Trenchport RP HUD artwork
Trenchport, AlabamaRP HUD Player PortalOOC combat class rules, current combat modes, and practical HUD reference.
Trenchport RP HUD

OOC Combat Class & HUD Guide

A single reference for the Trenchport combat class: consent and post order, all current participation and rule modes, Practice and Tournament behavior, attacks, Stamina, Defense, healing, ammunition, defeat, surrender, and saved records.

Trenchport Alabama Combat Guide banner

Written RP Combat Guide

The HUD guide explains mechanics. The separate RP Combat Writing Guide teaches the roleplay side: attempt wording, avoiding autohits, reacting to hits and misses, damage portrayal, powergaming, godmodding, and Trenchport's rule that a weapon is drawn/readied in one post and used in a later post.

Open RP Combat Writing Guide

Current Combat Modes

There are two related choices to understand: participation mode controls whether mechanical combat is active, while Meter rules decide whether Stamina is used.

Mechanical

Meter Combat — Stamina

The normal mechanical mode. HUD attacks, incoming meter damage, healing, defeat, and normal combat records are active. PvP attacks spend Stamina.

Mechanical

Classic Meter

Old-school mechanical Meter Combat with the Stamina system turned off. Attacks and damage still work normally; the difference is that combat does not spend Stamina.

RP Only

RP Combat

Marks the player as open to combat roleplay while blocking HUD attacks and incoming meter damage. Use it when the fight is being resolved entirely through written RP.

Opt Out

Non Combative

Opt out of HUD combat. Mechanical attacks and incoming meter damage are blocked. Do not treat a NON COMBATIVE player as a valid HUD target.

Classic mixed fights: if either player in a Meter Combat PvP pair is using Classic, that pair resolves under Classic rules for the active encounter window. The rule set is locked for 10 minutes, so players cannot swap Stamina/Classic in the middle of that encounter.

Practice Mode & Tournament Mode

These are special verified event states layered on top of Meter Combat. They are not the same thing as RP COMBAT or NON COMBATIVE.

OOC Class

Practice Mode

  • Designed for OOC combat classes and training.
  • Uses isolated 100 HP.
  • Allows melee and knife attacks.
  • Gun attacks still require a firearm in cloud Inventory, but verified Practice shots do not consume Ammo.
  • Practice attacks cost 0 Stamina.
  • Immediate class healing is available.
  • Normal wins/losses are not recorded.
  • NPC Hunt is blocked while Practice is active.
Staff Event

Tournament Mode

  • Staff-controlled event combat.
  • Uses isolated 100 HP.
  • Attacks are locked to melee only.
  • Tournament attacks cost 0 Stamina.
  • Wearable Defense is ignored for isolated tournament damage.
  • NPC Hunt is blocked until the event ends.
Practice and Tournament temporarily force the mechanical Meter Combat path while the verified event is active. The normal player-selected RP/Non-Combative preference returns to relevance once the special event state ends.

One HUD Action Per Roleplay Post

During an active combat scene, each player may perform one HUD combat action per roleplay post.

  • Attacking another player counts as the action, even when the attack misses.
  • Healing another player counts as the action.
  • Using a healing consumable counts as the action.
  • Using a buff, temporary effect, or other combat-benefit consumable counts as the action.
  • Movement, dialogue, and descriptive roleplay can be part of the same post as long as they do not create another HUD action.
Heal / Use Item / Buff
or
Attack
A miss still uses the action. Do not attack again, heal, or stack another combat consumable before the other participants have had their opportunity to respond.

Attacks, Rolls & Stamina

1. Open Fight → AttackChoose the attack category you are roleplaying.
2. Pick an eligible targetThe HUD scans only within the attack's configured range.
3. The HUD rolls d208 or higher hits. 7 or lower misses.
4. A hit rolls raw damageWearable Defense is applied after raw damage is rolled.
AttackRangeRaw DamageNormal PvP Stamina
Melee5 m8–14 HP8
Knife5 m14–25 HP12
Gun10 m25–35 HP5

Classic Meter removes those Stamina costs. Practice and Tournament also use zero Stamina cost. The Fighting Skill can reduce normal PvP Stamina costs by up to 20% at maximum skill; it does not improve hit chance or damage.

Wearable Defense

Equipped wearable gear can reduce incoming damage during normal PvP and NPC combat.

  • 1 Defense = 1% damage reduction.
  • Total Defense is capped at 30, or 30% reduction.
  • Defense does not change the d20 hit roll.
  • A successful hit always deals at least 1 HP.
  • Tournament-isolated damage ignores wearable Defense so the event remains on its own balance.

Check and manage gear through Inventory → Wearables.

Healing, Consumables & Buffs

HUD Heal

Use Fight → Heal to scan up to 10 meters and restore up to 25 HP to another player without exceeding their current maximum HP.

In regular Meter Combat, a fighter who has attacked cannot receive outside player healing for 1 hour after their latest attack. Practice Mode uses its own immediate class-healing behavior.

Self-Healing & Items

The HUD heal action is for another player. Self-healing uses an appropriate cloud Inventory consumable. Any healing item, temporary max-HP item, buff, or combat-benefit consumable counts as the player's one HUD action for that post.

Guns, Ammo & NPC Hunt

  • Live player gunfire: requires an enabled firearm and at least one Ammo in cloud Inventory.
  • One Ammo is consumed before the attack roll, so a miss still uses the round.
  • Practice gunfire: still requires the firearm inventory gate, but a verified Practice shot does not consume Ammo and does not create a normal PD acoustic alert.
  • Tournament: gun attacks are unavailable because the event is melee-only.
  • NPC Hunt: requires a real firearm for gun attacks but currently uses unlimited Hunt ammo; it does not consume the player's Ammo and is exempt from the normal police acoustic incident.

Zero HP, Defeat & Throw Towel

Zero HP

At 0 HP, the meter records the defeat for normal Meter Combat. The defeated player may not continue attacking, healing, buffing, or using combat consumables as part of that encounter.

Zero HP does not automatically decide death, permanent injury, arrest, kidnapping, robbery, or another long-term story consequence. Those outcomes belong to roleplay and sim rules.

Throw Towel

Fight → Throw Towel lets a Meter Combat player surrender to a nearby opponent. It records a loss for the surrendering player and a win for the opponent without changing their HP.

Throw Towel cooldown: 12 hours.

Roleplay, Poses & Records

The HUD resolves mechanics; players still write the scene. Roleplay the swing, shot, miss, injury, treatment, reaction, and consequences instead of treating the meter output as the whole post.

Combat Pose

The optional Fight Pose is visual only. Turning the stance on or off does not roll an attack, deal damage, or replace a written combat post.

Saved Results

Normal Meter Combat wins and losses are saved to the character record and can be viewed through Ch Profile → Stats. Practice Mode intentionally does not create normal combat records.

Quick Class Reference

Participation modesMeter / RP Combat / Non Combative
Meter rule setsStamina or Classic
Special modesPractice / Tournament
HUD actions per RP post1
Hit roll8+ on d20
Melee5 m • 8–14 HP • 8 Stamina
Knife5 m • 14–25 HP • 12 Stamina
Gun10 m • 25–35 HP • 5 Stamina
HUD heal10 m • up to 25 HP
Defense cap30%
Practice100 isolated HP • no normal records
Tournament100 isolated HP • melee only
Classic mixed pairClassic rules for 10-minute encounter window
Throw Towel12-hour cooldown

Combat Rules Class Poster

This is the fast visual version used for the core RP-combat expectations. The sections above include the newer combat modes and mechanical systems added since the original poster.

Trenchport Combat Rules poster