Combat Doctrine
Field Manual
Every weapon system, every damage rule, every dirty trick. How battles start, how ships die, and how a well-drilled squadron takes apart a fleet twice its weight class.
How Battles Work
There is no attack button to start a war — battles begin automatically the moment hostile ships come within weapon range of each other.
The moment any two hostile units are within weapon max range of each other, a live battle spins up and every armed unit at that location is pulled in. The simulation runs at 20 ticks per second — every shot, dodge, and interception you see is computed in real time.
Reinforcements — friendly ships arriving mid-battle join automatically when they come into range. Ships can even be engaged in transit: if your convoy flies through a hostile gun line, it gets shot at while moving.
Retreat — there is no retreat button; retreat is a maneuver. Order your ships out of the enemy’s weapon range and they leave the fight. Slow ships under long-range fire may not make it out.
Battle end — an engagement concludes when one side has no survivors left, when all hostiles disengage, or when roughly a minute passes with no damage dealt (a stalemate — the side with the most surviving units takes the field).
The Damage Model
Every volley runs the same gauntlet: accuracy roll → range falloff → shields → armor → hull. Understand each stage and you understand every fight.
Damage hits shields first, multiplied by the weapon’s vs-shields modifier. Whatever breaks through hits the hull, where three reductions stack:
Armor Classes
| Armor Class | Level | Damage Reduction | Worn By |
|---|---|---|---|
| None | 0 | 0% | Drones, unarmored utility craft |
| Light | 1 | 10% | Fighters, cargo ships, shuttles |
| Medium | 2 | 20% | Frigates, destroyers, cruisers |
| Heavy | 3 | 30% | Heavy cruisers, battlecruisers, battleships |
| Super | 4 | 40% | Dreadnaughts, super-capitals |
Armor Penetration
Every weapon has a Pen rating (0–4) — the highest armor class it defeats at full effect. Shooting above your Pen rating collapses your damage fast:
| Armor vs Weapon Pen | Damage | What It Means |
|---|---|---|
| Pen ≥ armor class | ×1.00 | Full damage — the weapon defeats the plating |
| 1 class above Pen | ×0.50 | Half damage |
| 2 classes above Pen | ×0.25 | Quarter damage |
| 3+ classes above Pen | ×0.10 | Damage floor — you are scratching paint |
Shield Regeneration
Shields regenerate a percentage of max shield per second — but only after the ship has gone 5 full seconds without taking a hit. Sustained focus fire keeps the regen clock at zero; scattered pot-shots let every target you graze heal back up.
The Arsenal at a Glance
Ten weapon families, thirty-seven systems, tiers 1 through 6. DPS listed is paper DPS — damage per volley × rate of fire, before accuracy, range, and armor do their work.
| Family | Designations | Tech Tiers | DPS Band | Max Range | Battlefield Role |
|---|---|---|---|---|---|
| Small Lasers | SL-1 → SL-3 | 1–3 | 160–500 | 110–300 | Fighter guns. Instant-hit, fast cycle, never intercepted. |
| Turbo-Lasers | TL-1 → TL-5 | 2–6 | 300–1,800 | 220–840 | The fleet backbone. Reliable instant-hit line battery at every tier. |
| Ion Cannons | ION-1 → ION-3 | 2–4 | 50–150 | 240–510 | Weapon-disable utility. Worst damage in the game, best accuracy. |
| Plasma Cannons | PL-1 → PL-3 | 4–6 | 300–800 | 570–1,000 | Shield-stripper. +50% vs shields plus Shield Burn. Longest-range energy gun. |
| Small Missiles | SM-1 → SM-3 | 1–3 | 200–650 | 170–470 | Cheap hull damage early. Interceptable. |
| Heavy Missiles | HM-1 → HM-5 | 2–6 | 250–1,750 | 320–1,210 | Hull-cracker. +30% vs armor, longest non-nuke reach. Interceptable. |
| Concussion Rockets | CR-1 → CR-3 | 1–3 | 250–750 | 100–280 | Knife-range splash. Area Damage hits everything near the target. |
| Proton Rockets | PR-1 → PR-2 | 2–3 | 700–1,200 | 210–320 | Burst DPS king at low tiers. Fast Lock halves its cooldown again in battle. |
| Nuke Missiles | NM-1 → NM-5 | 2–6 | 375–3,000 | 350–1,310 | Siege only — cannot target ships. +50% vs structures. Massive alpha. |
| Point Defense / Flak / CIWS | AM-1 → AM-5 | 1–5 | 200–1,000 | 60–330 | Anti-missile screen. Shoots down incoming ordnance instead of attacking. |
Energy Weapons
Instant-hit, impossible to intercept, and available at every tier. Energy is the damage that always arrives.
