Space Combat on Cresh

### Overview

Companion Cresh uses DarrienSpace, which was never meant to be a full simulation of space combat. It has some crunchy bits in it for fun, but it's really supposed to be a tool for facilitating stories in space. The fun is the story. DarrienSpace just helps with conflict resolution.

The ideal use of the system is to treat the scene in space like any other scene, following a pose order and taking turns. The only difference is that you use some commands between the poses for handling the attack and defense. When it's your turn to pose, include the results from any defensive maneuvers you were engaged in, then include details about the attack you're about to make. Issue the attack commands, and when you see that you've been attacked, respond with a defense.

People may use the system differently, and that's fine. Again, DarrienSpace does not go for realism. All that is important is that everyone involved have fun.

In this tutorial, a number of commands will be listed. Help for all of these commands can be found on the Nav-Comp, located in the cockpit of any ship.

### Combat Groups

Combat in space is broken into combat groups. These groups can be a pair of starfighters dogfighting, or a cluster of squadrons engaged in full scale space war. Multiple combat groups can exist simultaneously in the same system.

All ships involved in the same battle should be in the same combat group. This includes foes and allies.

To create a combat group, initialize combat with another ship using the command: **CBT/INIT WITH <transponder>**

Once you have a combat group established, you can invite other ships to the group with the command: **CBT/INVITE <transponder>**

When you receive an invitation to a combat group from either of the commands above, you can accept with the command: **CBT/ACCEPT**

At any point in time, you can leave the combat group with **CBT/LEAVE**. If your ship is crippled as a result of the combat, you will automatically be removed from the combat group.

### Attacking

Once you are in a combat group, the command for shooting at another ship is: **CBT/FIRE <weapon #> AT <transponder>**

Using this command queues up an attack against a ship, which will not be resolved until the pilot of the targeted ship responds with a defense.

Key factors involved in determining the success of an attack roll is the gunner's skill, the ship's speed, and the distance between the two ships.

You cannot attack a ship until it has resolved any previous attacks with using a defense. You can fire multiple weapons in any given round, though how you want to handle that should be worked out with the other participants in the combat.

Whoever issues the fire command is the gunner for that attack, which doesn't have to be the pilot.

### Defending

Once you have been attacked, you can defend yourself with the command: **CBT/DEFEND <maneuver>**

These are the different defenses, from least defensive to most:

* None
* Roll
* Climb
* Dive
* Turn
* Roll+Climb
* Roll+Dive
* Roll+Turn
* Flee

This command will resolve the attack, showing the results to both the attacker and the defender.

Key factors in defense are the speed of the ship, the size of the ship, and the skill of the pilot.

### Other Useful Commands

Both **CBT/STATUS** and **MISC/STATUS** give similar information about the ship. The former command includes information about other ships in the combat group, while the latter can be used out of combat.

To raise or lower shields, use the command: **CBT/SHIELDS**

The commands you will use for posing is **MISC/POSE** and **MISC/EMIT**. The former command includes your transponder before the message, while the latter is more like your regular @emit command.

### Key Skills

The skills used in the system are dependent on the type of ship you are piloting.

All starfighters use Starfighter Piloting for defensive maneuvers and Starship Gunnery for weapons.

All capital ships use Capital Ship Piloting for defensive maneuvers and Capital Ship Gunnery for weapons.