Skip to content

Codex · Combat rules

Four rounds.
Every shot counted.

What happens when a fleet attacks a world, and which ships beat which. Ship stats and matchups here come straight from the game, so they are always current.

Break-off window
  1. 1Round 1
  2. 2Round 2
  3. 3Round 3
  4. 4Round 4
  5. Verdict

Both sides fire every round. It ends early the moment one side is gone.

Anatomy of a round

What happens each round

Both fleets shoot at the same time, then the wrecks are cleared. This repeats up to four times.

01

Who gets shot

Your ships spread their fire across the enemy fleet, and a big group draws more fire than a small one. Tanks pull extra fire onto themselves. Warships mostly ignore cargo ships and scouts.

The exact rule

share of fire on a type = (their count × aggression) ÷ (the same, added up over every enemy type)

  • Aggression above 1 pulls fire toward a target, which is how tanks soak hits meant for the rest of your fleet. Each ship card below says how many guns lean toward it.
  • Aggression below 1 pushes fire away. It belongs to the pairing, not the ship, and it only decides who gets shot, never how hard.

Where the fire goes

Tankpulls fire in
Warshipits fair share
Cargo shipmostly ignored

Illustration, not to scale

02

How hard it hits

A ship's attack sets its damage. Some ships are built to hunt certain others and hit them much harder: the matchup grid below shows every pair. Weapons from the Armory add more.

The exact rule
damage=shipshow many are firing×attackeach ship's firepower×sharefrom step 1×type bonusthe matchup grid below×trackingstep 3×weaponsfitted at the Armory×battle scaleone fixed number, well below 1×shieldthe attacker's fire only
  • Weapons add flat points: an autocannon adds attack, plating adds hit points, a targeting suite adds tracking. Points average across the group, so arming half your fighters gives the group half the lift. Some weapons add attack only against light hulls, others only against heavy ones.
  • The battle scale is the same for every fight and keeps a battle from ending in one volley. A world's shield cuts the attacker's damage and never the defender's.

Same gun, three targets

Its preyhits much harder
Even fightnormal damage
Wrong targetlands softly

Illustration, not to scale

03

Can it keep up?

Big guns turn slowly. Against a ship faster than its guns can follow, only part of the fire lands. Ground defences never move, so every shot hits them.

The exact rule

tracking = shooter's tracking ÷ target's speed, capped at 100%

Gun tracking is its own stat, separate from how fast the hull flies. There is a floor, so a slow gun never drops to nothing. Targeting modules from the Armory raise tracking.

Same guns, two targets

Slow targetevery shot lands
Fast targetsome shots miss

Illustration, not to scale

04

Ships go down

Damage is divided by a ship's hit points to see how many die, which is why big ships are hard to kill. Damage that falls short carries into the next round. No ship type can be wiped out in a single round.

The exact rule

ships destroyed = damage ÷ one ship's hit points, rounded down

  • 50% of the damage that fell short carries into the next round against the same type. Damage held back by the one round limit goes there too. Enough damage to kill one ship always kills at least one.
  • Both sides shoot at once. A ship destroyed this round still fired, because wrecks are cleared only after both volleys land.

One volley into four ships

DestroyedCarries overUntouched

Illustration, not to scale

05

Repairs

Combat Engineers patch up damaged ships on their own side between rounds. They cannot bring back a ship that was destroyed.

The exact rule

Repair erases the carried over damage from step 4. A few Engineers go a long way: once that damage is fully mended, more repair does nothing.

Between rounds

stays lost

Illustration, not to scale

Breaking off

Fast ships get away

A losing attacker does not have to fight to the last ship.

Round 2first chance to flee
35%of your ships lost first
85%best escape chance

When an attack is going badly, the attacker's ships try to flee from round two on. Faster ships get away more often. Ships that escape fly home safely with their weapons. Defenders never flee.

The exact rule

Before rounds 2, 3 and 4, an attacker who is weaker (see who wins, below) and has already lost at least 35% of its ships rolls to escape, one roll per ship type.

escape chance = ship speed ÷ 15, at most 85%

Ships that escape do not count as losses. Race speed bonuses are for travel only and do not change this roll.

Warship speed · faster escapes more often

  • Xandir Raider14
  • Centaurian Privateer9
  • Fighter8
  • Corvette8
  • Buckler8
  • Combat Engineer8
  • Frigate7
  • Destroyer6
  • Cruiser5
  • Battleship4
  • Bulwark4
  • Terellian Harbinger4
  • Dreadnought3
  • Colossus2

The verdict

Who wins

The side left standing wins. If both survive all four rounds, the stronger side wins. Read down the list: the first line that fits decides it.

