A standard return mission brings back operational ships and, if the attacker has not lost, lightly damaged ships. The losing side's lightly damaged ships remain in an emergency evacuation until manually recalled. Heavily damaged hulls return separately to their planet of origin.
A fleet excluded by pre-combat protection does not depart or return: it never left the planet.
Re-embarkation and craft rescue
After combat, capacity is recalculated using the hangars of carriers included in the standard return. The craft returning with them are re-embarked into the available space. Allocation is proportional to the surviving quantities of each model; capacity is pooled across the mission.
Craft that cannot fit form a single rescue return to their planet of origin, together with their crews. They use their own speed: that of the slowest craft in this group, at 100 %. They may therefore arrive before or after the carriers. They are never scuttled for lack of space, even if all the carriers on the standard return have disappeared.
The rescue uses the Aether reserve prepared at departure. Any unused balance carried by surviving craft is returned when they reach their base. The radar tracks this return under Hangar rescue, and the combat report lists its craft under Evacuation without hangars.
Neutralized craft follow the same rules for light damage, heavy damage, and destruction as other ships. Craft assigned to a heavy-damage return or an emergency evacuation remain in those flows: they are not added a second time to re-embarkation or rescue.
Example
A mission returns with 20 operational fighters that were initially embarked, but its carriers now offer only 10 UL. The 10 fighters that still fit in the hangars return with the carriers; the other 10 form an autonomous rescue with their crews.
Standard returns, crews, and damaged ships
A standard return is created if:
- the attacker retains at least one operational ship, or has not lost and retains at least one lightly damaged hull;
- crew from destroyed hulls survived but cannot join a return carrying ships;
- the attacker is not a bot.
If the attacker won, the loot returns with this fleet.
For each neutralized player ship model, 15% sustain light damage and 45% sustain heavy damage, with each share rounded down; the remainder are destroyed. This applies to the winner, the loser, and a draw. Only the losing side places its lightly damaged ships in a stationary Emergency Evacuation until manually recalled. The victorious attacker's lightly damaged ships return with its normal fleet; the victorious defender's remain on their planet. The attacker's heavily damaged hulls make a separate automatic return at a fixed speed of 2 500, with no mission slot or recall; the defender's heavily damaged hulls enter the dock on the attacked planet immediately.
Repairs use the normal Shipyard queue, cost 20% of the construction cost, and take 20% of the actual construction time before the one-second production minimum is applied. Only heavily damaged hulls need repairs: they do not count toward points during the return, while waiting in the dock, or during repairs, and remain excluded from missions, cargo capacity, active power, and espionage. Each reactivated hull regains its normal points, with no extra points for the resources spent. Lightly damaged ships follow the normal return or evacuation rules, then become active again when docked.
Example
An attack won with a single operational ship can generate a standard return carrying the remaining loot it can transport and any lightly damaged hulls, as well as a separate return for heavily damaged hulls.
If 100 ships of the same model are neutralized, 15 sustain light damage, 45 sustain heavy damage, and 40 are destroyed. Only the 40 destroyed hulls contribute to debris fields and determine which crew members are subject to the survival rate.