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combat-help detail (Combat-Help)



Combat command reference.

            Use `help combat` for the command help attached to the combat command.
            Use `help combat-guide` for a plain-English overview.
            Use `help combat-math` for roll and wound details.

            Usage:
              combat
              combat start
              combat attack <target> [with <weapon>] [auto]
              combat ambush
              combat end
              combat status
              combat ready
              combat 1 <action>
              combat 2 <action>
              combat 3 <action>
              combat queue <action>; <action>; <action>
              combat order <action>, <action>, <action>

            Examples:
              combat
              combat start
              combat attack Maya with pistol
              combat order draw pistol, attack Maya with pistol, defend
              combat queue take cover; attack Maya; flee

            Actions:
              attack <target> [with <weapon>] [auto]
                Standard attack. Automatic fire gives +20 to the attack roll.

              blast <target>
                Attack with an active Elementalism blast after using `blast <element>`.
                It resolves as a magical ranged attack through normal combat.

              charge <target>
                Move to the target and attack quickly. The attack is a quick attack.
                Distant positions may take two passes to cross.

              take cover
              cover
                Duck into cover. You cannot take cover while engaged.

              defend
                Focus on defense. Attacks against you this pass suffer -20.

              disengage
                Break out of melee engagement. An opponent can contest this with Press.

              press [<target>]
                Stop an engaged opponent from disengaging.

              move <place>
                Move to a named combat place. Distant places can take two passes.

              draw [<weapon>]
                Ready a weapon from your inventory. If you have only one weapon, `draw`
                is enough.

              flee
                Leave combat. Flee requires a roll if you are under fire and is blocked
                while engaged.

              dualwield
                Toggle dual-wield style when you have the required talent and two
                eligible held weapons.

            Notes:
              - `combat attack <target>` fills the next open pass during active combat.
              - `combat order` marks you ready immediately.
              - `combat queue` does not mark you ready.
              - If no combat is active, `combat queue` starts room combat. `combat start`
                or `combat attack <target>` is usually clearer for opening a fight.
              - `combat 1`, `combat 2`, and `combat 3` replace a specific pass.
              - If you name a weapon for an attack and planned to draw it earlier, the
                attack uses that weapon if the draw succeeds.
              - If you name a weapon without drawing it first, the attack uses whatever
                weapon is actually ready when that pass resolves.