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Gundam Wing MUD — Space Operations

SHIP & SUIT
OPERATIONS MANUAL

// COMPLETE COMMAND REFERENCE — PILOTS & CREW //

Quick Reference
00
BOARDEnter a suit/ship
LAUNCHLaunch into space
LANDLand at dock
STATUSView ship status
RADARScan sector
TARGETLock onto target
FIREFire weapons
SHIELDSToggle shields
HYPERSPACEJump to sector
EJECTEmergency eject
🚪
Boarding & Leaving
01
Before you can fly, you must be a registered pilot. Use ADDPILOT to authorize yourself or others. Public ships may be boarded freely.
SUITS
suits
Displays a list of suits and ships available for sale or rent at your location.
INFO
info <ship name>
Detailed information about a specific ship or suit: class, hull, weapons, capabilities. Compare ships before purchasing.
SCOMPARE
scompare <ship1> <ship2>
Side-by-side comparison of two ships' stats including hull, energy, weapons, and speed.
BOARD
board <ship name>
Enters the cockpit of the specified ship or suit. Must be an authorized pilot or the ship must be public.// Must be at the ship's location
LEAVESUIT
leavesuit
Exits the ship or mobile suit. Cannot be used while in flight.
OPENHATCH
openhatch <ship name>
Opens the hatch of the specified ship allowing boarding.// Required before others can board
CLOSEHATCH
closehatch <ship name>
Closes the hatch, sealing the ship. Recommended before launch.
OPENBAY
openbay <ship name>
Opens the hangar bay of a capital ship or carrier for smaller ships to dock inside. Capital
CLOSEBAY
closebay <ship name>
Closes the hangar bay doors. Docked ships cannot launch while the bay is closed. Capital
🚀
Launch, Flight & Landing
02
You must be seated in the pilot's seat to use flight commands. Autopilot must be disabled before manually flying.
LAUNCH
launch
Launches the ship from its docked position into space. Pilot must be in the pilot seat.// Requires pilot skill check; launch fees may apply
LAND
land <location>
Initiates landing at the specified dock or location. Target must be within range at low speed.// Use RADAR to find nearby landing zones
SPEED / ACCELERATE
speed <value>
Accelerates or decelerates to the specified speed. Max speed is set by the ship's drive rating. Set to 0 to stop.// Pilot seat required
COURSE / TRAJECTORY
course <x> <y> <z>
Sets the ship's heading toward the specified vector coordinates.// Use RADAR or PROXIMITY to find coordinate targets
AUTOTRACK
autotrack
Enables automatic course adjustment to continuously follow your current TARGET lock. Toggle — use again to disable.
BURN / AFTERBURNERS
burn | burn off
Activates afterburners for a speed boost beyond the normal maximum. Fighter-class only. Drains energy rapidly. Type burn off to deactivate. Afterburners Skill// Must already be at full speed before activating
AUTOPILOT
autopilot
Toggles the autopilot on or off. Most manual flight commands are disabled while autopilot is active.
ACONFIG
aconfig <option>
Configures autopilot behavior including patrol patterns and return-to-base settings.
FACE
face <ship name>
Instantly turns the ship to face the specified target, aligning your heading toward them. Costs energy. Pilot Seat// Cannot face while cloaked
EJECT
eject
Emergency ejection from the mobile suit in an escape pod. Auto-triggers on critical damage. Mobile Suit Only
🎯
Combat Systems
04
Weapons are operated from the gun seat / turret. Shields and some systems are controlled from the pilot seat. Ensure crew are in proper positions before engaging.
TARGET
target <ship name>
Locks weapons and AUTOTRACK onto the specified ship. Required before firing most weapons. Gun Seat
FIRE
fire | fire missile/rocket/torpedo | fire magnetic/proximity/seeker | fire beam primary/secondary/link
fire — Primary 105mm cannon.
fire missile — Concussion missile.
fire rocket — Heavy rocket.
fire torpedo — Proton torpedo.
fire magnetic — Magnetic mine.
fire proximity — Proximity-triggered mine.
fire seeker — Seeker mine that pursues targets.
fire beam primary/secondary — Fires a beam weapon.
fire beam link — Fires both beams simultaneously (see BEAMLINK). Gun Seat Space Combat Skill
SABERSTRIKE
saberstrike
Melee beam saber attack. Must be within 100 units of target. Deals 120–300+ damage. Requires beam saber installed. Saber Strike Skill// Mobile suit only — enters cooldown after each strike
BEAMLINK
beamlink on | off
Links primary and secondary beam weapons for simultaneous firing. Doubles energy cost but fires both at once.// Automatically unlinks if either weapon is removed
SHIELDS
shields on | off | idle
on — Active recharging. off — Deactivated. idle — Up but not recharging (slowly drain).
RECHARGE
recharge
Focuses ship power into the shield generator for faster recharge. Active recharging drains energy but restores shields quickly.
AUTORECHARGE
autorecharge
Toggles automatic shield recharging when shields drop below a threshold.
RELOAD
reload <ship> <weapon> [amount]
Restocks ammunition for missiles, torpedoes, or rockets at a docked facility. Credit cost applies.
CHAFF
chaff
