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Introduction, Part 2

In the beginning...
- Telnet and connecting
- Creating a character
- Setting up your character

Basic MUX
- Help and News
- Say, Pose, and Page
- @Mail
- Enter and Leave

BMI Introduction
- Starting Up
- Heading and Navigate
- Speed
- Turning while Moving
- Dropping Prone
- Jumping
- Status

- Sensors and Weather
- Lock
- Scan
- Tactical
- Long Range Scan
- Arc of Fire
- Rotating Torsos

Sighting and Firing
- Weapons
- Melee Attacks
- Weapon Tics
- Gunnery Modifiers
- Hit Locations
- Heat
- The End

Fun With Macros
- Adding Sets
- Commands

Repair Corps Handbook
- !commands
- Damage, Repair, Fix
- Guns, Ammo, Other
- Scrapping
- 'Mech Information

3030 Scenario Information
Combat Unit Commands
What is 3030MUX?
Live, Eat, Breathe 3030MUX
"I Can Do It Better!"


Most actions dealing with other units in RS will require you to lock onto that unit before the action can be attempted. Locking a RS unit or hex sets it to become your default target. The lock command is used to lock your weapons utilizing, your primary and secondary sensors.

lock [<target id> | <x> <y> | <x> <y> <b|h|i|c> | -] is the format for the command.

When locking onto a target, it takes 8 game ticks for your targeting computer to fully achive the lock. Until this happens, you will have a +2 penalty modifer to all weapon/action BTHs.

The most common form of this command is to lock onto a target within LOS.

Graphic 4D

> lock bh
Target set to Al Scorpion [bh].
The sensors acquire a stable lock on Al Scorpion [bh].

Note that the solid lock message took 8 ticks to be displayed. You may have fired your weapons if you wished at this time, but would have had the +2 secondary target BTH modifer. The next argument is to unlock a target.

Graphic 4E

> lock -
All locks cleared.

Pretty straightforward.

This next form is used to lock onto a hex. When firing at a hex within LOS, you will make a roll based on visual sensors (no matter what sensor modes you currently have set) and modified by:

+1 for a single unit in the hex.
+0 for two units units the hex.
-1 for each additional unit above two in the hex.

If you hit, you will damage a randomly picked (with Mecha getting hit more often than vehicles) unit within that hex. This is to help break up large clusters of units gathering within a single hex.

Graphic 4F

> lock 35 35 Target coordinates set at (X,Y) 5, 5

The next three forms are variations on hex locking. Clear, ignite, hex, and building. These, respectively, allow you to clear a hex of woods, ignite a hex of woods, destroy bridge or ice in the hex and damage the Construction Factor (CF) of a building or hangar link. Again, BTH modifiers are based on visual sensors reguardles of what sensor mode you have set.

Graphic 4G

> lock 5 5 c
Target coordinates set to clearing hex at (X,Y) 5, 5
> lock 5 5 i
Target coordinates set to igniting hex at (X,Y) 5, 5
> lock 5 5 b
Target coordinates set to building at (X,Y) 5, 5
> lock 5 5 h
Target coordinates set to hex at (X,Y) 5, 5

Move on to the next section...