FS3 - Combat

How to set up and run combat:

1: Starting Combat

Mock combat is for spars, tournament melees, OOC tests, and any other time the characters involved aren't actually trying to hurt one another.
Real combat is for battles, skirmishes, duels, and any time when the characters are trying to do actual injury to one another.
Code-wise, the difference is that all damage from a Mock combat is wiped away when your character leaves the combat.

Only one person can start the combat.

+combat/start mock
+combat/start real


2: Joining Combat

Everyone else involved in the combat will have to join the combat at this point, and if the person who started the combat intends to fight, they will have to leave the combat and join again themselves.
The reason is that there are two types of participants — observers and soldiers — and the person who starts the combat is automatically joined as an observer.
A character may only join one combat at a time.

You will need to know the combat number to join it. You can get that number by checking the overall list of combats currently running on the game.

+combat/all
+combat/leave
+combat/join #<number>/soldier
+combat/join #<number>/observer


3: Setting Weapons and Armor
Everyone is automatically set with a Sword when joining combat as a soldier.
Any player who wants their character to use another weapon should check our weapon list and the individual entries for each weapon to decide which one they want their character to use.

+gear/weapons
+gear/weapon <weapon name>

Once they have decided on their weapon, they will need to set it in the code.
Please keep in mind that two-handed weapons cannot be used with a Shielded stance and many particularly heavy weapons cannot be used in a Mounted stance.
Weapons with an ammo clip have to be reloaded for a round after they have run through all of their ammo. (For example crossbows, bows and lance)

+combat/weapon <weapon name>

Each character will also need to be set with armor as appropriate. Just like weapons, there is an overall list and detailed entries for each type of armor.

+gear/armor
+gear/armor <armor name>

Whichever type(s) of armor you select for your character will stick with your character throughout their lifetime, unless they make the IC arrangements to get a new suit of armor made for them (which should involve a +request at some point, given the demand placed upon armorsmiths during wartime).
Once you have chosen your character's armor, set it up in the combat system.

+combat/armor <armor name>


4: Add NPCs
Any command that can be used for a PC can be used for one of the numbered Soldiers.
The combat organizer will probably want to set the enemies on Team 2, and friendlies on Team 1 just to make things easier
(PCs are automatically added to Team 1, including Soldiers with full +sheets).

+combat/join Soldier1=#<number>/soldier
+combat/weapon Soldier1=Crossbow
+combat/armor Soldier1=Maile Armor
+combat/team Soldier1=2


5: Choose Stances
Everyone enters the combat in Normal stance.
normal
aggressive
evade
cautious
shield
hidden
mounted

+combat/stance Aggressive
+combat/stance Normal


6: Choose your actions
At the beginning of combat, and any time you switch weapons, use a non-attack action, are KOed, or your target is KOed, you will have to choose a new target.

By default, all attacks are aimed at the chest (although they may hit elsewhere), but a character can aim for another body part to avoid armor or attempt to strike a Vital target (or just to fit the RP) by calling their shot. This gives a slightly greater chance to miss, but sets the attack's aiming point as the chosen location.

+combat/attack <name>
+combat/attack <name>/called=<location>

In addition to attacking, you can reload an empty weapon; attempt to rally a KOed teammate (giving them another Brawn + Brawn roll to recover); spend a turn aiming at a target to increase your chances to hit; treat a recently-wounded ally (attempting to remove the damage mod from one of their wounds — only the ones taken in the last RL hour can be treated), or pass to close the range with a distant target, gain range from an attacker, or finish off a downed foe.

+combat/reload
+combat/rally <name>
+combat/aim <name>
+combat/treat <name>/<woundnumber>
+combat/pass


7: Roll a Turn
The person running the combat can roll a new turn at any time, but it is good to give a minute or two of warning so that people can make last-minute changes to their stances and actions.
The first new turn in any combat will set random targets to any NPCs — you will have to start another new turn to actually roll the first round of combat.