Releases countermeasures to decoy incoming missiles and break weapon locks. Co-Pilot Seat Weapon Systems Skill
REPAIRSUIT
repairsuit | repairsuit <system>
Repairs hull damage or a specific damaged system (lasers, missiles, drive, etc.).// Systems: hull, lasers, missiles, drive, etc.
BOMB
bomb <planet> <weapon>
Orbital bombardment of a planet surface. Requires orbital positioning.// Restricted — faction consequences apply
SELFDESTRUCT
selfdestruct <code> <delay>
Initiates self-destruct sequence. Destroys the ship and deals massive damage to surrounding ships.// Set your access code with SETCODE first
SETCODE
setcode <system> <old code> <new code>
Changes the security access code for a ship system. Keep your code private.
PARTICLE JAMMER
particle jammer toggle | range <val> | code <code>
Controls the particle jammer. toggle activates it. range sets jammer radius (100–10,000 units). code sets the bypass code. Capital Ship Only Particle Jammer Skill// Prevents hyperspace jumps within range
Beam Weapon Reference
05
Beam rifles fire instantly with no reload. Beam cannons deal heavier damage but require a reload cycle between shots. Both drain energy per shot.
WeaponFire CommandDmg MinDmg MaxEnergyReload?
Single Beam Riflefire beam primary/secondary5128No
Dual Beam Riflefire beam primary/secondary102014No
Triple Beam Riflefire beam primary/secondary152820No
Quad Beam Riflefire beam primary/secondary203626No
Heavy Beam Riflefire beam primary/secondary284834No
Light Beam Cannonfire beam primary/secondary407045Yes
Heavy Beam Cannonfire beam primary/secondary6011060Yes
Beam Saber (Melee)saberstrike12030040Yes
🌀
Pilot Maneuvers
06
Maneuvers reduce incoming hit chance. Each requires a minimum maneuver rating and a pilot skill check. Realspace only.
BARREL ROLL
barrel roll
Puts the ship into a continuous rolling evasion pattern. While rolling, incoming fire has a greatly reduced hit chance. Barrel Roll Skill// Requires maneuver rating 150+
JUKE
juke
Rapid side-to-side juking pattern. Cannot do both juke and barrel roll simultaneously. Juke Skill// Requires maneuver rating 175+
SPLIT-S
split s
Split-S combat turn. Without target: randomizes heading. With target: turns to face them (or away if already facing). Split-S Skill// Requires maneuver rating 200+
CHANDELLE
chandelle
180° reversal maneuver, flipping the ship's heading. Costs energy proportional to current speed. Piloting Skill// Midsize ships and below only
MODE
mode standard | offensive | defensive | modify
standard — Balanced. offensive — Increased damage (beam sabers deal 1.5× in this mode). defensive — Defensive focus. modify — Locks ship for module installation, cannot fly or fire. Ship Systems Skill// Type MODE with no argument to see current mode
CLOAK
cloak
Activates or deactivates the cloaking device. Cloaked ships cannot fire or use certain systems. Drains energy continuously.// Requires cloaking device installed
🔗
Ship-to-Ship Docking
07
Ship-to-ship docking attaches smaller vessels to capital ships in space. Must be within 200 units of the target.
DOCKING
docking <ship name>
Initiates docking with another ship. Both ships slow to a stop during the sequence. Docking Skill
DETACH
detach
Releases docking clamps. When detaching from a carrier, repair/rearm services may be rendered and billed.
TRACTORBEAM
tractorbeam <ship name>
Activates tractor beam to pull a ship into the hangar bay. Requires tractor beam and open hangar. Requires Tractor Beam
TRANSFERFUEL
transferfuel <amount>
Transfers energy from your ship to the ship you are docked with.// Must be docked to transfer fuel
Ship Systems & Upkeep
08
REFUEL
refuel <ship> <amount>
Purchases and loads fuel at a docked fueling station.// Credit cost per unit applies
SHOWMODULES
showmodules
Lists all installed modules on the ship: weapon slots, beam weapons, special systems, and upgrades.
TAXI
taxi
Requests an automated taxi shuttle to transport you to a nearby location.
PAINT
paint <ship> <name with color tags>
Repaints your ship's display name using MUD color codes.// Example: paint MyShip &R[Red Wing]&W
📦
Cargo Operations
09
LOAD CARGO
load cargo <type> <amount>
Loads the specified cargo type into the ship's hold. Must be docked with sufficient cargo capacity.
UNLOAD CARGO
unload cargo <type> <amount>
Offloads cargo from the ship's hold at the current dock. Required to sell or deliver goods.
🏛
Ownership & Crew
10
BUYSUIT
buysuit
Purchases the ship or mobile suit at the current vendor. Registered to your name.
CLANBUYSUIT
clanbuysuit
Purchases a ship on behalf of your clan. Draws from clan treasury.
SELLSUIT
sellsuit
Sells the ship at the local area. Must be docked at an appropriate facility.
CLANSELLSUIT
clansellsuit
Sells a clan-owned ship. Credits return to the clan treasury.
ADDPILOT
addpilot <character name>
Authorizes the named character as a pilot of your ship.// Ship owner only
REMPILOT
rempilot <character name>
Removes a character from the pilot authorization list.
GIVESHIP
giveship <ship> <person>
Transfers ownership of the specified ship to another player.