This is a quick-reference help file for FS3 combat commands. For full details on the combat system, see the FS3 Combat Player’s Guide.
Table of Contents
An interactive tutorial to introduce you to the basic combat commands is available here.
combat/start
combat/start mock
Someone (the “organizer”) needs to start the combat. Mock combats are for training exercises where damage is fake (e.g. laser tag, flight simulators, etc.)
There are more tips for organizers in Running Combats.
combat/join <#>
combat/join <#>/<type>
You need to know the combat number to join it. Usually the organizer will tell you, or you can find it with combat/all
If a game supports multiple combatant types, these are shortcuts that will set you up with the appropriate weapon, vehicle and armor automatically. Otherwise you default to being a soldier. combat/types
will show you the options.
If you ever need to leave combat, use combat/leave
.
The combat Heads-Up Display is your summary of the combat status.
combat
+==~~~~~====~~~~====~~~~====~~~~=====~~~~=====~~~~====~~~~====~~~~====~~~~~==+
Combat 8 Organized by Faraday
------------------------------------------------------------------------------
Combatant Damage Weapon(ammo) Action(stance)
-- Team 1 --
Cate X--- Cannon ---- (plt)
-- Team 2 --
Bob ---- Rifle (15) Attack Cate (COV)
------------------------------------------------------------------------------
Observers
Faraday
+==~~~~~====~~~~====~~~~====~~~~=====~~~~=====~~~~====~~~~====~~~~====~~~~~==+
combat/weapon <weapon>
combat/armor <armor>
The system will pick default gear for you, but you can change it if you need to. Use weapons
and armor
to see available gear.
combat/stance <stance>
Stances affect your character’s general attitude and behavior in combat, and give attack/defense penalties. Available stances are Normal, Reckless, Aggressive, Defensive, Evasive, Cover and Hidden. Always be sure that your RP mirrors your stance.
combat/pilot <vehicle>
combat/passenger <vehicle>
combat/disembark
You can become a pilot or passenger in a vehicle. Use a vehicle type from vehicles
to create a new vehicle, or a specific vehicle name if one already exists. Disembark leaves your vehicle, and stays in combat as a soldier.
combat/newturn
The organizer will trigger each new turn. You will then:
When everyone has posed and chosen their actions, the organizer will trigger a new turn. The system will spit out the results of the last turn, and the cycle repeats.
combat/attack <target>
combat/attack <target>/called:<location>
- Called shot to a particular hit location.
combat/attack <target>/burst
- Fires a short burst (3 rounds) if the weapon allows.
combat/attack <target>/mod:<attack modifier>
- Imposes a modiifer, positive or negative, on the roll.
combat/attack <target>/crew
- Targets the crew instead of the vehicle.
combat/attack <target>/mount
- Targets the mount instead of the rider.
The basic attack makes a single strike with your equipped weapon.
combat/fullauto <list of targets>
If your weapon supports full-auto fire, you can attack up to three targets with an 8-round burst.
combat/explode <list of targets>
Explosive weapons can hit multiple targets with shrapnel.
combat/suppress <list of targets>
combat/distract <target>
Both suppression and distract do no damage, but instead reduce the opponent’s effectiveness.
Suppressive fire keeps the target’s heads down and applies negative modifiers to their attacks. To attack multiple targets, you need either an explosive weapon or a fully automatic one (using an 8 round burst).
Distractions can disorient a target, causing them to not be able to act for the rest of the turn.
combat/subdue <target>
combat/escape
The subdue command gets someone into a hold, and the escape command lets them try to get out of it.
combat/aim <name>
Instead of attacking, you can bide your time and take careful aim. This will give you a bonus on your next attack on that target.
combat/rally <name>
combat/treat <name>
Treat tends to a a wounded character. You can treat one wound per action. The system chooses the worst one automatically. A treated wound has less of a wound modifier, and has a chance to awaken a knocked out character. Rally also attempts to rouse a KO’d character, but without first aid.
combat/pass
- Do nothing.
combat/reload
- Reload your weapon. Some weapons may take more than one turn to reload.
combat/luck <attack, defense or initiative>
combat/hero
You can spend luck to get a single-turn bonus on attack, defense or initiative. This only lasts a turn, so don’t waste it. You can also spend a luck point to heroically recover from a knockout.
combat/join <#>/observer
If you want to watch combat, or you’re just there to emit some NPCs, you can join combat as an Observer.
All combat commands can take a NPC name and equal sign in front to control a NPC. For instance, combat/pass MyNPC=
or combat/attack MyNPC=Target
.