What you will find below are all of the complete +help files for the FS3 +combat system built into BSG Orion, as well as a complete listing for all associated commands in different sections below. All of these help files, including the system, were written by Faraday. All of the files below are also accessible in-game. The subsection headers below assume you type +help before the listing.
+Combat Help Files
+COMBAT
Basic Combat Commands +combat - Views a summary of your current combat status.
+combat <name> - Views someone's detailed combat status.
More Topics
* COMBAT_JOIN - Joining and leaving combat
* COMBAT_PREP - Preparation commands
* COMBAT_ACTION - Action commands
* COMBAT_ORG - Organizer commands
* COMBAT_LUCK - Using luck in combat
* +damage - Damage
* +npcs - NPC commands
* +vehicles - Vehicle commands
* +gear - Gear commands.
Other possible matches: COMBAT_ACTION COMBAT_JOIN COMBAT_LUCK COMBAT_ORG COMBAT_PREP FS3COMBAT_HEADER
+COMBAT_JOIN
Joining and Leaving Combat Commands
+combat/all - Shows all combats going on
+combat/join <combat #>/<type>[/<vehicle>] - Joins combat
Type must be one of soldier, pilot, passenger observer or npcmaster
Vehicle is required for passengers and pilots
+combat/join <names>=<combat#>/<type>[/<vehicle>] - Joins someone else to combat.
Names can be a comma-separated list, but must not contain spaces
(i.e. must be listed like 'Cylon1,Cylon2,Cylon3' and so on).
If the NPC does not already exist, it will be added to the database with
a random skill level.
+combat/type <type>[/<vehicle>] - Change your type.
+combat/type <name>=<type>[/<vehicle>] - Change someone else's type.
Vehicle is required for passengers and pilots
+combat/leave - Leaves combat.
+combat/leave <name> - Makes someone else leave combat.
+COMBAT_PREP
Preparation Commands
+combat/stance <stance> - Sets stance (banzai,normal,evade,cautious,cover,outofsight)
+combat/weapon <weapon> - Sets weapon.
+combat/armor <armor> - Sets armor.
+combat/mod <name>=<modifier, + or -> - Sets a situational modifier (not damage!).
+combat/lethal <name>=<modifier, + or -> - Sets a lethality modifier
There is a NPC version for each command that takes the NPC name, such as +combat/weapon <name>=<weapon>
+COMBAT_ACTION
Action Commands
+combat/attack <target>[/<specials, see below>]
Specials are optional, and can include:
* burst - Fire a short burst if the weapon is capable of it.
* called=<location> - Perform a called shot to a particular hit location.
Use +combat/hitlocs <target> to see a list of valid hit locations
* burst - Fire a short burst if the weapon is capable of it.
* range=<range in meters> - If not specified, system assumes range is point-blank.
Use commas to separate multiple special options.
+combat/fullauto <list of one or more targets, separated by commas>
+combat/explode <targets right next to, separated by commas>/<targets close by, separated by commas>
+combat/aim <target>
+combat/suppress <list of one or more targets, separated by commas>
multiple targets only if fullauto weapon
+combat/subdue <target>
+combat/escape
+combat/reload
+combat/rally <target>
+combat/treat <target>/<wound#>
+combat/pass
There is a NPC version for each command that takes the NPC name, such as +combat/attack <name>=<target>
+COMBAT_ORG
Organizer Commands
+combat/start <mock or real> - Starts a combat.
MOCK combats are for sparring, training, or mock combats where no real harm is done.
+combat/spar <name> - Sets up a sparring match with your partner.
+combat/stop <combat #> - Stops a combat.
+combat/all - Shows all combats going on
+combat/newturn - Starts a new turn
+combat/skills - Views a summary of combatant skills (organizer only)
+combat/slackers - See at a glance who hasn't posed or chosen their actions.
+combat/team <team#> and +combat/team <npc>=<team#>
+combat/target <name>=<target> - Forces someone to change targets
+combat/teamtarget <team# list>=<team# list> - Sets up team targets
Example: +combat/target 1 3 = 2 4 (targets teams 1 and 3 at teams 2 and 4)
Note that this does not affect targets for teams 2 and 4 - you must set them separately
This team setting is remembered from one turn to the next.
+combat/retarget - Forces all NPCs to pick new random targets based on their team targets.
+combat/retarget <attacker=target,attacker=target,etc.> -
NPCs on the list will pick specific targets and everyone else will pick random targets
+combat/randtarget <name>[/<num targets>] - Spits out a list of random targets (default 1)
+combat/reaction - NPCs will pick new actions against the same targets
+combat/mod <name>=<modifier, + or -> - Sets a situational modifier (not damage!).
+COMBAT_LUCK
You can spend 1 luck point per turn on attack, defense or initiative. This effect lasts only a turn, so be
sure not to waste it on something you're not going to use. You can also use luck to stay in the fight
after being knocked out.
+combat/luck <attack, defense or initiative> - Spend a luck point this turn.
+combat/hero - Stay in the fight after a KO.
+Damage Help File
Damage Commands
+damage - Views your damage.
+damage <name> - Views someone else's damage, PC, NPC or Vehicle
+damage/move <#>=<location> - Spends a luck point to move the hit location of a wound to yourself.
This can only be done within a few minutes after the wound.
+damage/notes <name>/<#>=<notes> - Adds notes to a wound. This is appended to any old notes.
+damage/scan - Looks for injured players or vehicles in your location.
You can use the +heal command to heal injuries. See their respective help files for information.
The damage display will tell you if someone is fit for duty, hospitalized or on restricted
duty (or a vehicle down for repairs).