+combat/newturn

At any time, any character in the combat can use +combat to see a general over-view of the state of the combat. Keep in mind that the colored Xs representing wound modifiers are not a precise measuring tool — a character can be KOed from a Light wound, or go well beyond the total number of Xs shown. For more detailed information you can check their combat settings or damage.

+combat
+combat <name>
+damage <name>


8: Repeat 5-7
You can use Luck to add 3 dice to a single attack or defense, but perhaps the most powerful use of Luck is to instantly recover from a KO. You should still pose being knocked down, staggered, badly wounded, temporarily disarmed, or otherwise stymied, but by spending a Luck point, you can get back into the fight without having to make the Brawn + Brawn check that accompanies a rally attempt (and you don't have to have anyone rallying you).

+combat/luck <attack, defense, or initiative>
+combat/hero (to immediately recover after being KOed)

You can also see who has yet to pose in a given turn (numbered knights and hostiles will show up here even if the GM has posed, just ignore them).

+combat/slackers


9: Close it Down
When you're done with the combat, each player can leave individually, but the organizer will still have to stop the combat as a whole.

+combat/leave
+combat/stop <number>

Healing happens every night at midnight Central Time, but only to characters who are not currently in a +combat. Your character will automatically make a Brawn + Brawn roll (and any character +healing you will make a Medicine + Wit roll). Successes will shorten healing times. Only one character may heal a given character at a time and a given healer can only tend to a number of characters equal to half of their Medicine skill.

+heal <name>
+stopheal <name>
+healing


Guide to Using Soldiers
We've included a Soldiers with +sheets to the game, allowing players to run skirmishes against the Enemy at their leisure.

Use the guidelines on the +sheets by +view Soldier1, Soldier2, ect. (Quirks)
Each of the +sheeted Soldiers lists their type, as well as the armor and weapons that they use in combat.

Balance:
Unless your combatants are fighting in an enclosed area, you can always have further Soldiers join the fight from somewhere out of sight, or have some of the Soldiers move off to attack other targets.
This is especially easy if the +combat is part of a larger fight, when it's easy for Soldiers to move between the larger battle and the +combat. This can be useful if you misjudge the difficulty of the encounter or if the dice are simply rolling hot or cold for one side or another.
Alternatively, you can let the dice fall as they may, and allow the PCs an easy win or force them to retreat in failure

Ambush:
If you have some stealthy characters, or stealthy enemies, or both, feel free to have one side or the other make a single round of attacks with the other side all passing. If the ambush was particularly good, you can even have the attackers set Aggressive stance for a turn, since they won't be getting any counter-attacks that turn. If the ambush was amazing, you can even set the 'defenders' to Aggressive stance, to give them penalties to their defenses for a round (and of course still not allowing them to attack for the first round).

Control Movement:
It can be useful to determine who can attack who by using the Teams feature of +combat. One way to do it is to set Team1 as the PC starting point, Team2 as the nearest enemy forces, Team3 as further enemies, and so on.
Then infantry can move to an adjacent Team by Passing for a turn, ranged combatants can attack adjacent Teams or their current one, and cavalry can move to an adjacent Team without missing an attack.
This allows for some tactics as to which forces are engaged, and how they are engaged. It will also allow the GM to provide more targets for the PCs, but control how the Soldiers are able to gang up on them.

NOTES:
You cannot +combat/treat a mounted player.

You cannot +combat/treat a player that is not in +combat/pass mode.

If a character is KO'd by a Soldier and the soldier is not engaged by someone else, the Soldier may Pass its action and finish the KO'd character off in the next round.

A Serious or Critical means a dismount and you must roll a successful +roll riding on a moderate hit to remain mounted.

Changing to a bow or crossbow from another weapon requires Passing a turn.

Changing to a melee weapon from a bow, crossbow, or lance requires Passing a turn unless the previous weapon is simply dropped or left where it is.
This represents the time it takes to sheathe one weapon and ready another.

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