Combat Commands

Here are the commands you need to know as a player of the system. Note that the first word is always "!combat" in order to get the Combat Systems attention. The second word is the command. And the third word will always be the combat number. Beyond that are parameters for the command.

Joining Your Character to an Existing Combat
First, in any combat you will need to join one of your characters.

!combat join <combat number> <join type> <Character Name> <Vehicle>

Combat Number - this will be an integer given to you by the GM of that combat
Join Type

  • join type 0 just joins your character to the combat
  • join type 1 joins the character as a pilot of a persistent vehicle contained with the database
  • join type 2 joins the character as a pilot of generic instance of the ship type specified

Character Name - To have a permanent and approved character join a combat, they must be in the database and you must use their identifying name. For pilots, this will always be the callsign. They will also be in Team 1 by default.
Vehicle - this parameter depends on the join type

  • join type 0 - this parameter is ignored and can be left blank
  • join type 1 - this is the name of a permanent/persistent vehicle
  • join type 2 - this is the ship type of the craft you wish you create in the combat. This generic version of the ship will be brand-new with no damage and have a generic name. It will disappear once combat is ended or you leave the combat with the vehicle.

Setting Your Character's Action
When you join, your character will have a do nothing default action set with a Normal Combat Stance and no target or weapons selected.

You will need to set your character action for the round before the GM turns the Round over and the system determines the result.

!combat action <combat number> <performer> <action> <target> <weapon tag>

Performer - This is the Character's combatant name with the callsign being the most common.
Action - This is the action you wish the character to perform. Generally, this will be attack (you can capitalize the first letter). Other actions include treat, repair, and pass.
Target - The target can either be the pilot or character name or it can be the ship name (persistent or generated name for generic ships).
Weapon Tag - This is a two to four character tag to ID the weapon.

  • Guns are generally the first letter(s) of the weapon followed by a dash and the number of guns you have of that type. Full guns has a tag of FG-XX where XX is a two letter code for the ship.
    • Examples: Rapier: N-2, L-2 (N-2 is for two Neutron Guns, L-2 is for two Laser Cannons)
    • Stiletto: MD-2 (MD-2 is for two Mass Drivers)
    • Rapier Full Guns = FG-RP
    • Raptor Full Guns = FG-RT
    • Sabre Full Guns = FG-SB
  • Missiles are the common two letter code for almost all of the missiles
    • DF for Dumbfire
    • HS for Heat Seeker
    • IR for Image Recognition
    • FF for Friend or Foe Missile
    • TP for Torpedo

Combat Stance

!combat stance <combat number> <Stance> <Character>

All characters upon joining combat start out with the Normal stance. During combat you can change your stance to gain advantages, but there are consequences as described below.

Note: Gunners and Crew do not gain ToHit benefits or penalties, and thus do not have a Stance.

For GMs: Additional <Characters> can be added to the end of the command to change multiple character's combat stance to the one designated.

  • Banzai is a reckless offensive stance that gives you a bonus to attack but opens you up to counterattack.
  • Evasive means you're dodging and weaving, making it very difficult to hit you but also for you to hit back.
  • Cautious means taking it slow. You're harder to hit because you're more wary, but you also suffer a penalty to attack.
  • Normal results in no penalties to your ability to hit a target but gives you no bonus's to avoiding attack either.

Combat Status and Changing Actions

If you make a mistake or change your mind, you can change your action anytime before the round is called. Once the round is called, the GM has turned the round and the results are being determined. Your skills and attributes as well as the properties of your ship and weapons define who goes first and the result of an action. These results will be presented sequentially for everyone on the channel.

You should wait until the GM provides the scene pose to get both a general summary of the action as well as particular interpretations of certain events. The GM may also change combat conditions (add/remove combatants or restore a combatant from death). The scene pose will generally tell you of scene changes and may give a hit as to combat actions of enemies and NPCs.

You can always check the current conditions of a combat with the following command:

!combat status <combat number> <display>

This run-down provides details of target and weapon, but provides only a vague idea of ship/character health.

Display can be value of 0 or 1. By default, it is 0 and does not need to be included in the command message. A value of 0 results in the Combat System privately messaging you to the combat status. A 1 will result in everyone on the present channel seeing the status. The purpose of the parameter to allow for a GM to display it to everyone, but generally you will only want to see if via PM to avoid cluttering up any channels.

Leaving Combat

!combat leave <combat number> <character> <remove craft>

Your character can leave a combat before it has ended, though you should only do so if allowed by the combat's GM.

The remove craft parameter is either 0 or 1. If 0, only your character will leave the combat leaving the ship still active. Generally, this should be used if you character is not part of a ship or there are other characters on your vehicle that should remain in combat. If you specific the parameter as 1, you and all of the gunners and crew on the ship will be removed as well.

If a combat is designated as real, persistent characters and vehicles will retain damage and expended munitions being saved to their respective databases. Expended ammo and damaged armor will generally be refreshed if it makes since in-universe. Damage to characters and ship parts and systems will require in-universe to be healed and repaired. Normally, doctors and techs (NPCs if no PC characters are available) will mead this damage before the next combat.