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!

Player's Guide

The FS3 Player's Guide section on Combat goes into detail about everything you need to know about how combat works.

Interactive Tutorial

There's an Interactive Tutorial to get you started quickly with the basics of combat.

Command Quick Reference

Here is a Quick Reference on the combat in-game commands.

Running Combats

There is a separate guide for organizers wishing to Run Combats.

Combat Tips and House Rules

The hit locations are generic, so RP what makes sense. A hit to the "Head" could be to the forehead, scalp, face, mouth, jaw, ear, nose, etc. A hit to the "Chest" could be anywhere on the torso, including the shoulders, back and flank.

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.

  • Graze - Graze wounds are not tracked on the damage display. They are just a RP effect - a glancing blow, a scratch, or a bruise through armor.
  • Flesh Wound - A typical Hollywood flesh wound. Hurts but doesn’t slow you down.
  • Impaired - Hurts badly enough to affect your use of that body part, but still not a big deal. May need stitches, a sling or a brace for a few days.
  • Incapacitated - Hurts badly enough to keep you from using that body part effectively for a few days.

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.

Duty Restrictions

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.

Knockouts can seem finnicky sometimes, especially if someone is KO'd after a combination of small wounds or a hit to a non-vital area. When posing effects, bear in mind that a knockout doesn't necessarily mean literally knocked out. Maybe that wound to the wing damaged the controls so much you're out of control. Maybe you thought that wound to the leg was much worse than it actually was and passed out from shock. When a last flesh wound knocks out an opponent with other damage, maybe it wasn't the flesh wound at all... maybe the blood loss or system failures from the other wounds just finally caught up with him.
Staff-run combat scenes are generally aimed to last around 2 hours. FS3 combat is designed so that poses can happen in parallel, without need of pose order. You can help keep things moving by keeping your pose times reasonable.

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).

Raptors are known for their versatility. Unless specified otherwise by the combat organizer, PC Raptors are assumed to have an ECM package, rear KEW turret, and one of the following payloads:

  • 4 anti-personnel rockets (good for ground attack on lightly armored targets like Centurions)
  • 2 anti-vehicle missiles (good for aircraft or armored ground vehicles)
  • 20 talon anti-vehicle rockets (general purpose)

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.

Often people will stick to a single target until it's dead. While there's certainly sound tactical basis for that, don't get tunnel vision. There's nothing wrong with switching targets when it makes sense. If the target is evading left and right, you might shift to an easier one. If your wingman is in trouble, break off and help them. If a target is being double-teamed, you might break off to go after a fresh one. Above all, pay attention to poses and work together.

Don't underestimate the value of suppression. Sure, everybody wants the satisfaction of bringing down a Toaster. But there's a reason every war movie has people yelling "covering fire!" It's really a thing. A single round spent suppressing a target can make them less effective for several rounds. Plus you can suppress multiple people at once with a fullauto weapon or ECM package.

Counting aerial victories (or "kills") has been a pilot tradition since the invention of aerial combat. See the Kill Board for details.
Many mission events - especially big epic battles - will involve multiple groups off doing their own thing independently. If you can't make it to an event, you are still welcome to assume your character was involved in one of these other groups, fighting off-camera.

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:

  • A mission without a leader. Squads/flights are led by Captains/Sergeants.
  • A mission without a key specialty (e.g. a flight with no Raptor support, a marine squad with no medic, or a mission to blow stuff up with no combat engineers).
  • Pilots doing marine duties (or vice-versa). Pilots do not leave their ships in conflict zones unless they get shot down.
  • A squad/flight that is underpowered for the mission at hand. Typical mission sizes are 8 (either 8 marines or 6 Vipers+2 Raptors) but could be bigger if the mission calls for it.

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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