option Description
Reckless Action Gain a +2 DM, but even if success and after resolving success, apply a -3 to Effect. If the Effect would have been negative resolve the negative outcome.
Coordinating Action This action is considered to have resolved simultaneously with another character. Gain Superiority Modifier to the Roll or a special effect the Coordination intended.
Plan/Wait Predict Adversary Action, gain Advantage if plan is sound and prediction is correct or Disadvantage if prediction is wrong.

Reckless Action

A character can perform a task in a more dangerous or risky way that would be easier or more effective, but even if the character does succeed the character may be harmed. Reckless requires a Risk or Hazard, and braving that hazard makes it simpler or more effective for the character.

Effect
Gain a +2 to the Roll. On a success, resolve the effects of the success, but after calculating the effect with a -3. If the Effect is negative, resolve the effects of failure. On a failure, further increase or worsen the fail effect by 3.
Costly Success Difference
The difference between Reckless Actions and Costly Success is that there is a chance a Reckless Action will have no Fail Effect unlike Costly Success. Costly Success has a far greater Fail Effect.

Coordinating Action

The characters coordinate, making the Action more difficult. Characters try to Coordinate to Performing Complementary actions.

Difficulty
The Referee adds a 1-4 Difficulty to the coordination depending on the circumstance (number of character coordinating and their ability to coordinate).
Benefits
Characters coordinating may gain Advantage, offset Disadvantage, or Gain Superiority.
Skills
Characters with Leadership and Tactics can reduce this Difficulty modifier. Tactics Skill may Offset this Difficulty modifier.
Difference with Supporting
The Difference with Supporting Actions is that both characters maintain their Objectives.
Risks
Against an Unknown number of opponents, Coordination actions may reveal an Adversary's superiority.

Plan/Wait

Plan action allows the character to react to a Predicted or Predetermined Trigger Condition. Gain an advantage if the prediction is correct, or a disadvantage if not.

Step 1 - Declare Scope
The PC declares the scope of their Plan. Example: "I will try to anticipate the enemy's Actions"
Step 2 - Referee Determination
The Referee determines what the Adversaries Actions will be. Example: The Enemy is going to Flank the PC's right.
Step 3 - Trigger and Action
The PC declares the Trigger Condition, and his Action AND what they does when the Trigger Condition does not Occur. Example: If Enemy tries to circle to my Left (Trigger Condition), I attack them (Action with Advantage). Otherwise I Defend (Action with Disadvantage).
Step 4 - Resolution
Resolve if the Prediction is correct or not to determine if the roll will be made with an Advantage or Disadvantage.
Alternative Resolution
If the Player happens to divulge the Prediction without the Referee having a chance to consider, the Referee can simply modify the Difficulty depending on how likely or unlikely is the prediction by 1-4. If the prediction is not specific enough to be exploitable then it is resolved like a regular action.
Common Use
A Common use of Plan is to Plan in case an Adversary is within Line of Sight (Trigger Condition) to Attack, but Otherwise Aim (minor action) or Move.

Trigger Conditions

Trigger Conditions are used in Plan Action Options. The Character declares the conditions that will trigger their Action and what action they will perform otherwise.

Example Trigger Conditions
  • Targets or Adversary present themselves in the Area the PC is Covering and Aiming in.
  • To act Immediately after a pause of Gunfire or movement.

Attack Actions

Attack actions allow characters to engage adversaries in combat. Attacks can be either Ranged or Melee.

Attack Basics

Attacks Roll the Weapon Skill + ChM + Other Modifiers against a Difficulty of 8 + relevant Conditions. This is Modified by the Adversary's:

  • Competence
  • Superiority
  • Conditions
  • Range, Size, and Movement
Failure
If the PC is using a skill, reduce the Fail Effect by his skill. If the PC has Cover, Concealment, or some form of equivalent protection reduce the Fail Effect by the Conditions of the Cover, Concealment, or Protection. PC and Adversary's Cover takes damage.
Success
If the weapon doesn't have any attack limitation (like crossbows and breech loaders) the PC deals attack damage. Weapons with attack number limitations, roll a number of attack damage and choose the best one. If the PC's Success effect is greater than 0, additional attacks deal damage.

Ranged Attack

Before Rolling declare Rate of Attacks and the use of Auto Fire.

Difficulty Factors
  • Typically 8 Difficulty
  • Range, Size (Position), and Move
  • Cover and Concealment
  • Superiority
  • Aim
  • For Firearms - Rate of Attack used
  • If under Fire, Exchange of Fire, or Awaiting and Ready Enemy

Melee Attack

Difficulty Factors
  • Typically 8 Difficulty
  • Adversary Competence
  • Cover from Shields
  • Superiority

Attack Options

Option Description
Moving Attack Attacks that have an element of movement like Leaping attacks, charging attacks, tackles, bull rush or slams.
Targeted Attack Attack a specific Area. Increases the Difficulty in return for more lethal or specific effects.
Setting the Rate of Attack Set the rates of attack, the Use of Autofire or attacking with weapons in each hand.
Grapple Grabbing and Wrestling an adversary.

Moving Attack

Moving Attack option is when the character incorporates moving while attacking. Moving attacks only cover a distance equal to a Movement.

Examples
  • Fire and Displace - Ranged Combat and Stealth - if the weapon is practically silent.
  • Moving to Cover while Attack - Ranged Combat and Athletics.
  • Leaping Attack - Athletics, Melee Combat, Reckless Attack Option - attacking from higher ground and with the momentum of falling.
  • Bull Rush - Athletics, Melee Combat, Grappling Attack option - aiming to knock down.