| Weapon | Tier | Dmg/Volley | DPS | Acc % | Range (Opt / Max) | Pen | Effect |
|---|---|---|---|---|---|---|---|
| Small Laser Mk.I | 1 | 80 | 160 | 90 | 72 / 110 | 1 | — |
| Small Laser Mk.II | 2 | 150 | 300 | 92 | 130 / 200 | 1 | — |
| Small Laser Mk.III | 3 | 250 | 500 | 94 | 195 / 300 | 2 | — |
| Turbo-Laser Mk.I | 2 | 300 | 300 | 88 | 143 / 220 | 2 | — |
| Turbo-Laser Mk.II | 3 | 500 | 500 | 90 | 221 / 340 | 2 | — |
| Turbo-Laser Mk.III | 4 | 800 | 800 | 92 | 312 / 480 | 3 | — |
| Turbo-Laser Mk.IV | 5 | 1,200 | 1,200 | 94 | 429 / 660 | 3 | — |
| Turbo-Laser Mk.V | 6 | 1,800 | 1,800 | 95 | 546 / 840 | 4 | — |
| Ion Cannon Mk.I | 2 | 100 | 50 | 95 | 156 / 240 | 2 | Disable 0.5s |
| Ion Cannon Mk.II | 3 | 180 | 90 | 96 | 241 / 370 | 2 | Disable 1.0s |
| Ion Cannon Mk.III | 4 | 300 | 150 | 97 | 332 / 510 | 3 | Disable 1.5s |
| Plasma Cannon Mk.I | 4 | 600 | 300 | 85 | 371 / 570 | 3 | Shield Burn |
| Plasma Cannon Mk.II | 5 | 1,000 | 500 | 87 | 507 / 780 | 3 | Shield Burn |
| Plasma Cannon Mk.III | 6 | 1,600 | 800 | 88 | 650 / 1,000 | 4 | Shield Burn |
Small Lasers (SL) — dogfight guns
Fast-cycling fighter armament. High accuracy and a 0.5s cycle make them ideal against small, dodgy targets — misses hurt less when you shoot twice a second.
Turbo-Lasers (TL) — the fleet backbone
The only weapon line that runs all the way to tier 6 with balanced stats: +10% vs shields, −10% vs armor, top-tier accuracy, and immunity to point defense. When in doubt, bring turbo-lasers. TL-5 reaches Pen 4 — one of only three weapons that hit Super-armored capitals at full effect.
Ion Cannons (ION) — the off switch
The worst DPS in the game (50–150) at half effect vs everything — and completely worth it. Every ion hit shuts the target’s weapons down for 0.5–1.5 seconds, stacking up to 10 seconds. A dedicated ion wing can hold a battleship’s guns offline while the rest of your fleet works it over. At 95–97% accuracy, ion hits land on nearly every shot.
Plasma Cannons (PL) — shield-strippers
+50% vs shields, and every hit burns an additional 1.5% of the target’s max shield (Shield Burn). The longest-range energy weapon (1,000 at PL-3). Open with plasma to crack the shield layer, then let your hull-crackers through. Weak vs armor (×0.6) — switch fire once the shields drop.
Missiles & Rockets
The hull-cracking heavy hitters — bonus damage vs armor and the longest non-siege reach in the game. The catch: every one of them can be intercepted.
| Weapon | Tier | Dmg/Volley | DPS | Acc % | Range (Opt / Max) | Pen | Effect |
|---|---|---|---|---|---|---|---|
| Small Missile Mk.I | 1 | 200 | 200 | 75 | 111 / 170 | 1 | — |
| Small Missile Mk.II | 2 | 400 | 400 | 78 | 202 / 310 | 2 | — |
| Small Missile Mk.III | 3 | 650 | 650 | 80 | 306 / 470 | 2 | — |
| Heavy Missile Mk.I | 2 | 500 | 250 | 72 | 208 / 320 | 2 | — |
| Heavy Missile Mk.II | 3 | 900 | 450 | 75 | 319 / 490 | 2 | — |
| Heavy Missile Mk.III | 4 | 1,400 | 700 | 78 | 449 / 690 | 3 | — |
| Heavy Missile Mk.IV | 5 | 2,200 | 1,100 | 80 | 611 / 940 | 3 | — |
| Heavy Missile Mk.V | 6 | 3,500 | 1,750 | 82 | 787 / 1,210 | 4 | — |
| Concussion Rocket Mk.I | 1 | 250 | 250 | 82 | 65 / 100 | 1 | Area Damage |
| Concussion Rocket Mk.II | 2 | 450 | 450 | 84 | 117 / 180 | 2 | Area Damage |
| Concussion Rocket Mk.III | 3 | 750 | 750 | 86 | 182 / 280 | 2 | Area Damage |
| Proton Rocket Mk.I | 2 | 350 | 700 | 80 | 137 / 210 | 2 | Fast Lock |
| Proton Rocket Mk.II | 3 | 600 | 1,200 | 82 | 208 / 320 | 2 | Fast Lock |
Heavy Missiles (HM) — the armor answer
+30% vs armor and the longest non-nuke range at every tier — HM-5 reaches 1,210, out-ranging every gun in the game except nukes. Heavy missiles are how ships kill armored ships. Their weakness is the flight: slow projectiles (speed 25–35) that point defense eats and fast targets outrun.
