Voran Colonial Authority // Field Manual VCA-COMBAT-04

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.

CombatWeaponsDoctrine
Section 01 // Engagement Rules

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.

20
Combat Ticks / Second
Real-time simulation
37
Weapon Systems
10 families, tiers 1–6
~60s
Stalemate Timer
No damage → battle concludes
30 min
Hard Battle Cap
Maximum engagement length

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).

Section 02 // The Math of Dying

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:

Hull DamageDamage × vs-Armor × Pen Multiplier × ( 1 Armor Reduction )

Armor Classes

Armor ClassLevelDamage ReductionWorn By
None00%Drones, unarmored utility craft
Light110%Fighters, cargo ships, shuttles
Medium220%Frigates, destroyers, cruisers
Heavy330%Heavy cruisers, battlecruisers, battleships
Super440%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 PenDamageWhat It Means
Pen ≥ armor class×1.00Full damage — the weapon defeats the plating
1 class above Pen×0.50Half damage
2 classes above Pen×0.25Quarter damage
3+ classes above Pen×0.10Damage floor — you are scratching paint
This is the single most important table in the manual. A tier-2 gun (Pen 1–2) firing at a Super-armored dreadnaught (level 4) deals 10% damage — before the 40% armor reduction is applied on top. Low-tier fleets don’t lose to capital ships because of hit points; they lose because their shots never mattered.

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.

Section 03 // Weapons Inventory

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.

FamilyDesignationsTech TiersDPS BandMax RangeBattlefield Role
Small LasersSL-1 → SL-31–3160–500110–300Fighter guns. Instant-hit, fast cycle, never intercepted.
Turbo-LasersTL-1 → TL-52–6300–1,800220–840The fleet backbone. Reliable instant-hit line battery at every tier.
Ion CannonsION-1 → ION-32–450–150240–510Weapon-disable utility. Worst damage in the game, best accuracy.
Plasma CannonsPL-1 → PL-34–6300–800570–1,000Shield-stripper. +50% vs shields plus Shield Burn. Longest-range energy gun.
Small MissilesSM-1 → SM-31–3200–650170–470Cheap hull damage early. Interceptable.
Heavy MissilesHM-1 → HM-52–6250–1,750320–1,210Hull-cracker. +30% vs armor, longest non-nuke reach. Interceptable.
Concussion RocketsCR-1 → CR-31–3250–750100–280Knife-range splash. Area Damage hits everything near the target.
Proton RocketsPR-1 → PR-22–3700–1,200210–320Burst DPS king at low tiers. Fast Lock halves its cooldown again in battle.
Nuke MissilesNM-1 → NM-52–6375–3,000350–1,310Siege only — cannot target ships. +50% vs structures. Massive alpha.
Point Defense / Flak / CIWSAM-1 → AM-51–5200–1,00060–330Anti-missile screen. Shoots down incoming ordnance instead of attacking.
Effective DPSPaper DPS × Hit Chance × Range Multiplier × vs-Shield / vs-Armor × Pen Multiplier
Two numbers matter more than DPS: Pen decides whether your damage counts at all, and interceptable decides whether it arrives. Lasers and plasma always arrive; missiles, rockets, and nukes can be shot out of the sky.
Section 04 // Directed Energy

Energy Weapons

Instant-hit, impossible to intercept, and available at every tier. Energy is the damage that always arrives.

WeaponTierDmg/VolleyDPSAcc %Range (Opt / Max)PenEffect
Small Laser Mk.I1801609072 / 1101
Small Laser Mk.II215030092130 / 2001
Small Laser Mk.III325050094195 / 3002
Turbo-Laser Mk.I230030088143 / 2202
Turbo-Laser Mk.II350050090221 / 3402
Turbo-Laser Mk.III480080092312 / 4803
Turbo-Laser Mk.IV51,2001,20094429 / 6603
Turbo-Laser Mk.V61,8001,80095546 / 8404
Ion Cannon Mk.I21005095156 / 2402Disable 0.5s
Ion Cannon Mk.II31809096241 / 3702Disable 1.0s
Ion Cannon Mk.III430015097332 / 5103Disable 1.5s
Plasma Cannon Mk.I460030085371 / 5703Shield Burn
Plasma Cannon Mk.II51,00050087507 / 7803Shield Burn
Plasma Cannon Mk.III61,60080088650 / 1,0004Shield 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.

Section 05 // Guided Ordnance

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.