+NPCs Help File
NPC Commands
+npcs - Shows NPCs
+npc <name> - Shows a specific NPC
+npc/create <name>=<skill> - Creates a NPC
+npc/delete <name> - Deletes a NPC. Only the creator or staff can do this.
+npc/skill <name>=<skill> - Changes a NPC's skill
+npc/notes <name>=<notes> - Adds notes to a NPC
+Vehicles Help File
Vehicle Commands
+vehicles - Views all vehicles
+vehicle <name> - Views a specific vehicle.
+vehicle/create <name>=<type> - Creates a vehicle
+vehicle/delete <name> - Removes a vehicle
+vehicle/notes <name> - Adds notes to a vehicle.
+Gear Help File
+gear/weapons - Lists weapon stats
+gear/armor - Lists armor stats
+gear/vehicles - Lists vehicle stats
+Gear
The files below do not require the player to first preface with the +help system in order to access them. Updated and current employment of all gear and equipment on Orion's FS3 system are best accessed on-game. This page will be preiodically be updated to reflect current standings.
+Gear/Weapons
Weapon Type FullAuto? Clip Pen Range
Anti-Personnel Weapons
Grenadelaunch Frag Explosive/Physical no -- 7 150m
Grenadelaunch Heat Explosive/Physical no -- 20 150m
Handgrenade Flash Explosive/Stun no -- 7 40m
Handgrenade Frag Explosive/Physical no -- 7 40m
Ied Explosive/Physical no -- 7 1m
Mine He Explosive/Physical no -- 7 1m
Missile He Explosive/Physical no -- 10 5000m
Club Melee/Physical no -- 0 0m
Knife Melee/Physical no -- 0 0m
Sword Melee/Physical no -- 0 0m
Unarmed Melee/Stun no -- 0 0m
Artillery Ranged/Physical yes -- 10 28000m
Hunting Rifle Ranged/Physical no 10 3 500m
Lmg Ranged/Physical yes 100 4 1000m
Lmg Ap Ranged/Physical yes 100 6 1000m
Lmg Tripod Ranged/Physical yes 100 4 1000m
Lmg Tripod Ap Ranged/Physical yes 100 5 1000m
Mmg Ap Ranged/Physical yes 100 11 1000m
Pistol Ranged/Physical no 10 3 50m
Pistol Ap Ranged/Physical no 10 5 50m
Rifle Ranged/Physical yes 20 4 500m
Rifle Ap Ranged/Physical yes 30 11 500m
Shotgun Ranged/Physical no 8 3 100m
Shrapnel Ranged/Physical no -- 3 5m
Smg Ranged/Physical yes 30 3 150m
Sniper Rifle Ap Ranged/Physical no 5 6 1800m
Tazer Ranged/Stun no 5 0 5m
Anti-Vehicle Weapons
105mm Gun Explosive/Physical no 50 30 2000m
Bomb Racks Explosive/Physical no 3 125 5000m
M25+p Explosive/Physical yes 10 4 800m
Mine Heat Explosive/Physical no -- 20 1m
Missile Aa Explosive/Physical no -- 20 10000m
Nuke Explosive/Physical no -- 250 10000m
120mm Main Ranged/Physical no 50 100 2000m
20mm Cg Ranged/Physical yes 850 45 2000m
20mm Minigun Ranged/Physical no 5 65 500m
30mm Hvc Ranged/Physical yes 375 65 2000m
30mm Minigun Ranged/Physical no 5 85 500m
40mm Gun Ranged/Physical yes 100 35 2000m
6xhmg Ranged/Physical yes 50 3 500m
762minigun Ranged/Physical yes 50 4 500m
Hmg Ranged/Physical yes 100 8 2000m
Kew Ranged/Physical no -- 25 500m
Missile Ap Ranged/Physical no -- 70 5000m
Missile Racks Ranged/Physical yes 24 2 5000m
Raider Kew Ranged/Physical no -- 20 500m
Ecm Suppressive/Physical no -- 0 10000m
Jamming Pod Suppressive/Physical yes -- 0 20000m
See +gear/weapon <type> for details.
+Gear/Armor
Armor Class Protection
Breastplate Personal 1
Centurion Personal 5
Heavy Bodyarmor Personal 5
Heavy Vest Personal 5
Light Bodyarmor Personal 3
Light Vest Personal 3
Plate Armor Personal 2
Walker Personal 6
Aa Battery Vehicle 12
Carballa vehicle 40
Heavy Raider Vehicle 10
Predator Vehicle 13
Raider Vehicle 5
Raptor Vehicle 15
Rhino Vehicle 18
Viper Vehicle 10
See +gear/armor <type> for details.
+Gear/Vehicles
Vehicle Piloting Weapons
Aa Battery 2 RAIDER_KEW MISSILE_AA
Carballa Reaction HMG 120MM_MAIN LMG_TRIPOD MMG_AP
Forge 1 RAIDER_KEW MISSILE_AA
Foxfire 0 RAIDER_KEW
Heavy Raider Piloting RAIDER_KEW MISSILE_AA NUKE
Hurricane Piloting 762MINIGUN KEW MISSILE_AA 6xHMG
Predator Piloting 30MM_MINIGUN BOMB_RACKS JAMMING_POD MISSILE_HE MISSILE_AP
Raider Piloting RAIDER_KEW MISSILE_AA NUKE
Raptor Piloting ECM MISSILE_AP MISSILE_HE BOMB_RACKS HMG 20MM_MINIGUN JAMMING_POD NUKE
Rhino Piloting MISSILE_HE MISSILE_AP HMG 20MM_CG JAMMING_POD KEW 105MM_GUN 40MM_GUN 20MM_MINIGUN
Saber 2 MISSILE_AA
Viper Piloting KEW MISSILE_AA
See +gear/vehicle <type> for details.