Small Missiles (SM) — early hull damage
Cheap +10% vs armor from tier 1. Fine early, outclassed once flak walls appear.
Concussion Rockets (CR) — the crowd-sweeper
Shortest attack range in the game (100–280) with a unique payoff: Area Damage. 30% of every volley splashes all enemies within 225 units of the impact — and the splash ignores armor class entirely. Against packed formations, concussion volleys hit the whole cluster at once.
Proton Rockets (PR) — the burst kings
The DPS cheese of the low tiers. PR-2 lists 1,200 DPS at tier 3 — already 2.4× the tier-3 turbo-laser — and Fast Lock halves its cooldown again in battle, effectively doubling that. The price: 320 max range and interceptable. Get close, delete something, get out.
Nukes & Siege Warfare
Nuclear ordnance is siege-locked: it can ONLY fire at structures — stations, platforms, defenses. It will never target a ship, no matter what.
| Weapon | Tier | Dmg/Volley | DPS | Acc % | Range (Opt / Max) | Pen | Effect |
|---|---|---|---|---|---|---|---|
| Nuke Missile Mk.I | 2 | 1,500 | 375 | 65 | 228 / 350 | 2 | Siege ×1.5 |
| Nuke Missile Mk.II | 3 | 3,000 | 750 | 68 | 351 / 540 | 2 | Siege ×1.5 |
| Nuke Missile Mk.III | 4 | 5,000 | 1,250 | 70 | 488 / 750 | 3 | Siege ×1.5 |
| Nuke Missile Mk.IV | 5 | 8,000 | 2,000 | 72 | 670 / 1,030 | 3 | Siege ×1.5 |
| Nuke Missile Mk.V | 6 | 12,000 | 3,000 | 74 | 852 / 1,310 | 4 | Siege ×1.5 |
The trade profile is extreme in every direction: the biggest alpha strike in the game (12,000 per NM-5 volley), +50% vs armor, +50% siege bonus vs structures, and the longest reach of any weapon (1,310) — against the game’s worst accuracy (65–74%), a 4-second cycle, and the slowest projectile in existence (speed 15 at every mark, it never improves).
Point Defense & AM Screens
AM mounts don't attack ships — they exist to erase incoming ordnance. Every missile, rocket, and nuke in flight can be shot down before it lands.
| Weapon | Tier | Dmg/Volley | DPS | Acc % | Range (Opt / Max) | Pen | Effect |
|---|---|---|---|---|---|---|---|
| Point Defense Mk.I | 1 | 50 | 200 | 60 | 39 / 60 | — | Intercept 1 |
| Point Defense Mk.II | 2 | 80 | 320 | 70 | 72 / 110 | — | Intercept 2 |
| Flak Array Mk.I | 3 | 120 | 480 | 75 | 111 / 170 | — | Intercept 3 |
| Flak Array Mk.II | 4 | 180 | 720 | 80 | 156 / 240 | — | Intercept 4 |
| CIWS Battery | 5 | 250 | 1,000 | 85 | 215 / 330 | — | Intercept 5 |
How interception works
Each combat cycle, every ready AM mount on your side contributes its Intercept rating × mount count to a shared defensive pool that protects all friendly ships in the battle. Incoming interceptable volleys are then rolled against that pool:
Capacity 30 against 30 incoming missiles = every single one dies. Capacity 30 against 60 = each missile has a coin-flip — about half get through. This is saturation: point defense doesn’t degrade gracefully, it gets overwhelmed by volume.
AM doctrine
Attacking a PD wall: synchronize your volleys — 60 missiles arriving together beat 60 missiles trickling in one at a time (each lone missile faces the full pool). Better: lead with uninterceptable energy weapons and make their AM mounts dead weight.
