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.
THE LOOP
What the career actually does.
01Prepare ship, Crew, weapons & ammo
→02Choose patrol or hostile site
→03Respond to contact
→04Manage power and engagement
→05Recover, repair, and exploit the outcome
IN GAME
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.
NavigationLocal operation
◈ 18,420
DISCOVERED COMBAT SITE · CINDER REACH
Cinder Corsair Drydock
A defended multi-contact combat operationLocal actions
ACTIVE ENGAGEMENT
Power Allocation
The live combat panel lets you redistribute command power while each weapon runs on its own firing cycle.
WAYWARD SUNCombat & Patrol
DISCOVERED COMBAT SITE
Cinder Corsair Drydock
ACTIVE ENGAGEMENT
GEOGRAPHY
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.
YOUR BUILD
Combat capability is the whole fit under load.
CHOICES
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.
WHERE IT LEADS
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.