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Combat in Endless Space 2 is split into two parts: ship combat, taking place between fleets in orbit around systems, and ground combat, taking place between soldiers on a planet's surface. Both forms of combat are largely automated, but choices can be made at the start of combat that can have significant effects on the outcome.

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Space


Ship Combat[]

Ship combat takes place in orbit around systems. It occurs when an attacker's fleet chooses to attack another hostile fleet in the same system (only possible in neutral or attacker territory if in cold war with the defender unless the attacker has "Righteous Fury" law) by taking the Attack action, which causes them to automatically engage the strongest hostile fleet. (If there are multiple hostile factions in the system, the attacker can choose which to engage.) From this position, the attacked fleet has 2 options, fight or retreat.

Fight[]

  • A fight occurs. Each fleet chooses a battle tactic, and distributes their ships across up to three flotillas, aided by some basic information provided about the enemy fleet's composition and effectiveness. When the battle begins, the flotillas fire weapons at each other across three distinct combat phases, gradually moving to optimal ranges as determined by each fleet's tactics. The battle ends after the third phase, or if either side loses all their ships.

Retreat[]

  • The defender attempts to leave the system before being destroyed by the opposing fleet. If there is a starlane connecting to a friendly or neutral system, the retreating fleet will take 60% health damage (possibly destroying already-damaged ships) and begin moving toward it. If not, the retreating fleet will be entirely destroyed (after a confirmation dialog warning about this).
  • If the attacker's fleet contains a ship with the Tractor Beam module (only equippable on Behemoths and Carrier-class hulls), the defender is not allowed to Retreat.

Heroes[]

You can assign Heroes to your fleets, and they will participate in space combat. Every hero has a Hero Ship specific to their class; these take a diverse set of modules (including some unique to Hero ships) and do not add any CP to the fleet.

If a Hero's ship is destroyed in combat, but at least one other ship from their fleet survives, they'll revive at end of combat with minimal health. If the rest of the Hero's fleet is destroyed but the Hero survives, they'll continue commanding the (now empty besides their ship) fleet. If the entire fleet is destroyed, the Hero will return to the Academy for several turns to recover from their injury, during which you can't assign them.

Heroes have a number of skills in each quadrant that increase the health, damage, movement, or other stats of both their ship and the fleet as a whole; high-level Heroes can dramatically boost the combat power of a fleet when they're in command.

Phases[]

A space battle will last for three phases, each of which is 40 seconds long. If one fleet is completely destroyed before this time is up, the battle will immediately end.

At the end of each phase, flotillas in each lane get closer to each other, if necessary according to their chosen Tactics. Some modules also have special effects at the end of each phase, such as restoring a portion of shields.

Flotillas and Lanes[]

At the start of combat, you arrange the ships in your fleet into flotillas occupying the three lanes: Top, Center, and Bottom. The Center lane is always open, while the Top lane requires at least 5 Command Pointsand 2 ships in the fleet and the Bottom lane requires at least 10 Command Pointsand 3 ships in the fleet. The Center lane must always have at least 1 Command Pointsworth of ships in its flotilla, but the Top and Bottom can be left empty if desired.

A ship's lane determines what range it will fight at, according to the tactics cards used by each opponent.

Ships will usually fire at the opposing flotilla in the same lane if possible (an especially inviting target in an adjacent lane can pull their fire). If there are no enemy ships in their lane, they'll fire cross-lane into an adjacent lane (the Top and Bottom lanes cannot fire on each other); cross-lane fire is always at Long range.