WeaponTierDmg/VolleyDPSAcc %Range (Opt / Max)PenEffect
Small Missile Mk.I120020075111 / 1701
Small Missile Mk.II240040078202 / 3102
Small Missile Mk.III365065080306 / 4702
Heavy Missile Mk.I250025072208 / 3202
Heavy Missile Mk.II390045075319 / 4902
Heavy Missile Mk.III41,40070078449 / 6903
Heavy Missile Mk.IV52,2001,10080611 / 9403
Heavy Missile Mk.V63,5001,75082787 / 1,2104
Concussion Rocket Mk.I12502508265 / 1001Area Damage
Concussion Rocket Mk.II245045084117 / 1802Area Damage
Concussion Rocket Mk.III375075086182 / 2802Area Damage
Proton Rocket Mk.I235070080137 / 2102Fast Lock
Proton Rocket Mk.II36001,20082208 / 3202Fast 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.

Section 06 // Strategic Ordnance

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.

WeaponTierDmg/VolleyDPSAcc %Range (Opt / Max)PenEffect
Nuke Missile Mk.I21,50037565228 / 3502Siege ×1.5
Nuke Missile Mk.II33,00075068351 / 5402Siege ×1.5
Nuke Missile Mk.III45,0001,25070488 / 7503Siege ×1.5
Nuke Missile Mk.IV58,0002,00072670 / 1,0303Siege ×1.5
Nuke Missile Mk.V612,0003,00074852 / 1,3104Siege ×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).

Siege doctrine: defense platforms (DCAs) massively out-gun and out-hull any ship — the top defensive platform carries more than twice the hull of the largest super dreadnaught. Nukes are the intended answer: NM-4 (range 1,030) and NM-5 (1,310) out-range the platform’s own heavy missiles (940). Park bombers outside its reach and grind it down — that’s the job nukes exist for.
Every nuke platform — all dedicated bombers and both nuke fighters — carries zero point defense by design. A bomber wing without an AM escort is a gift to the enemy. Nukes are also interceptable, so expect defending CIWS to thin your volleys: saturation and escorts aren’t optional, they’re the doctrine.
Section 07 // The Missile Shield

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.

WeaponTierDmg/VolleyDPSAcc %Range (Opt / Max)PenEffect
Point Defense Mk.I1502006039 / 60Intercept 1
Point Defense Mk.II2803207072 / 110Intercept 2
Flak Array Mk.I312048075111 / 170Intercept 3
Flak Array Mk.II418072080156 / 240Intercept 4
CIWS Battery52501,00085215 / 330Intercept 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:

Intercept ChanceChance per missile = Total Intercept Capacity / Incoming Missiles (capped at 100%)

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.

AM mounts have Pen 0 — they cannot meaningfully damage any armored hull. A ship that’s all point defense is untouchable by missiles and harmless to everything. Balance the loadout.
Section 08 // The Geometry of Battle

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.

Range FalloffDamage Multiplier = 1.0 at optimal 0.10 at max (linear)

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.

Battles trigger on max range, but fights are won at optimal. Anchor your line where the enemy sits at the edge of their envelope and inside yours — a 0.65× positioning edge compounds every single volley.
Section 09 // To-Hit Mechanics

To-Hit & Evasion

Every shot rolls to hit. Weapon accuracy, target evasion, and range decide the roll — and hull size decides evasion.

Hit ChanceWeapon Accuracy × ( 1 Target Evasion ) Range Penalty (min 5%)
Hull SizeEvasionTypical Ships
135%Light fighters
225%Fighters, interceptors
320%Heavy fighters, corvettes
415%Frigates
512%Heavy frigates
68%Destroyers
75%Heavy destroyers
8–93%Cruisers
10–111%Battleships
12+0%Dreadnaughts, super-capitals
Stations0%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.

Swarms of small hulls are a legitimate defense: 25–35% evasion effectively multiplies fighter hit points against big, slow-firing guns. High-accuracy, fast-cycling weapons (small lasers, ion) are the counter-swarm tools.
Section 10 // Special Weapons Effects

Weapon Side Effects

Six weapon lines carry effects beyond raw damage. These are the exact mechanics — no rumors, straight from the combat simulator.

EffectFound OnExact Mechanics
DisableIon 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 BurnPlasma 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 DamageConcussion 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 LockProton 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 ×1.5Nuke 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 1–5Point 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.
Effects trigger on damaging volleys — a fully-missed or fully-intercepted volley applies nothing. One more reason accuracy and saturation matter.
Section 11 // Critical Hits

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.