Targeted Attack

Making targeted attacks increases the Difficulty, in return for more lethal or specific effect - like disarming, or immobilizing.

Use 2d6 in the Targeted Attack Location table to determine random Hit Location when necessary.

2d6 Odds Diff Location
2 2.78% +3 Vitals, Neck
3 5.56% +2 Feet*
4 8.33% +2 Secondary Leg
5 11.11% +1 Primary Leg
6 13.89% +1 Groin
7 16.67% 0 Core or Center of Mass
8 13.89% +1 Chest
9 11.11% +1 Primary Arm
10 8.33% +2 Secondary Arm
11 5.56% +2 Hands*
12 2.78% +3 Head
Note
* roll 1d6: 1-3 Primary, 4-6 Secondary

Grappling

A character can attempt to wrestle or grab another person instead of hitting them. The attacker must move to Personal range and beat his target in an opposed Natural Weapons skill check. If they win, they may perform grappling maneuvers.

Step 1 - Grappling Action
Grappling is a Melee Combat Action - DM from Str or Dex of the Adversary modifies the Difficulty.
Unskilled Characters
PC Without unarmed combat suffer -3 for being unskilled, unskilled adversaries reduce the DC by 3.
Weapons Factor
Close quarter Weapons like knives, stun gloves factor the difficulty by 1 if someone has this over the other party. Pistols increase the difficulty by 2. Cumbersome objects like shields, rifles, spears can affect grappling Difficulty.
Step 2 - Grappling Roll
Just like a regular Melee Attack Roll. Characters can attempt a specific Grappling Maneuver:
  • Targeted Limb: Difficulty +1
  • Targeted Extremity: Difficulty +2
  • Throw: Difficulty +3
  • Sweep: Difficulty +2
Step 3 - Grappling Outcome
On a Success the character gets an advantageous position, the Character gains an advantage on the next round. On a Fail the character gets a disadvantage on the next round. The Success or Fail Effect can be used to determine Grappling Effect.
Effect Target Effect/Difficulty Notes
Target Limb Limb 2/1 Target a limb with Bind or Damage
Target Extremity extremity 3/2 Target a hand/foot with bind or damage.
Damage Body, limb or extremity 2/1 Deal 1d3 damage to the target. Twisting of limbs and extremities; armor does not affect this damage. No target assumes a body Throw.
Bind Target 2/1 Render the target unusable or bound while grappled.
Throws Body Special/3 Throw an adversary with Effect equal to 1/6 (round up) their HP. Target is lying down. Takes 2d3 damage.
Sweeps Legs Special/2 Throw an adversary with Effect/Diff equal to 1/2 (round up) their Dex. Target is Prone.

Defend Action

The character only chooses to defend. This is used strategically to occupy an adversary or buy time.

Effect
Double a Defense Modifier. Choose either Cover, Concealment, or Skill.
Skill Doubling
If skill is chosen to be doubled this also affects the DM of the roll, not just the calculation of Defense Modifier.
Example
A Character with Skill 1 and ChM 0, rolls on a 1 DM. If the Character has a Skill 2, the character rolls at a 4 DM. Skill matters in defense.
Failure
If the PC is using a skill, reduce the Fail Effect by his skill (Doubled for the calculation of Defense Modifier if skill was chosen). If the PC has Cover, Concealment, or some form of equivalent protection reduce the Fail Effect by the Conditions of the Cover, Concealment, or Protection. PC Cover takes damage.
Success
Take no Damage. Note the maximum modifier of Cover and Concealment is 4. Defense does not improve these past 4.

Special Considerations

Tactics Skill

Tactics is rolled at the beginning of Combat. It grants an amount of Advantage or Disadvantage Rolls the PC will gain.

Procedure
PC must declare how risky the tactics they will attempt: 6, 8, 10, or 12 Difficulty. Risk determines maximum Failure and Success Effect.
  • Maximum Effects of 6 Difficulty is 1
  • Maximum Effects of 8 Difficulty is 2
  • Maximum Effects of 10 Difficulty is 4
  • Maximum Effects of 12 Difficulty is 8
Re-attempting
When the Tactic Effects are Exhausted (all the Advantage or Disadvantage rolls are used up), the Character can try again if the conditions of the battle has changed a lot according to the referee OR if the Character's number of attempts is less than his skill level in Tactics+1. A character with skill 1 in Tactics can try 2x in a battle.

Ballistic Correction

Characters who continue to shoot at the target can gain DM to hit.

Effect
If the effects of the shots can be seen by the shooter then they can keep their Aim bonus from the last round and increase it by 1.
Spotter
A spotter who can call out coordinates can grant a 2 Conditions as well.
Tracer Rounds
Can grant up to 1 Aim bonus, up to 3 aim bonus on fully automatic (being able to see the stream of fire). These also aid adversaries in finding and shooting their source.

Thrown Weapons

Thrown weapons have a thrown property range equal to the Strength in Meters with modifiers.

Thrown Range
The value after the thrown property is how far the weapon can be thrown accurately level.
Lobbed Range
Thrown Value x3 is the distance a weapon or object can be Lobbed - thrown at a height to allow it to travel farther before it hits the ground.
Examples
  • Thrown 0.5: A character with Strength 7 can only throw this weapon 3m straight, or 10m lobbed.
  • Thrown 1.5: Allows a Str 7 character to throw 10m straight or 31m lobbed.

See Also