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Space travel, role-playing and combat on Star Wars MUSH uses a custom designed space system (Dspace) which is based on West End Games's D6 Space system.

Players may wish to use the Advanced Space Combat System, a faithful recreation of the original WEG rules. However this is not required and players may only insist on the system set out below:

Commands that involve the ship's sensors and seeing outside of a starship fall under the SCAN command.


While in the cockpit or control room of any starship, you can type SCAN/HELP for an abbreviated version of the following information:


SCAN...............................................Displays a list of other space objects within scanner range, their transponders, name, location, and distance from you.

SCAN/NORM <TRANS>..................Performs a normal scan on <TRANS>.

SCAN/PASSIVE <TRANS>...............Performs a passive scan on <TRANS>. This is the same as a normal scan except it isn't detectable. Passive scans are short ranged.

SCAN/FOCUS <TRANS>.................Performs a focused scan on <TRANS> giving detailed information about the object being scanned including Docking and Hanger information.

Commands that move a ship within real space fall under the NAV command

While in the cockpit or control room of any space vessel, you can type NAV/HELP for an abbreviated version of the following information:

NAV/LOCATION.......................Displays the ship's current location.

NAV/MOVETO <X>,<Y>,<Z>.............Moves the ship to <X>,<Y>,<Z> IF that location is within a single instance of the ship's movement distance.

NAV/MOVETO <TRANS>.................Moves the ship to the coordinates of <TRANS> IF that object is within a single instance of the ship's movement distance.

NAV/AUTO TO <X>,<Y>,<Z>............Sets the autopilot to a destination of <X>,<Y>,<Z>.

NAV/AUTO TO <TRANS>................Sets the autopilot to the coordinates of <TRANS>.

NAV/AUTO ON........................Activates the autopilot.

NAV/AUTO OFF.......................Disengages the autopilot early. The autopilot will automatically disengage upon reaching its destination.

Commands that move a ship between systems or deal with Hyperspace fall under the JUMP command

While in the cockpit or control room of any space vessel, you can type JUMP/HELP for an abbreviated version of the following information:

JUMP/DEST <DIST>...................Shows all known valid hyperspace destinations within <DIST>

JUMP/CALC TO <X>,<Y>,<Z>...........Calculates a route from your current system to the system specified by the coordinates.

JUMP/CALC TO <SYSTEM>..............The same as the command above except <SYSTEM>, the name of the system, replaces the coordinates.

JUMP/INFO..........................Displays detailed information about all the jumps stored in the NavComp.

JUMP/DEL <#>.......................Deletes the specified jump.

JUMP <#>...........................Enters the ship into hyperspace using the specified jump number.

JUMP/UNJUMP........................Takes the ship out of hyperspace.

COM/CHAN LIST..............................Lists all the COM Channels the ship can maintain and the frequencies currently assigned to them.

COM/CHAN SET <CHAN>=<FREQ>.........Sets channel <CHAN> to <FREQ>.

COM/CHAN <CHAN>=<MESSAGE>..........Sends <MESSAGE> over channel <CHAN>.

COM/RADIO <TRANS>=<MESSAGE>........Sends a tight beam transmission to <TRANS>.

Ships can transmit and receive communications while landed and transmit long range to other systems.

Commands that deal with take-off, landing in hangars on planets, moons, space-stations and starships and docking fall under the MAN command

MAN/TAKEOFF..............................................Moves the ship out of a hangar or off a landing pad, and into real space.

MAN/LAND ON <Transponder>/<Hangar> ................Lands the ship on the designated hangar or landing pad.

Note: If not specified, any hangar labelled PUBLIC will be used.

MAN/DOCK WITH <Transponder>/<Tube> <Code> WITH <Tube> ...Docks with <Transponder>.

Note: If tubes and codes are not specified, the NORMAL tube will be used.

MAN/UNDOCK <TUBE>........................................Undocks the specified tube. If unspecified, the NORMAL tube will be used.

Commands which deal with the coded Space Combat system fall under the CBT command.

CBT/INIT WITH <Trans>......... Requests a new Battle Grouping with <Transponder>.

   Once a Battle Grouping is established, attacking and defending can take place in space combat.

CBT/ACCEPT.................... Accepts an invitation into a Battle Group.

CBT/INVITE <Trans>............ Invites <Transponder> into an already established Battle Grouping.

CBT/LEAVE..................... Leaves the current Battle Group established.

CBT/DISPLAY................... Lists all combat groups within Normal scanner range.

       If you are in a combat group, combat shows the ships that are in your grouping, if they are within normal scanner range.

CBT/STATUS.................... Gives a detailed status report of your ship, and a brief summary of all other ships in the current battle grouping.

CBT/FIRE <Weapon #> at <Transponder>............ Fires specified weapon at <Transponder>.

        You must be in a Combat Group with <Transponder>.
        To see your list of weapons, use CBT/STATUS

CBT/DEFEND <Maneuver>......... Executes the specified maneuver in response to a combat attack. Possible maneuvers are:

         None
         Flee
         Charge
         Bank+Away
         Bank+Toward
         Roll+Away
         Roll+Toward. 

CBT/SHIELDS................... Raises or lowers the ship's shields.

CBT/SHIELDS REFRESH........... Recovers lost shields.

CBT/POSE Pose................. Displays a pose to all the people in your current combat grouping.

                              The pose is prefixed with: <COMBAT> Trans poses: 

CBT/LOG....................... Displays the combat log for the current battle.

CBT/LOG CLEAR................. Clears the current combat log.

Commands which deal with role playing outside of combat, taking control of a ship and checking skills fall under MISC

MISC/POSE <Pose>.............. Displays a pose as the ship for all ships in the same system or people in the same area as the ship.

       This command works while landed. 

MISC/EMIT <Pose>.............. Much like MISC/POSE, except the pose is not prefaced with the Transponder.

       In space, the pose is prefaced with <SPACE>.
       Landed, the pose is prefaced with <SHIP POSE>. 

MISC/PILOT <Code>............. Takes the main controls of the ship.

MISC/STATUS................... Displays a full readout of the ship and its weaponry.

MISC/RESCUE DOCK <Trans>...... Establishes a forced dock with <Trans> using both ship's Normal tubes.

MISC/RESCUE LOAD <Trans> USING <Hangar>........... Forces the specified crippled ship into the specified hangar.

MISC/QUIET.................... Toggles on and off some of the the "spam" such as Autopilot noise.

MISC/CODE <Old Code> TO <New Code>............ Changes the entry and pilot codes of the ship.

MISC/OOC <Message>............ Sends an Out of Character message to the local system or area

MISC/+CHECK <Skill>........... Displays skill roll to every ship in system, or your location if not in space.

MISC/+CHECK BOOST <Skill>..... Same as previous, but uses a Character Point to boost roll by 2 dice.

MISC/AUTOMESSAGE SET <Msg>.... Sets the OOC Message to be broadcast to ships entering your system.

MISC/AUTOMESSAGE CLEAR........ Clears the Automessage.

MISC/AUTOMESSAGE VIEW......... Displays the ship's current Automessage.

MISC/TUBE CODES............... Displays a list of the Docking Tubes on the ship and the codes required to use them.

MISC/TUBE CODE <Tube>=.. Changes the code on the specified tube.

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