MUX Info
advancement

characters
combat
consent
credits
feature chars
points
policy
roleplay
rpg

Theme Info
aramandi
crimes
force
races
rebellion
space
theme
time
weapons

The above menu mirrors the information accessible via the "news" files from within the game.

COMBAT

The combat system in Brak sector is detailed and could be overwhelming for the new player. The wide variety of strategic options, however, when used well, creates very realistic and (hopefully) fun fights. The discussion here will be with combat involving players facing off directly without vehicles. There are separate news files on 'vehicle combat,' 'space combat,' and 'mass combat.'

Combat is measured out in 'rounds,' each of which simulates about five seconds of action, but is probably several minutes out of character. Whenever a new round begins, someone (usually the judge) will type +newround. Everyone will get a list of the order in which everyone acts (based on Perception rolls). Furthermore, various updates of damage and status will happen now.

The combat system keeps track of everyone's position within an area, measured in meters. The 'see' command shows where everyone in the room is in X, Y, and altitude. You can assume 0,0 to be about the center of the area. You can move up to four times your 'Move' score in meters every round. Movement is the first thing to happen after the +newround command is issued (except for defenses, described later). Simply type MOVE <x>,<y> to move to a location within range. The further you move, the more likely you are to trip or fall, and the greater of a penalty you will suffer to other actions such as attacking.

After everyone has moved, the real fun begins. In the order that the +newround command showed, each person can take an 'action.' An action might be as simple as shooting someone else, or as complex as attempting to leap onto a starship's boarding ramp as it takes off. Simple actions usually have coded commands associated with them. More complex actions, like the leap for the boarding ramp, should be described to the judge, who will decide on a roll for you to make. In general, anything that can be done in 5 seconds is an action.

Examples of actions include:
* Wielding a weapon. 'wield <weapon>'
* Holstering a weapon. 'unwield'
* Holstering a weapon and wielding a new one. 'wield <new weapon>'
* Shooting someone. 'shoot <target>'
* Adjusting a blaster's stun setting. 'set for stun' or 'set for full'
* Punching someone. 'brawl <target>'
* Ejecting ammo and reloading. 'eject power pack', 'give <weapon>=power pack'
* Picking something up. 'get <object>'
* Yelling anything lengthy. 'yell <message>'
* Speaking into a comlink. 'comlink <message>'
* Not doing anything.
(Some of these commands will not work in a given situation.)

There are also certain actions that you can perform at any time during the round, either before, during, or after your "real" action.

Examples of these 'free actions' include:
* Dropping something. 'drop <object>'
* Dropping your weapon and using another. 'wield <new weapon>', 'drop <weapon>'
* Saying a few sentences. 'say <message>'
* Yelling a word or two, like 'help!'. 'yell <message>'


Whenever you perform any sort of action, you should always pose what you are doing through the 'pose' or ':' command. The standard combat messages have been made rather dull and boring for a reason - to let you fill in what is going on with your imagination.

At the beginning of a round, before you move, you can perform defensive moves: parry, full parry, dodge, and full dodge. Parries defend against hand-to-hand attacks such as swords, fists, or lightsabers. Dodges defend against long-range attacks such as blasters, bows, or missiles. To do a basic defense, just type 'dodge', or 'parry.' You will suffer a -1D penalty to rolls for each defense you activate, but you will greatly decrease your chances of being hit.

To do a full defense, 'full dodge' or 'full parry.' This means you are spending all of your effort on avoiding getting hurt. Although you can 'dodge' and 'parry' at once, you cannot 'full dodge' and 'full parry.' - just one or the other. If you are doing a full defense, several restrictions apply:
(1) You cannot move more than half your Move rating.
(2) You cannot take any other actions, such as attack.

You may turn all defenses off with 'dodge off' and/or 'parry off' but these are dangerous. A basic defense is a good idea at all times during a battle. Don't adjust your defenses in the middle of a round. If you want to stop dodging, you can do so after the next '+newround.'

Some notes on combat:

* Weapons have ranges. These can be crucial if someone is trying to run away. If you take a shot that is out of range, you have wasted a shot and an action. * Weapons also have ammunition limits. These are usually fairly high (25 to 100), but you should keep an eye on your ammo. If you shoot when you have run out of ammo, you have *wasted an action*.

* You can attack anything in combat except for the judge. If you want to shoot a ship or a speeder bike or a computer terminal or anything - go right ahead. The system allows it. (Of course, if the judge has specifically stated that a target is off-limits, do obey the judge.)

* Grenades have blast radiuses. Don't hit an ally.

* Armor can get damaged in combat.

* If you are stunned, you can still take actions this round.

* If you are wounded, you cannot take any more actions this round.

* If you are knocked out, you can recover with the 'recover' command - but wait until the combat is over.

* If you are mortally wounded, you will die within rounds unless someone uses a medpac on you.



This information is also available in-game via the "news combat" command.

See also:
news policy, news combat