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.