Mneme CE Combat Rules/Conditions
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Chapter 5: Conditions
Overview
Conditions are Difficulty Modifiers. At any given time, the Referee and players need to be mindful of the Conditions that frame the situation.
- Key Condition Categories
- Awareness and Information
- Terrain, Time, and Weather
- Visibility, Range, Sizes, Movement
- Cover and Concealment
Conditions Table
| Condition Type | Situation | Effect on Resolution |
|---|---|---|
| Awareness | PC is unaware | Disadvantage to roll |
| Awareness | Adversary is unaware | Advantage to roll |
| Visibility | Invisible Threat | Disadvantage to roll |
| Visibility | Attacking while Invisible | Advantage to roll |
| Visibility | Directly Seen | Range/Size/Move modifiers apply |
| Visibility | Indirect Knowledge | Concealment/Cover/Range influence Difficulty |
| Visibility | Partially Concealed | +1 Difficulty |
| Visibility | Mostly Concealed | +2 Difficulty |
| Visibility | Fully Concealed | +4 Difficulty |
| Visibility | Partially Covered | +1 Difficulty |
| Visibility | Mostly Covered | +2 Difficulty |
| Visibility | Fully Covered | +4 Difficulty |
| Terrain | Gravity issues | Disadvantage without proper skills/tools |
| Combat | Ranged in Close Quarters | +2 Difficulty |
| Superiority | Force/Resource advantage | See Superiority Table |
Awareness of Threats
PC is Unaware
Characters who are attacked while unprepared, unaware, or ambushed have Disadvantage.
Adversary is Unaware
Characters attacking an unprepared, unaware adversary (successful ambush) have Advantage.
Time, Terrain and Weather
Determines Visibility, Range, and Movement.
Terrain Table
| Terrain | Concealment | Cover | Movement | Notes |
|---|---|---|---|---|
| Open Ground | None | None | None | No cover or concealment |
| Broken Ground | For prone | For prone | 1/2 | Athletics/Dex check required |
| Light Foliage | Partially | Partially | 1/2 | Managed wilderness |
| Heavy Foliage | Mostly | Mostly | 1/2 | Unmanaged, choked wilderness |
| Ankle-deep Water | 1/2 | Hazardous - hides hazards | ||
| Knee-deep Water | For prone | For prone | 1/4 | Murky water hides more |
| Chest-deep Water | For crouching | For crouching | Swim | Wading difficult |
| 45°+ Slope | Behind slope | Behind slope | Climb |
Gravity
Gravity is part of Terrain conditions.
- Micro-Gravity/Zero-G
- Causes disadvantage in actions
- Characters can use Zero-G or Athletics skills to prevent being out of control
- Must limit Combat Skill by Zero-G or Athletics skill, or suffer Disadvantage
- Firearms without Recoilless property have disadvantage without anchoring
Time Scale
Combat Rounds (6 seconds)
- 300m or less engagements on foot
- Up to 500m on mounted combat
- Smaller than 3 parties or 50 people
- Individual actions matter
Minutes
- Ranges up to 500m on foot, 1km mounted
- Groups of 50-300
- Social conflicts
dMinutes
- Battalions (300-500 combatants)
- 5-10 km ranges
- Vehicular pursuits up to 100km
Hours
- Brigades and Divisions
- Fleet maneuvers
- Electronic warfare
Half-Shifts
- Task Forces and Field Armies
- Strategic positioning
Days
- Logistics, Strategy, Diplomacy
Visibility
Spotter and Target
- Spotters
- Those viewing the Target
- Range, optics, and sensors affect spotting
- Target
- What is either Visible or Concealed
- Size modifies visibility (larger = easier to see)
- Stance/position affects visibility
Visibility States
- Directly Seen
- Spotter independently sees, verifies, and knows information
- Within Line-of-Sight
- Cover/Concealment less than Full (conditions don't add to 4)
- Indirect Knowledge
- When Target is fully Concealed or Covered
- Requires Recon or Tactics to verify presence
- Can attack last known area
- Invisible Threat
- Target cannot identify source of threat
- Cannot guard, anticipate, or defend
- Disadvantage to defense
- Attacking while Invisible
- Adversary cannot guard or defend
- Advantage to attack
Range, Size, Move
Range Calculations in Spaces
| Range | Description | Modifier |
|---|---|---|
| Adjacent | Right beside character | Melee/-3 |
| Reach 1 | 1 space away | -3 |
| Reach 2 | 2 spaces away | -3 |
| Personal | In character's space | Melee only |
| 3m | -2 | |
| 5m | -1 | |
| 10m | 0 | |
| 15m | +1 | |
| 30m | +2 | |
| 50m | +3 | |
| 100m | +4 |
Size Modifiers
| Size | Modifier |
|---|---|
| 0.5m (Prone) | +2 to hit |
| 1m (Crouching) | +1 to hit |
| 1.5m (Man-size) | 0 |
| 3m+ (Large) | -1 to hit |
Movement Modifiers
| Speed | Modifier |
|---|---|
| Stationary | 0 |
| < 10 kph | +1 |
| < 20 kph | +2 |
| < 40 kph | +3 |
| < 100 kph | +4 |
Concealment and Cover
- Concealment
- Anything reducing visibility (weather, shadows, smoke, darkness)
- Stacks with Cover but cannot exceed 4
- Cover
- Physical barrier to the Target
- Takes damage instead of target (see Fail Effect and Protection)
- Stacking Rule
- Partial Concealed (+1) + Partial Cover (+1) = +2 Total
- Cannot exceed Completely Obscured (+4)