A New Breed of MUSH Server

FS3.3 - Combat Quick Reference

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.

Interactive Tutorial

An interactive tutorial to introduce you to the basic combat commands is available here.

Starting Combat


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.

Joining Combat

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.

Combat HUD

The combat Heads-Up Display is your summary of the combat status.


Combat 8                                                  Organized by Faraday
Combatant      Damage  Weapon(ammo)   Vehicle          Action(stance)
-- Team 1 --
Cate           X---    Cannon         Fighter-D2(Plt)  ---- 
-- Team 2 --
Bob            ----    Rifle (15)                      Attack Cate  (COV)

Vehicle List

Choosing Gear

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.

Choosing Stance

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.

Choosing Vehicles

combat/pilot <vehicle>

combat/passenger <vehicle>


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.

Starting a Turn


The organizer will trigger each new turn. You will then:

  1. Pose the results of what happened last turn and what you are going to do this turn.
  2. Enter your action for this turn.

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.

Tip: Because the system spits out all results at the same time, it is not necessary to follow a pose order during combat scenes. Everyone is reacting to the same events, so poses can happen in parallel.

Choosing an Action

Tip: Your selected action will carry over from one turn to the next until you switch weapons or you or your target are knocked out.


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.

Tip: You can combine multiple attack options with commas (e.g. combat/attack Bob=mod:2,burst). You cannnot combine a called shot and a burst.


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.

Suppress / Distract

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. This action applies less of a modifier than suppression, but it uses no ammo and applies to both attacks and defense.

Subdue / Escape

combat/subdue <target>


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.

Knockout and Luck

combat/luck <attack, defense or initiative>


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.

Tip: If there’s a medic on your team, they might be able to revive you with a combat/treat action. Or someone else could rally you. Consider those options before spending luck points.

Watching and Controlling NPCs

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.