WAYWARD SUN
PROFESSION · COMBAT

Combat & Patrol

Take ships and Crew you built elsewhere and put them under pressure. Combat is where fitting, ammunition, power allocation, readiness, damage, and recovery all become immediate decisions.

Combat is not a separate progression island.Industrial quality, Crew experience, ammunition choice, ship architecture, repair capability, and exploration all feed into what you can survive and defeat.

What the career actually does.

01Prepare ship, Crew, weapons & ammo
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02Choose patrol or hostile site
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03Respond to contact
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04Manage power and engagement
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05Recover, repair, and exploit the outcome

What this looks like.

Patrol searches for hostile contact; once contact is made, combat resolves on individual weapon timing. Combat power can be shifted between Weapons, Shields, and Engines while the engagement is active.

Combat & PatrolLive-game visual language · example state
NavigationLocal operation
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DISCOVERED COMBAT SITE · CINDER REACH

Cinder Corsair Drydock

A defended multi-contact combat operation

Power Allocation

The live combat panel lets you redistribute command power while each weapon runs on its own firing cycle.
WeaponsMore allocation increases weapon pressure and cycle support.
ShieldsMore allocation improves shield recovery.
EnginesMore allocation improves evasion, range control, and disengagement.

Danger comes from places and people, not a planet level.

Safe and dangerous spaces can exist in the same region. Hostile groups, historical sites, interdiction pockets, and environmental exposure create different kinds of combat problems.

Combat capability is the whole fit under load.

Hull & defenses
Weapons & ammunition
Power / cooling / engines
Crew gunnery, engineering & command
Captain piloting / gunnery / command
Condition, repairs & medical support

The same hull can fight very differently.

Weapon doctrineKinetic, rail/coil, beam, missile, heavy-missile, torpedo, point-defense, and other authored weapon categories create different range and support problems.
Power allocationWeapons, Shields, and Engines compete for emphasis in combat.
AmmunitionWeapons with an ammunition family consume compatible physical rounds from cargo. Different loads can modify damage, range, velocity, accuracy, target-layer effectiveness, wear, heat, or cycle behavior; beam weapons do not use physical ammunition.
ReadinessFatigue, stress, injuries, and condition can turn a paper-strong fit into a bad fight.
Active combat waits for you.Patrol combat clocks are deliberately frozen while the app is away. Other autonomous work can continue offline, but an active engagement does not resolve behind your back.

Winning feeds the rest of the game directly.

Combat rewards are recovered by the combat resolver rather than spawning a separate salvageable wreck activity. Surviving enemy ammunition may also be recovered into cargo.

Recover lootCombat tables can award materials, equipment, knowledge, credits, and surviving enemy ordnance.
Reverse engineerRecovered manufactured equipment can become physical specimens for schematic reconstruction.
Build historyOrganization encounters, victories, and cleared sites can add history and evidence to your organization.
Repair & recoverDamage and Crew casualties can create real repair, medical, and staffing work after the fight.
Push deeperGreater capability lets you attempt stronger contacts and authored multi-contact combat sites.