The FS3 Combat System helps to have a system to quickly, fairly, and consistently determine the outcome of physical conflict.
Always remember that the purpose of a MUSH is to roleplay. The combat system is designed to support roleplay, not replace it. If the combat system spits out stupid results - ignore them!
The FS3 Player's Guide section on Combat goes into detail about everything you need to know about how combat works.
There's an Interactive Tutorial to get you started quickly with the basics of combat.
Here is a Quick Reference on the combat in-game commands.
There is a separate guide for organizers wishing to Run Combats.
The damage levels are also deliberately vague, so feel free to get creative in your interpretation. It's ok if one person's "flesh wound" needs stitches and another's doesn't. As long as you are in the ballpark of the damage effects, the exact details aren't important.
BSG doesn't have magic healing technology, so you probably want to avoid RPing broken bones and major surgery that would keep you out of action for a long time.
A soldier is usually kept in sickbay for a couple days after an Incapacitated (red) wound, and restricted to light duty (no missions - just paperwork and taking it easy) until their Impaired (yellow) wounds are about halfway healed down. Sometimes you can convince the doctor to clear you sooner, so these are just guidelines.
At 10-or-so minutes, staff will nudge anyone who hasn't posed yet. If you don't respond after a couple minutes, staff will cycle the next turn and you can catch up with your next pose.
There's no malice here. AFKs happen, it's no big deal. But at the same time, it's not really fair to make 7 or 8 people wait for one person. Everyone's time is valuable, and we don't went events dragging on forever.
Stances should be reflected by RP. Don't just do it for the bonus dice - ask yourself if your character is really acting like a wold (wo)man.
Do not go reckless and then change your stance just because someone targets you. You don't have eyes in the back of your head, and being "reckless" only when it's safe isn't reckless at all - it's just abusing the system to get extra dice. After you've been shot at, it's perfectly fine to have second thoughts and adjust your stance.
Raptor ECOs cannot use stances. You can't go aggressive/defensive while sitting at a console.
Called shots are normally prohibited in air combat due to the speeds of the aircraft involved. Even in ground combat, consider whether your character really has reason to take the risk of missing by aiming for a specific spot rather than center of mass (which is what's drilled into you during training).
The ECM and KEW can only be operated by the ECO. The missiles/rockets can be operated by either the ECO or pilot, though usually the ECO does it because they're less distracted. PCs who have a NPC ECO may target on their behalf rather than adding a NPC to the combat.
Note: Please bear in mind that the KEW turret points backwards. It is meant for defense, not offense. Unless there's a raider on your tail, check with the combat organizer to see what (if any) targets are in view of the cannon.
However, you may not claim heroics or confirmed kills from off-camera participation.
We do not use an IC radio channel or special tags to indicate radio chatter, because 99% of what gets said in aerial combat is over the radio anyway. It can help to use the quote highlighting (help quotecolor) to highlight speech, or use your client's highlight feature to color your character's name and/or callsign.
We don't stand on formal comms protocol, because it's a game and very few of us have experience with that sort of thing. But it does help if you make sure to throw in either the person's name or callsign when you're addressing them on the radio. You can use "Flight" if you're talking to everyone.
Raptor crews speaking to each other over the in-ship com channel can indicate such in their pose. For example:
Stirling says to Wasp, "Jam that sucker!" Stirling says, "_<<Ship com>>_ Jam that sucker!" Stirling says, "(Jam that sucker!)"
It's worth noting though, that even within a Raptor you're still talking on the radio (because of helmets and a noisy ship). There's nothing wrong with having your chatter to each other be on the squadron band so your character isn't constantly having to switch frequencies, just like talking to a wingman.
There are a host of Timber Wolves NPCs and they should be used judiciously in mission scenes. There are no critical shortages of any role, and no reason for the Wolves to send out incomplete squads/flights. Some examples of this:
GMs should check with any potential PC squad/flight leader and consider using a NPC if they're not comfortable being in charge. However, in the heat of combat, even the lowliest soldier could be thrust into a leadership position without warning if everyone higher than them gets taken out.
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