Knock-Out ChanceHull Damage / Max Hull × 0.20 (max 8% per volley)
SubsystemWhen Destroyed
Bridge SystemsAll weapons lose 40% accuracy; the ship re-targets half as fast (every 2s instead of 1s)
Main DrivePropulsion offline. If every weapon is also gone, the ship is Dead In The Water
Reactor CoreEvery weapon cooldown doubles — fleet-wide rate of fire cut in half
Life SupportThe crew is lost. Ship is immediately Dead In The Water and becomes a derelict after battle
Maneuvering ThrustersEvasion 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.

Section 12 // Derelicts

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.

This cuts both ways: recover your cripples fast, and sweep enemy wrecks after a win — a captured battleship is the cheapest battleship you will ever own. Ion-heavy fleets that disable rather than destroy are literally farming hulls.
Section 13 // Asymmetric Warfare

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.

The composite doctrine: ion wing disables, plasma line strips, missile line cracks, AM escorts screen, everyone focuses the same target. That package kills ships two classes up. Any single piece alone doesn’t.
Section 14 // Fire Discipline

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.

Priority order means your armed escorts soak targeting before your unarmed haulers — but once the escorts die, the freighters are next. There is no hiding an unarmed ship inside a battle.
Section 15 // After Action

Victory, Wreckage & Salvage

Destroyed ships are gone for good — but they leave money floating in space, and the field belongs to whoever holds it.

40%
Wreckage Chance
Per ship destroyed
~50%
Build Resources
Recoverable from a wreck
14 days
Wreck Lifetime
Then it's gone forever
150
Salvage Range
Units — bring a salvage ship

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.

Winning the battle but ceding the field is half a victory: the loser’s salvage, your salvage, and every derelict on the board goes to whoever stays. Bring salvage ships with your war fleet.
Section 16 // Threat Assessment

Warning Signs

When a battle goes sideways, it's almost always one of these. Diagnose fast, fix faster.

Your missiles deal zero damage
CauseEnemy point-defense screen is intercepting your ordnance before impact.
FixSaturate — fire more missiles per volley than their intercept capacity — or switch to lasers/plasma, which cannot be intercepted.
Hits land but barely dent the hull
CauseTarget’s armor class is above your weapon’s Pen rating — you’re at ×0.25 or ×0.10 damage.
FixBring higher-tier weapons (Pen 3–4) against Heavy/Super armor, or don’t take the fight.
A ship stopped firing mid-battle
CauseStacked ion Disable, a destroyed Reactor Core (double cooldowns), or a destroyed Bridge tanking its accuracy.
FixKill the ion platforms first. If subsystems are gone, the damage is permanent for the rest of the fight.
A ship survived but won’t move or fight
CauseDead In The Water — life support gone, or drive plus all weapons destroyed.
FixRepair it in the field (10% of build cost), or send an auxiliary/rescue ship for large hulls. Recover it before someone else does.
Your bombers evaporate on contact
CauseBombers and nuke fighters carry ZERO point defense by design — enemy missiles hit them unopposed.
FixEscort them with AM-fitted ships. The escorts’ PD pool protects the whole faction’s ships in the battle.
Enemy shields keep coming back mid-fight
CauseShields regenerate once a ship goes 5 seconds without taking a hit.
FixMaintain constant pressure on your primary target — don’t let your fire wander. Focus fire resets their regen timer every volley.
The battle just... ended with ships alive
CauseStalemate — roughly a minute with no damage dealt auto-concludes the engagement (side with the most survivors takes the field).
FixIf you want the kill, close range and force contact before the clock runs out.
Section 17 // Commander's Briefing

Key Tips

Combat doctrine, distilled. Pin these to the bridge.

Pen Before DPS
A weapon that can’t penetrate the target’s armor class does 10–25% damage no matter what its DPS says. Check Pen first, always.
Saturate or Don't Fire Missiles
Point defense is all-or-nothing math. Sync your volleys to overwhelm the intercept pool — or switch to energy weapons that can’t be intercepted.
Fight at Your Optimal
Full damage inside 65% of max range, 10% at the edge. The fleet that controls the distance controls the damage exchange.
Ion Is a Force Multiplier
50 DPS reads like a joke until a battleship spends the whole fight with its guns stacked offline. Every serious fleet wants an ion wing.
Escort Your Bombers
Every nuke platform has zero point defense. AM escorts screen the entire fleet — a few CIWS ships keep your strike wing alive.
Focus Fire, Always
Dead ships deal no damage; wounded ships regen shields in 5 seconds. Kill one thing at a time and never let the regen timer start.
Disable, Don't Destroy
Kill life support or strip drive + weapons, and the hull survives as a derelict you can board, restaff with settlers, and keep. Free capital ships exist.
Hold the Field
Wreckage worth half a fleet floats where it died for 14 days. The winner who leaves first paid full price; the one who stays shops the battlefield.