Combat

The combat system is described fully in +news combat. This is just a summary of the commands. They are broken up into sections:

+COMBAT_PC - Commands for running PCs in combat.
+COMBAT_NPC - Commands for running NPCs in combat.
+COMBAT_ORG - Commands for organizing combats.

The general order for combat is:

1. Organizer starts a new turn using +combat/newturn.
2. Everyone poses their results from last turn and their intended actions, and selects their targets using +combat/aim.
3. Organizer gives the 'fire at will' command using +combat/msg Fire at will!
4. Everyone (PCs and NPCs) attacks using +combat/shoot. All shooting happens simultaneously.

+help +combat_pc
Commands to join and leave combat:

+combat/all - Lists all combats
+combat/join <#> - Joins a combat
+combat/leave - Leaves a combat

Commands to set up armor and weapons:

+combat/weapons - Lists all weapons
+combat/weapon <weapon> - Picks a weapon
+combat/armor - Lists armor types.
+combat/armor <armor type> - Sets up armor
Armor Types
none
helmet
vest
vest+helmet
full

Use +combat/armor <armor type> (for PCs) or
+combat/armor <name>=<armor type> (for NPCs)

Commands to aim and shoot:

+combat/aim <target> - Picks a target
Note: You cannot switch targets in the middle of a turn.
+combat/shoot - Shoots your target
Note: Shoot is figurative and can also mean attacking hand to hand
+combat/shoot <modifier> - Shoots with a modifier.
+combat/jam - Raptors can jam their targets (using ECM) instead of shooting them.

Commands to change stance:

+combat/stance <stance>
Normal (no modifiers)
Banzai (bonus to attack but makes it easier for the enemies to hit you)
Cower (bonus to defense but makes it harder for you to shoot)

Other commands:

+combat/log - Shows a log of all damage done
+combat/log <search> - Searches the combat log for your name, or KO's, or whatever
+combat/hero - Use this after you've been KO'd to stay in the fight

+combat now allows you to pick teams numbered 1-5, as opposed to just Humans vs Cylons. Teams will be color-coded on the +combat display. New commands:
+combat/team <#> - Picks a team.
+combat/team <person>=<#> - Assigns someone to a team (for NPCs and combat organizers).

+help +combat_npc
Commands to join and leave combat:

+combat/all - Lists all combats
+combat/watch <#> - Watches a combat
+combat/leave - Leaves a combat

Commands to set up NPCs, armor and weapons:

+combat/weapons - Lists all weapons
+combat/npcadd <name>=<skill lvl>/<weapon>/<team>
Team must be a #1-5
Skill level must be: Terrible, Poor, Mediocre, Fair, Good, Great, Superb
+combat/npcremove <name> - Removes a NPC from combat.
+combat/weapon <NPC>=<weapon> - Changes a weapon
+combat/armor <NPC>=<armor points> - Sets up armor points
0 = No armor, 1 = Flak Vest/Helmet
Note: Centurions have built-in armor already.

Commands to aim and shoot:

+combat/npcaim <NPC>=<target> - Picks a target for the NPC
Note: You cannot switch targets in the middle of a turn just because your previous one got destroyed
+combat/npcaim <NPC> - Picks a random target on the opposing team
+combat/npcshoot <NPC> - Shoots the NPC's target
Note: Shoot is figurative and can also mean attacking hand to hand
+combat/npcshoot <NPC>=<modifier> - Shoots with a modifier.

Other commands:

+combat/log - Shows a log of all damage done
+combat/log <search> - Searches the combat log for your name, or KO's, or whatever

Note: NPCs can't change stances, jam, or use the hero command to stay in the fight.

New command +combat/shake or +combat/npcshake can shake off someone who's targeting you, but costs your action for the round. Really intended only for dogfights, but it could work in ground combat too with the "shoot and displace" sort of tactics using cover to 'lose' the Cylons.

Use +combat/pass or +combat/npcpass if you're not shooting this turn. This lets the GM know not to wait on you.

Unarmed ships (like raptors) can no longer +combat/shoot accidentally. There is a new variant of the Raptor ("Raptor-G") for ground attack missions where they might be outfitted with air-to-groud missiles.

Nukes and Raiders are easier to shoot down. This will likely mean that you'll be facing more waves of Raiders in combats rather than a handful that you dogfight for a long time.

No more premature shooting. You can now only shoot or jam after the 'fire at will' message has been given

+combat/aimall now is per team, so there should be no more buggy friendly fire incidents involving NPCs :)

+combat/npcs will summarize the weapons/armor/stance/cover of NPCs if you forget what you set your NPC to.

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