If one combatant has more active flotillas in combat than the other (whether they started that way, or gained the advantage due to destroying enemy ships mid-battle), all of their ships gain a morale advantage, increasing their combat stats. Having one more flotilla than the enemy grants the fleet +10% damage and +5% accuracy and scales linearly with every amount of flotilla more than the enemy up to 3 more flotillas. (though only 2 more flotillas is the maximum amount, since when it goes to 3 the battle will have already ended)

Automatic Distribution[]

While you can manually distribute your ships by dragging them to the desired lane, they can also be automatically distributed according to three default strategies chosen in the Advanced Battle Setup screen:

  • Optimal Range: The first option places each ship in the optimal lane based on your chosen tactic's desired range for the lane and the ship's weapons. For example, ships with Kinetic weapons will be placed in Short lanes if possible. If multiple lanes are equally optimal, the ships are evenly distributed between them. While this option optimizes each ship's effectiveness, it runs the risk of having weaker flotillas destroyed early in battle, giving the enemy a morale bonus and forcing your other flotillas to attack cross-lane.
  • Balanced: The second (default) option, which balances optimal-range considerations with even distribution. Ships are mostly placed in their optimal lane, but might be put in a less-optimal lane to ensure that no flotilla is too small.
  • Even Distribution: The third option evenly distributes your ships between the lanes to ensure each flotilla has the same amount of Command Points. To the extent that it can without unbalancing the flotilla sizes, ships are placed in the lane with the most optimal range for their weapons. While this option balances your offense in each lane and increases your chance of gaining a morale bonus over your opponent, it might not use each individual ship to their fullest advantage.

Ranges[]

The opposing flotillas in each lane can be at Short, Medium, or Long range with each other during a combat phase.

At the start of combat, each lane's flotillas are at the farthest range dictated by each combatant's tactics card. If one tactics card would place their flotilla at a closer range than this, the flotillas move closer by one range increment each phase of combat until they reach the desired closer range.

For example, if the attacker chooses the Turtle tactic and the defender chooses the Power To Shields tactic, at the start of combat the center lane will have the opposing flotillas at Long range, because Power To Shields puts its center lane at Long range. They will then close with each other, reaching Medium range in the second phase and Short range in the third phase, because Turtle puts its center lane at Short range. On the other hand, the top lane will start at Medium and reach Short in the second phase, while the bottom lane will start at Long, reach Medium in the second phase, and stay there.

Range determines the accuracy of weapons; each weapon type has varying base accuracy depending on the range it's fired at. For example, Kinetic weapons are most effective at Short range, with an 85% base accuracy; this decreases to 50% accuracy at Medium range, and a mere 10% accuracy at Long range.

Tactics Cards[]

Turtle es2

Your Battle Tactics affect 2 things: the range your ships will attempt to move to and the bonuses you get for that combat.

  • First is the ranges for each flotilla, these show how close your ships will try get to your opponents. The blue bar represents the range your attempting to get to; left is long, middle is medium, and right is short.
  • The middle shows what kind of buff the card gives, shield is defensive, a lighting bolt is attack, and >| is for after battle benefits.
  • The bottom text tells you what specific benefits the card gives.

For example, in the case of Turtle (seen to the right), the Top and Middle flotillas will attempt to get to short range and the Bottom flotilla will attempt to go for medium range. You will also get a buff to the amount of damage absorbed by hull plating, but not shields.

Fleets at their respective lanes will start at the longest range chosen by either side, and then if one side isn't as close to the target range as their tactic cards dictate, that said side will move closer to the range by 1 unit every phase. The mechanics work like this (the dashes stand for the range in phase 1/2/3, respectively):

Range L M S
L L/L/L L/M/M L/M/S
M L/M/M M/M/M M/S/S
S L/M/S M/S/S S/S/S

Cross-Lane (always adjacent) firing is always counted as Long distance.

It is of crucial importance to keep in mind of the range between firing fleets, as every weapon (other than Beams) have their accuracy significantly impacted by the distance between the two sides.

Encounter[]

Combat View[]

  • While combat is executed completely automatically according to the chosen tactics and natural inclinations of each ship, you can choose to watch the combat by toggling the "Watch" option at the bottom of the combat setup screen.
  • Like in other parts of the game, you can switch to a higher-information Scan View of battle by hitting Spacebar.