Defending: your AM pool is fleet-wide, so a handful of CIWS escorts (Intercept 5 each) protect the bombers that can’t protect themselves. Capital ships stack dozens of mounts — a top-end super dreadnaught fields 30 CIWS batteries, up to 150 intercepts per cycle. You do not trickle missiles into that.
Range & Positioning
Every weapon has an optimal range (full damage) and a max range (barely any). Where you stand decides how hard you hit.
Inside optimal range — always 65% of max — every volley deals full damage. From optimal to max, damage falls off linearly down to 10%. At max range you are poking, not shooting. Distance also erodes accuracy: up to −10% at the edge of your envelope.
Kiting works. If your max range beats theirs, you can hold the gap and fire while taking nothing in return. Missile ships out-range laser ships of the same tier by 40–55% — a missile line that keeps its distance never gets touched by turbo-lasers. Their counter is to close the gap (or shoot your missiles down).
Projectiles lead their targets. Missiles and rockets aim at where you will be, and the flight-time prediction lengthens the effective shot against a runner — more falloff, worse to-hit. Fast ships genuinely outrun slow ordnance: a speed-15 nuke chasing a sprinting fighter wastes most of its punch. Energy weapons are instant and skip all of this.
To-Hit & Evasion
Every shot rolls to hit. Weapon accuracy, target evasion, and range decide the roll — and hull size decides evasion.
| Hull Size | Evasion | Typical Ships |
|---|---|---|
| 1 | 35% | Light fighters |
| 2 | 25% | Fighters, interceptors |
| 3 | 20% | Heavy fighters, corvettes |
| 4 | 15% | Frigates |
| 5 | 12% | Heavy frigates |
| 6 | 8% | Destroyers |
| 7 | 5% | Heavy destroyers |
| 8–9 | 3% | Cruisers |
| 10–11 | 1% | Battleships |
| 12+ | 0% | Dreadnaughts, super-capitals |
| Stations | 0% | All structures — they never dodge |
The asymmetry is the point: a light fighter dodges over a third of everything shot at it, while a dreadnaught (and every station) dodges nothing. Big ships get hit by every volley the enemy fires — their defense is armor class, not agility. Losing your Maneuvering Thrusters cuts evasion to 40% of normal, and a destroyed Bridge costs the attacker 40% accuracy.
Weapon Side Effects
Six weapon lines carry effects beyond raw damage. These are the exact mechanics — no rumors, straight from the combat simulator.
| Effect | Found On | Exact Mechanics |
|---|---|---|
| Disable | Ion Cannons (ION-1/2/3) | Every damaging volley shuts the target’s weapons down for 0.5s / 1.0s / 1.5s by mark. Stacks up to a hard cap of 10 seconds. Massed ion fire can keep a ship’s guns permanently offline. |
| Shield Burn | Plasma Cannons (PL-1/2/3) | Every damaging volley also burns off 1.5% of the target’s MAX shield — on top of the +50% shield damage. Shields melt fast and stay down. |
| Area Damage | Concussion Rockets (CR-1/2/3) | On impact, 30% of the volley’s damage splashes every enemy within 225 units of the target (falling off with distance). Splash ignores armor class entirely. |
| Fast Lock | Proton Rockets (PR-1/2) | Fire-control cycles at double speed — in battle the real cooldown is HALF the listed 0.5s. A proton battery effectively doubles its paper DPS. |
| Siege ×1.5 | Nuke Missiles (NM-1 → NM-5) | Siege ordnance can ONLY target structures — it will never fire at a ship. Against structures it deals +50% damage. |
| Intercept 1–5 | Point Defense / Flak / CIWS (AM-1 → AM-5) | Each mount can shoot down 1–5 incoming missiles per cycle (every 0.25s). PD never fires at ships — it exists purely to erase enemy ordnance. |
Subsystem Damage
Every hit that reaches the hull can knock out one of five ship subsystems. The harder the hit relative to the ship's max hull, the higher the chance — capped at 8% per volley.
| Subsystem | When Destroyed |
|---|---|
| Bridge Systems | All weapons lose 40% accuracy; the ship re-targets half as fast (every 2s instead of 1s) |
| Main Drive | Propulsion offline. If every weapon is also gone, the ship is Dead In The Water |
| Reactor Core | Every weapon cooldown doubles — fleet-wide rate of fire cut in half |
| Life Support | The crew is lost. Ship is immediately Dead In The Water and becomes a derelict after battle |
| Maneuvering Thrusters | Evasion drops to 40% of normal — dodgy ships stop dodging |
Subsystem kills are random — you can’t call your shots — but big alpha weapons roll near the 8% cap on every volley, so heavy hitters cripple ships while killing them. Subsystem damage lasts the whole battle and carries into the ship’s post-battle state.
