Combat
Combat in Interstellar War is real-time, tick-based, and influenced by ship fitting, crew skills, range, and positioning. Understanding the mechanics gives you a significant edge.
How Combat Works
You fire your weapons. The game never fires them for you. Each shot is an action you take, resolved the moment you take it:
- Cooldown check — Has this weapon finished reloading?
- Range check — Is the target within that weapon's range?
- Accuracy roll — Can you hit it?
- Damage calculation — How much does the hit deal?
- Damage application — Shields absorb first, then hull takes the rest
Weapon Cooldown
Each weapon has its own 15-second cooldown, and it starts when that weapon fires — not on a clock the game keeps. A ship with three weapons can put all three shots out at once and then wait fifteen seconds, or stagger them and have something ready more often. Which of those is better depends on what you are fighting.
The tick is not your trigger
The 15-second tick is the universe's heartbeat, and it is easy to confuse with your reload because the two happen to be the same length. The tick moves ships toward their destinations, docks them, runs hyperspace jumps, and hands each NPC with a target to a combat job. NPCs shoot on the tick. You shoot when you click. Waiting for a tick before firing wastes the time you waited.
Accuracy
Whether your shot hits depends on three factors:
| Factor | Effect |
|---|---|
| Tracking | Your weapon's ability to follow a moving target. Higher = more accurate |
| Target Handling | The enemy's evasion stat. Higher handling = harder to hit |
| Range | Shots at close range are more accurate. Shots at max range suffer a penalty |
In shape, your hit chance scales with the ratio of your tracking to the target's handling, then is modified by range. A dice roll decides the outcome — if you pass, you hit; if you fail, you miss entirely and deal no damage.
Range Modifier
Accuracy is strongest at close range and degrades as you approach the edge of your weapon's range. At max range the penalty is severe enough that many shots will miss outright.
Tip: Close the distance before engaging. Fighting at the edge of your range wastes shots.
Damage
When a shot connects, damage is built from three things:
| Component | Meaning |
|---|---|
| Weapon output | The raw power of your weapon module |
| Module size modifier | A random multiplier based on weapon size category |
| Gunnery skill | Your gunner's skill level (0–255). Higher gunnery significantly increases damage — a maxed gunner roughly doubles your output |
Critical Hits
Every shot has a small chance to critically hit for bonus damage. Crits are pure luck — no skill or module affects the chance.
Damage Application
Damage is applied in order:
- Shields absorb damage first, point for point
- When shields are depleted, remaining damage hits the hull
- When hull reaches zero, the ship is destroyed
There is no damage resistance or armour typing — it's a straight numbers game.
Cloaking
The cloak module hides your ship from enemy scanners:
- Cloaked ships are invisible to enemies (unless they're in your faction or fleet)
- Allies can always see your cloaked ship
- Firing weapons automatically decloaks you
- There's a 15-second cooldown between cloak toggles to prevent spam
Cloaking is ideal for scouting, ambushes, and escape.
Siege Warfare
Siege modules enable attacks on starbases and fortified positions:
- Activating siege mode locks your ship in place for 5 minutes
- You cannot move, cloak, or jump to hyperspace during siege
- Siege is required for certain high-damage attacks on structures
Attacking Starbases
Starbases can only be attacked when their vulnerable flag is active. They fight back with automated weapon batteries in three roles:
| Battery | Role |
|---|---|
| Short Range | Hits hardest per shot but struggles to track fast, agile targets |
| Medium Range | A balanced battery with good tracking against most ships |
| Long Range | Low per-shot damage but extremely high tracking — very hard to evade, even at speed |
A fully built-up starbase fields many of each. Starbases hit hard. Don't attack one alone.
Bombarding Planets
Planets can be damaged using bomb modules (type 5). Bombs deal bonus damage against planetary targets compared to standard weapons. You cannot bomb planets belonging to your own faction.
When a planet's health reaches zero, it loses faction control.
PvP vs PvE
Not all systems allow player-vs-player combat:
- PvP systems — Players can attack each other freely
- Non-PvP systems — Only NPC combat is allowed
- Same-faction combat — Some systems prevent allies from attacking each other
Check the system flags before picking a fight.
NPC Fleet Behaviour
NPC fleets have their own AI:
| Behaviour | What They Do |
|---|---|
| Aggressive | Hunt players, focus fire on highest threats, coordinate with fleet |
| Defensive | Only engage if attacked, protect structures |
| Patrol | Move between areas, engage targets of opportunity |
| Escort | Follow specific ships, engage threats to their charge |
Aggressive NPC fleets will call in reinforcements from their fleet. Don't assume one NPC means one fight.
Combat Tips
- Close range wins — accuracy drops sharply at max range
- Watch your power — if drain exceeds powernet, shields drop and modules go offline
- Disengage to repair — passive repair kicks in every tick
- Numbers matter — multiple ships focusing fire overwhelms any single target
- Know when to run — losing a ship is expensive. There's no shame in warping out