Here is an example of FS3 Combat, including the commands (in bold) required to perform the actions and comments (in italics) on what is going on. Everything in "code" blocks is done automatically by the system, the only input is in bold. Keep in mind that this is using NPCs… if you were using PCs, you would omit the "<name>=" part of each command.
+combat/start mock This starts the combat, and means that the wounds will disappear as soon as it's stopped.
<COMBAT> You start a combat. Your combat number is #1611.
<COMBAT> Orion has joined the combat as a observer.
<COMBAT> You join combat #1611.
< Weapon set to:
+combat/join Grounder21=#1611/grounder The /grounder automatically gives them armor and a sword.
<COMBAT> Grounder21 has joined the combat as a Soldier on team 2. (Orion)
<COMBAT> You make Grounder21 join combat #1611.
< Weapon set to: Sword
< Armor set to: Light Grounder Armor
+combat/join Reaper1=#1611/soldier
<COMBAT> Reaper1 has joined the combat as a soldier on team 2. (Orion)
<COMBAT> You make Reaper1 join combat #1611.
< Weapon set to: Knife
+combat/weapon Reaper1=axe A knife's too wussy for a Reaper, right?
<COMBAT> Reaper1 has changed weapons to axe. (Orion)
<COMBAT> You change Reaper1's weapon. Action and target have been reset.
+combat/team grounder21=1 This isn't necessary, but makes things look cleaner and allows autotargeting.
<COMBAT> grounder21's team set to 1. (Orion)
<COMBAT> You set grounder21's team.
+combat Here's the first example of the set-up combat.
<----== Combat #1611 ==--------------------------------------------------------
< Name Weapon/Vehicle Damage Stance/Action Target
<
< Team 1
< Grounder21 Sword ..... NOR/pass
<
< Team 2
< Reaper1 Axe ..... NOR/pass
<
< Observers/NPCMasters:
< Orion
< *** MOCK COMBAT ***
<=----------------------------------------------------------------------------=
+combat/newturn The first time you use newturn, all the NPCs will pick a random target on the other team. You can retarget them afterwards if you'd like.
<COMBAT> Orion has started the combat! Pose and pick your first action.
<COMBAT> Grounder21 will attack Reaper1 this turn. (Orion)
<COMBAT> Everyone has entered their actions.
<COMBAT> Reaper1 will attack Grounder21 this turn. (Orion)
<COMBAT> Everyone has entered their actions.
+combat Here's what things look like now, when we're ready to roll the first round.
<----== Combat #1611 ==--------------------------------------------------------
< Name Weapon/Vehicle Damage Stance/Action Target
<
< Team 1
< Grounder21 Sword ..... NOR/attack Reaper1
<
< Team 2
< Reaper1 Axe ..... NOR/attack Grounder21
<
< Observers/NPCMasters:
< Orion
< *** MOCK COMBAT ***
<=----------------------------------------------------------------------------=
+combat/newturn This will start the first round of attacks.
<COMBAT> Triggering new turn.
<COMBAT> Reaper1 attacks Grounder21 with Axe - Light wound to Chest (Reduced by Armor).
<COMBAT> Grounder21 attacks Reaper1 with Sword - Light wound to Abdomen.
<COMBAT> Orion has started a new turn. Pose and choose your action.
+combat You can see that each took a Light wound, shown by the single X on the damage track.
<----== Combat #1611 ==--------------------------------------------------------
< Name Weapon/Vehicle Damage Stance/Action Target
<
< Team 1
< Grounder21 Sword X.... NOR/attack Reaper1
<
< Team 2
< Reaper1 Axe X.... NOR/attack Grounder21
<
< Observers/NPCMasters:
< Orion
< *** MOCK COMBAT ***
<=----------------------------------------------------------------------------=
+combat/stance reaper1=aggressive That Reaper's been a little too passive, hasn't it? Aggressive stance gives +3 attack and -3 Defense.
<COMBAT> Reaper1 has changed stance to aggressive. (Orion)
<COMBAT> You change reaper1's stance.
+combat/attack grounder21=reaper1/called=neck The Grounder will try to take advantage of that -3 Defense by striking at a Critical location.