Dead In The Water
A ship that survives the battle but can no longer fight or flee is Dead In The Water — floating, helpless, and up for grabs.
What causes it
Exactly two conditions put a ship Dead In The Water:
1. Life Support destroyed — the crew is lost, instantly. The ship drops out of the fight and its crew count hits zero.
2. Main Drive destroyed AND no working weapons left — it can neither run nor shoot. A ship with a dead drive but live guns keeps fighting; a ship with no guns but a live drive can still flee. Lose both and it’s over.
What it does
In battle, a DITW ship stops firing and enemies stop targeting it — it’s out of the fight, not out of the game. After the battle it holds the Dead In The Water status: it cannot move, cannot take orders, and reads as a derelict to everyone in the system.
Recovery — and capture
Repair it — field repair costs roughly 10% of the ship’s build cost and takes about 1/12 of its build time. Capital hulls (size 10+) are too big for standard field repair — they need an auxiliary ship or a rescue dock operation.
Or lose it. A derelict with a dead crew doesn’t belong to anyone anymore. Any commander who reaches it with enough settlers aboard can board it, restaff it, and take the ship — repair cost, ownership transfer, done.
Punching Up a Weight Class
Higher-class ships aren't unbeatable — they're just immune to lazy tactics. Here's the doctrine for taking down ships that out-tier you.
Rule 1 — bring Pen or bring nothing
Check the armor table before the fight. Heavy armor (battleships) wants Pen 3 weapons: TL-3+, HM-3+, PL-1+. Super armor (dreadnaughts) wants Pen 4: TL-5, HM-5, or PL-3 — nothing else hits capitals at full effect. A hundred low-Pen ships firing at ×0.10 lose to physics, not to skill.
Rule 2 — turn their guns off
Big ships have 0–1% evasion and ion cannons have 95–97% accuracy — every ion volley lands. Stack Disable from multiple ion platforms and the monster fights the entire battle with its weapons offline while your damage-dealers work. The ion ships themselves deal nothing; that’s not their job.
Rule 3 — strip, then crack
Capitals hide millions of shield points in front of their hull. Plasma first: +50% vs shields plus a 1.5% max-shield burn per hit, and keep fire constant so the 5-second regen never starts. Once the shield drops, switch everything to heavy missiles — +30% vs armor finishes what plasma opened.
Rule 4 — make them miss, make them split
Size 1–3 hulls dodge 20–35% of incoming fire, and a spread-out swarm dilutes big single-target guns. Concussion splash and fast-cycle weapons counter swarms — check what the target actually mounts before you commit fighters.
Rule 5 — own the gap
If they out-Pen you, out-range them. HM-5 (1,210) fires from outside almost anything. Their PD will contest it — saturate in synchronized volleys, or accept the tax. Against defense platforms, nukes from beyond retaliation range are the whole playbook.
Targeting & Focus Fire
Left alone, your ships pick targets themselves. Commanded, they focus — and focused fire is worth more than an extra ship.
Auto-targeting re-evaluates every second. Ships prefer armed ships → unarmed ships → armed stations → unarmed stations, choosing among the ~3 nearest candidates with a strong bias toward wounded targets — your fleet naturally finishes kills rather than spreading damage.
Manual focus fire — select your ships and order an attack on a specific target. The order locks until the target dies or leaves range, and won’t be overridden by auto-targeting. Killing a ship removes its DPS from the fight; half-killing two ships removes nothing — and their shields start regenerating 5 seconds after you look away.
Overkill spills. Damage already in flight when a target dies redirects to the nearest enemy instead of vanishing — alpha-heavy fleets waste less than you’d think.
Victory, Wreckage & Salvage
Destroyed ships are gone for good — but they leave money floating in space, and the field belongs to whoever holds it.
Destruction is permanent — no insurance, no respawn. Roughly 40% of destroyed units leave a wreckage site holding about half the resources that built them. Anyone with a salvage-capable ship within 150 units can strip it, and sites expire after 14 days.
Repair — survivors repair at ~10% of build cost. Ships crippled to Dead In The Water follow the recovery rules in Section 12 — including the part where someone else recovers them first.
Warning Signs
When a battle goes sideways, it's almost always one of these. Diagnose fast, fix faster.
Key Tips
Combat doctrine, distilled. Pin these to the bridge.