Rules of Combat
1. Combat: Do not do more than TWO actions in a post. *I reached for my gun, aimed it and fired* are THREE actions. If that gun wasn't in your hand, you better RP it and use up an action. Attempt any actions (my hand went flying towards her face with the intent to rearrange her smug look) and look up power gaming if you don't know what it is.
2. Combat Decisions: we are not a hud/meter sim, either work out with your fellow RPer (Ex: Hey man, I'm going to throw a punch at you, up to you what happens with that punch) OR agree to use dice and throw that when you throw your punch. Staff is happy to help guide you if you can't figure out a way to use the dice. For sim events that involve combat, we will use dice most of the time.
3. Reasonable Right to Life/Consequences Of Actions Taken: A player should have the right to decide the fate of their character's mortality in a conflict, but it should be remembered that the tone and scope of the Sim’s theme has weight. This is a world where modern medicine and emergency services no longer exist, and availability to dedicated medical equipment, much less supply, is most likely not to be had. Players should also understand their actions taken in the act of storytelling, can and should carry consequences in the short and long term.
4. Firearms: Use of a firearm while allowed if the character has been cleared to use said firearm, should be done so with an awareness of several factors. 1, how much ammo the weapon carries, a six shot revolver should only allow you to fire six times before you must spend time in rounds unloading the spent cartridges than reloading the cylinder, while a semi auto with an internal box magazine is much faster in it’s reloading cycle, a semi auto pistol has a greater chance of mechanical failure over time and use due to the lack of tools and resources to maintain said type of weapon. A D100 dice roll should be made after at least five full cycles of a weapon's ammo use, with the chance of mechanical failure increasing with greater odds the more the weapon is used without maintenance.
5. CQC *Close Quarters Combat* This one is simple, clearly you can’t punch or stab someone who is across the room from you, unless you of course close the distance, as rule 1 states, only two actions per post, so plan accordingly.
6. Common Sense: Use it at all times and you should be fine.