<COMBAT> Grounder21 will attack Reaper1 this turn. Options: called=neck (Orion)
<COMBAT> Everyone has entered their actions.
<COMBAT> You set grounder21's action.
+combat You can see the AGG for the Reaper's stance.
<----== Combat #1611 ==--------------------------------------------------------
< Name Weapon/Vehicle Damage Stance/Action Target
<
< Team 1
< Grounder21 Sword X.... NOR/attack Reaper1
<
< Team 2
< Reaper1 Axe X.... AGG/attack Grounder21
<
< Observers/NPCMasters:
< Orion
< *** MOCK COMBAT ***
<=----------------------------------------------------------------------------=
+combat/newturn That's one lucky Grounder, and pretty lucky for the Reaper too, only taking a Light wound.
<COMBAT> Triggering new turn.
<COMBAT> Reaper1 attacks Grounder21 with Axe but Grounder21 DODGES!
<COMBAT> Grounder21 attacks Reaper1 with Sword - Light wound to Neck.
<COMBAT> Orion has started a new turn. Pose and choose your action.
+combat Despite the additional Light wound, there's still only one X, because the Xs don't necessary match up to individual wounds, just provide a general idea of the amount of damage one has taken.
<----== Combat #1611 ==--------------------------------------------------------
< Name Weapon/Vehicle Damage Stance/Action Target
<
< Team 1
< Grounder21 Sword X.... NOR/attack Reaper1
<
< Team 2
< Reaper1 Axe X.... AGG/attack Grounder21
<
< Observers/NPCMasters:
< Orion
< *** MOCK COMBAT ***
<=----------------------------------------------------------------------------=
+damage reaper1 Yup, you can see that both wounds are there. They will stop being treatable after one RL hour.
=----------------------------------------------------------------------------=
Damage Report for Reaper1
Severity Can
(Current) Type Wound Treat Est Heal
1. Light Physical Sword to Abdomen + 4 days
2. Light Physical Sword to Neck + 4 days
Total Wound Modifier: -0.5 Healed By:
See +damage <name>/<#> for details on a given wound.
=----------------------------------------------------------------------------=
+combat/attack grounder21=reaper1 An attack without a called shot just targets the chest by default.
<COMBAT> Grounder21 will attack Reaper1 this turn. (Orion)
<COMBAT> Everyone has entered their actions.
<COMBAT> You set grounder21's action.
+combat/newturn Ow. Even if you're aiming at a certain area, you might hit an adjacent one instead.
<COMBAT> Triggering new turn.
<COMBAT> Grounder21 attacks Reaper1 with Sword - Moderate wound to Left Arm.
<COMBAT> Reaper1 attacks Grounder21 with Axe - Moderate wound to Right Arm.
<COMBAT> Orion has started a new turn. Pose and choose your action.
+combat Those Xs are stacking up now.
<----== Combat #1611 ==--------------------------------------------------------
< Name Weapon/Vehicle Damage Stance/Action Target
<
< Team 1
< Grounder21 Sword XXX.. NOR/attack Reaper1
<
< Team 2
< Reaper1 Axe XXX.. AGG/attack Grounder21
<
< Observers/NPCMasters:
< Orion
< *** MOCK COMBAT ***
<=----------------------------------------------------------------------------=
+combat/stance grounder21=aggressive The Grounder decides to try to finish this fast.
<COMBAT> Grounder21 has changed stance to aggressive. (Orion)
<COMBAT> You change grounder21's stance.
+combat/newturn Ow. A double-KO. Better hope that the Reaper doesn't have friends in the area, or else the Grounder might be asked over for dinner.
<COMBAT> Triggering new turn.
<COMBAT> Reaper1 attacks Grounder21 with Axe - Serious wound to Right Hand.
<COMBAT> Grounder21 attacks Reaper1 with Sword - Serious wound to Left Hand.
<COMBAT> Orion has started a new turn. Pose and choose your action.
<COMBAT> Grounder21 has been **KO'd**!
<COMBAT> Reaper1 has been **KO'd**!
+combat/stop #1611 Don't forget to stop the combat, or wounds won't heal (if it's "real" combat).
<COMBAT> Orion has stopped the combat.
<COMBAT> You stop combat #1611.
For a deeper dive into just what everything does, and to see other options, check out Combat 101.