Space Combat: Firing, Targets, and Shields

This page describes shots, target selection, shields, evasion, and damage distribution during space combat.

Shield Reset

Shields are reset at the start of each turn, with a 10% degradation per turn.

The shield does not simply retain its remaining strength from the previous turn. At the start of each new turn, it is recalculated based on its original value:

  • turn 1: 100%
  • turn 2: 90%
  • turn 3: 80%
  • turn 4: 70%
  • turn 5: 60%
  • turn 6: 50%
  • turn 7: 40%
  • turn 8: 30%

Damage always hits the shield first. If a shot exceeds the remaining shield, the excess carries over to the hull. The critical effects of some orbital defenses are detailed in the Planetary defenses section.

Example

A ship with 1 000 shield points returns to 900 on turn 2, then to 800 on turn 3, even if its shield was almost empty at the end of the previous turn.

Rate of Fire

Each unit fires several times per turn, depending on its rate of fire.

The game does not treat a unit's attack as one large hit. Instead, it splits its total attack into multiple shots.

For ships:

  • rate of fire determines the number of shots per turn;
  • each shot applies the same per-shot attack power;
  • the total number of shots therefore depends directly on the model sent.

Example

A ship with 3 shots and 200 damage per shot inflicts 600 damage across 3 impacts, which can hit one target or several.

Target Selection

Selection at the start of the turn

Each shot randomly selects a target from all enemy units alive at the start of the turn.

The system does not automatically prioritize:

  • larger units;
  • weaker units;
  • defenses;
  • the most dangerous ships.

At the start of the turn, combat builds a list containing every enemy unit still alive. Each unit counts as one entry in this list, regardless of its size, hull, shield, or value. A large ship and a small defense therefore each have a chance of being targeted by every shot if both are present in the snapshot.

Each shot then makes its own random selection from this list. Shots are independent of one another: hitting a target does not automatically reduce its chances of being hit again by subsequent shots, nor does it guarantee that other units will receive their share.

Targets destroyed during the turn are not removed until the end of the turn. They can therefore still be part of the target list used by shots fired during that same turn, based on the snapshot taken at the start of the turn.

Weave Aegis cover

Exception: if an attacking shot targets a non-Aegis defense and a living Weave Aegis still has one of its 100 cover charges for the round, the shot is redirected to the Aegis and consumes the charge. This cover does not protect defending ships. Only the Monarch Cannon and Monarch Beam can damage an Aegis; any other shot that hits it, directly or after redirection, deals no damage and triggers no critical effect.

Examples of shot distribution

Example

If 12 targets remain at the start of the turn, each shot has about a 1 in 12 chance of targeting each one. With 500 shots, that gives an average of about 42 shots per target, but this is only an average: one target may receive 60 shots, another 25, and another almost none.

A unit that fires 5 times during a turn can therefore hit 5 different targets, or instead hit the same target 3 times and other units 2 times.

Ground targeting uses group-based distribution and different rules, described in Shots and target distribution.

Raw Damage and Surviving Targets

Raw damage indicates the power of all shots fired; it does not, on its own, measure useful damage or losses suffered.

The engine resolves each shot according to target selection. Several shots can therefore concentrate on a single target. Damage beyond what is needed to destroy it is not redistributed: this excess is called overkill or excess damage. It can explain why a report shows enough raw damage to theoretically destroy the entire opposing group even though some units survive.

Example

If a target can be destroyed by 1 shot but receives 3 in the same turn, the 2 excess shots count toward raw damage without hitting other targets.

Ship Evasion

Each ship's evasion rate is calculated based on its chassis and the mass of its components.

Each chassis sets an evasion cap: Fighter 70%, Interceptor 65%, Transport 60%, Escort 55%, Shuttle 50%, Frigate 47,5%, Corvette 45%, Cruiser 40%, Heavy Cruiser 35%, Battleship 32,5%, and Destroyer 30%. Equipment reduces this rate according to the formula:

evasion = cap - 10 percentage points × (component mass / chassis mass)

The result remains between 0% and the chassis cap. Cargo, crew, technologies, speed, and damage received do not affect it. Orbital defenses have 0% evasion.

For each shot, the engine first selects the target, then applies any cover from a Weave Aegis. It then tests the final target's evasion. An evaded shot deals no damage and cannot trigger a critical effect.

Pre-combat protection for the docked fleet is a separate rule: it can keep the defender's entire fleet out of combat before resolution, without an evasion test.

Example

A Destroyer with a total mass of 300 000 and a chassis mass of 150 000 has 20% evasion. Across 4 shots, each shot makes its own test, so the actual number of evasions varies from one combat to another.

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