Before the fight

  1. 1A player attacks a player less than half as strong. Nobody fightsNo contest

When the fighting stops

  1. 2Every attacker is gone, and some of them fledAttacker withdrew
  2. 3Both sides are destroyedStandoff
  3. 4The attacker is destroyedDefender wins
  4. 5The defender is destroyed, or the attacker is stronger after round 4Attacker wins
  5. 6Anything else: the defender held onStandoff

What counts as stronger

Guns and hull together. A fleet with no guns left has no strength, however tough it is. A tie goes to the attacker.

The exact rule

strength = all the damage a side can deal × all the hit points it has left

The same test decides when a losing attacker starts to flee. The world's shield is not counted here, and cargo ships you bring add to your hit points.

The spoils

What the winner takes

Roids

25%the most one raid can take

Only a winning attacker takes roids: up to 25% of the target's, if the fleet has cargo room.

The exact rule

Each roid needs 10 cargo space in your surviving fleet, and you take at least one if you have room. Beginner protection, the night shield and a bunker all shrink the take. Centaurians carry more and take a little extra.

Salvage

Wreckspaid from what was destroyed

The winner collects part of what the destroyed ships were worth. Nothing is taken from the loser's stockpile.

The exact rule

A winning attacker fills its spare hold with a share of what the destroyed ships, defences and weapons cost. A defender who wins, or sees the attacker withdraw, is paid for the attackers it destroyed. Beginner protection, the night shield and a bunker shrink the attacker's salvage too.

Standoff

Nothingfor either side

Nobody gets anything. No contest pays nothing either.

The exact rule

At a mission site, destroying every enemy ship still claims the reward even if the site's ground defences survive.

Rock, paper, scissors

Every matchup in the game

Bigger is not automatically better. Most ships hit a few targets harder and a few softer, and some have no damage edge at all: their job is to draw fire. Every other pairing is an even fight.

stronger weaker· even

Hover or tap any square to see what it means. Each row is the ship firing, each column the target.

Shooter ↓
Target →
FighterCorvetteFrigateDestroyerCruiserBattleshipDreadnoughtCentaurian PrivateerXandir RaiderColossusBucklerBulwarkTerellian HarbingerCombat EngineerLaser TurretMissile LauncherPlasma BastionProbeScout ShipLight HaulerBulk FreighterHeavy BargeOre Miner
Fighter····0.850.850.85··0.85····0.70.70.7······
Corvette1.6·1.51.50.60.60.61.51.60.6····0.70.70.7······
Frigate·······················
Destroyer····1.31.31.3··1.3····1.61.61.6······
Cruiser·······················
Battleship····1.4··················
Dreadnought····1.4··················
Centaurian Privateer·1.2······1.2··········1.2··1.2
Xandir Raider··············0.70.70.7······
Colossus····1.4··················
Buckler·······················
Bulwark·······················
Terellian Harbinger0.40.4······0.4·····1.81.81.8······
Combat Engineer·······················
Laser Turret1.51.50.60.60.60.60.60.61.50.61.50.6···········
Missile Launcher0.60.61.51.50.60.60.61.50.60.60.60.6···········
Plasma Bastion0.60.60.60.61.51.51.50.60.61.50.61.5···········

Cargo ships and scouts you bring on a raid can be shot. At home they stay out of the fight, which is between the world's warships, any allies sent to defend it, and its ground defences.

Ship dossiers

Every armed hull, side by side

Atk is firepower per ship, Hull is hit points, Track is how well the guns follow fast targets, and Spd makes a ship harder to hit and better at escaping. Each bar is measured against the best ship in the game, on a curved scale so small ships still show.

Warships

Fighter

DPSLight

Overwhelm

Atk5
Hull3
Track10
Spd8
Preys onNo damage edge on any target
Vulnerable toCorvetteLaser Turret
Struggles vs · its shots land softlyLaser TurretMissile LauncherPlasma BastionCruiserBattleshipDreadnoughtColossus
Draws fire2 of 17 armed ships aim extra fire at it

Corvette

SupportLight

The screen

Atk8
Hull6
Track12
Spd8
Preys onFighter×1.6Xandir Raider×1.6Frigate×1.5Destroyer×1.5Centaurian Privateer×1.5
Vulnerable toLaser TurretCentaurian Privateer
Struggles vs · its shots land softlyCruiserBattleshipDreadnoughtColossusLaser TurretMissile LauncherPlasma Bastion
Draws fire1 of 17 armed ships aim extra fire at it

Frigate

TankMedium

The bodyguard

Atk15
Hull24
Track9
Spd7
Preys onNo damage edge on any target
Vulnerable toCorvetteMissile Launcher
Draws fire15 of 17 armed ships aim extra fire at it

Destroyer

DPSMedium

The siege breaker

Atk25
Hull26
Track8
Spd6
Preys onLaser Turret×1.6Missile Launcher×1.6Plasma Bastion×1.6Cruiser×1.3Battleship×1.3Dreadnought×1.3Colossus×1.3
Vulnerable toCorvetteMissile Launcher
Draws fire1 of 17 armed ships aim extra fire at it

Cruiser

DPSHeavy

The reachable capital

Atk48
Hull46
Track10
Spd5
Preys onNo damage edge on any target
Vulnerable toPlasma BastionBattleshipDreadnoughtColossusDestroyer
Draws fire10 of 17 armed ships aim extra fire at it

Battleship

DPSHeavy

Siege

Atk88
Hull86
Track9
Spd4
Preys onCruiser×1.4
Vulnerable toPlasma BastionDestroyer
Draws fire10 of 17 armed ships aim extra fire at it

Dreadnought

DPSHeavy

The statement

Atk109
Hull104
Track8
Spd3
Preys onCruiser×1.4
Vulnerable toPlasma BastionDestroyer
Draws fire11 of 17 armed ships aim extra fire at it

Centaurian Privateer

SupportMedium

Payload run

Atk20
Hull18
Track9
Spd9
Preys onCorvette×1.2Xandir Raider×1.2Light Hauler×1.2Ore Miner×1.2
Vulnerable toCorvetteMissile Launcher
Draws fire1 of 17 armed ships aim extra fire at it

Xandir Raider

DPSLight

The fast swarm

Atk10
Hull6
Track12
Spd14
Preys onNo damage edge on any target
Vulnerable toCorvetteLaser TurretCentaurian Privateer
Struggles vs · its shots land softlyLaser TurretMissile LauncherPlasma Bastion
Draws fire2 of 17 armed ships aim extra fire at it

Colossus

DPSSuperheavy

Super capital

Atk184
Hull175
Track7
Spd2
Preys onCruiser×1.4
Vulnerable toPlasma BastionDestroyer
Draws fire11 of 17 armed ships aim extra fire at it

Buckler

TankLight

The first tank

Atk6
Hull12
Track8
Spd8
Preys onNo damage edge on any target
Vulnerable toLaser Turret
Draws fire15 of 17 armed ships aim extra fire at it

Bulwark

TankHeavy

The heavy tank

Atk35
Hull82
Track8
Spd4
Preys onNo damage edge on any target
Vulnerable toPlasma Bastion
Draws fire15 of 17 armed ships aim extra fire at it

Terellian Harbinger

DPSMedium

Siege engine

Atk35
Hull15
Track6
Spd4
Preys onLaser Turret×1.8Missile Launcher×1.8Plasma Bastion×1.8
Vulnerable toNo specialist hunter
Struggles vs · its shots land softlyFighterCorvetteXandir Raider

Combat Engineer

HealerLight

The fleet healer

Atk2
Hull3
Track10
Spd8
Preys onNo damage edge on any target
Vulnerable toNo specialist hunter

Ground defences

Laser Turret

LightGround defence

The cheap tier answer

Atk4
Hull16
Track12
Preys onBuckler×1.5Fighter×1.5Corvette×1.5Xandir Raider×1.5
Vulnerable toTerellian HarbingerDestroyer
Struggles vs · its shots land softlyBulwarkFrigateDestroyerCentaurian PrivateerCruiserBattleshipDreadnoughtColossus
Draws fire6 of 17 armed ships aim extra fire at it

Missile Launcher

MediumGround defence

The same, aimed a tier up

Atk16
Hull40
Track8
Preys onFrigate×1.5Destroyer×1.5Centaurian Privateer×1.5
Vulnerable toTerellian HarbingerDestroyer
Struggles vs · its shots land softlyBucklerBulwarkFighterCorvetteXandir RaiderCruiserBattleshipDreadnoughtColossus
Draws fire6 of 17 armed ships aim extra fire at it

Plasma Bastion

HeavyGround defence

Capitals, without owning any

Atk55
Hull140
Track4
Preys onBulwark×1.5Cruiser×1.5Battleship×1.5Dreadnought×1.5Colossus×1.5
Vulnerable toTerellian HarbingerDestroyer
Struggles vs · its shots land softlyBucklerFighterCorvetteXandir RaiderFrigateDestroyerCentaurian Privateer
Draws fire6 of 17 armed ships aim extra fire at it

Ready to put it to use

Make your first move.

Claim a homeworld, choose a race, and act before the rest of the galaxy notices you exist.

GalaroGALAR