Accuracy Correction[]

  • The game has an "accuracy correction" system to ensure that weapons generally hit as often as their listed accuracy. The exact formula for accuracy is listed below:
  • Accuracy = Weapon Accuracy + (Weapon Accuracy - (Hit Shots in Current Range / Total Shots in Current Range))

Morale[]

  • +10% Damage and +5% Accuracy per lane advantage, +20% Damage and +10% Accuracy at maximum*
    • Lane Advantage means having one lane more than the enemy that has at least one friendly ship present and no enemy ships there.
    • (*Technically the maximum amount to be gained is +30% Damage and +15% Accuracy, although it's pointless to state given that the battle would always be over by that point)

Manpower[]

  • The manpower of a ship provides some innate damage bonus, up to 20%. For this reason, Umbral Choir has a distinct military disadvantage. The formula for the damage calculation is listed below
  • Damage Bonus = (Current Ship Manpower / Maximum Ship Manpower) * 0.2

Attack Attack Modules[]

There are 7 weapon types available in Endless Space 2, loosely grouped into Projectile Weapons and Energy Weapons, corresponding to the two defense types. In addition to the basic weapons, strike craft and high-yield explosive weapons can be fielded. Most modules are unlocked through research, though they can also be rewarded for exploring curiosities or finishing quests.

Kinetic/Slugs[]

Rapid-fire, high-velocity kinetic projectiles; space bullets, in other words.

Kinetics are most effective at short range: 85% Short accuracy, 50% Medium accuracy, and 10% Long accuracy. They are most effective against shields: 20% Hull Plating Penetration, and 50% Shield Penetration.

All Kinetics also add Flak to the ship, dealing damage to missiles, boarding pods, and squadrons to destroy them before they can impact the ship.

Weapon Unlock Cost DPS Critical Hit Chance Special
Basic High-I Slugs Era: Military 1 23 Industry 25 0%
Basic Ultradense Slugs Era: Military 2 40 Industry 39 0%
Basic Perfected Slugs Loot: Level 1 Ruins 56 Industry 54 0%
Basic Unstable Slugs Era: Military 4 74 Industry 68 0%
Imperial Slugs Era: Military 4* 74 Industry 76 0%
Basic AGN Slugs Loot: Level 3 Ruins 93 Industry 82 0%
Improved High-I Slugs Loot: Level 2 Subterranean 50 Industry, 1 Titanium 61 5% High Flak Damage
Improved Ultradense Slugs Tech: Advanced Fusion Power 52 Industry, 2 Titanium 76 6% High Flak Damage
Advanced Perfected Slugs Loot: Level 3 Ruins 68 Industry, 1 Adamantian 76 8% Crew Killed per Hit: 1
Advanced Unstable Slugs Tech: Tensor Algorithms 68 Industry, 2 Adamantian 92 9% Crew Killed per Hit: 2
AGN Slugs Loot: Level 4 Subterranean 90 Industry, 1 Orichalcix 92 11% Enemy Weapons Cooldown: +10% for 10s
Extreme AGN Slugs Tech: Orichalcix Alignment 98 Industry, 2 Orichalcix 107 12% Enemy Weapons Cooldown: +10% for 10s

* United Empire Only

Railguns[]

Sacrificing firing rate for heavier projectiles, Railguns are capable of smashing through any defenses.

Railguns are most effective at short range: 100% Short accuracy, 50% Medium accuracy, and 10% Long accuracy. They completely ignore absorption, effectively having 100% Hull Plating and Shield Penetration.

Railguns are only available from the ES2 Community Challenge Add-On

Weapon Unlock Cost DPS Critical Hit Chance Special
Basic Railgun Tech: Hardened Alloys* 100 Industry 30 0%
Advanced Railgun Tech: Adamantian Alloys 180 Industry 48 0%
Extreme Railgun Tech: Subatomic Disruption 260 Industry 66 0%

* Chitinous Alloys for Cravers

Missiles[]

Guided, rocket-propelled projectiles with explosive payloads.

Missiles are most effective at long range: 25% Short accuracy, 50% Medium accuracy, and 100% Long accuracy. They are most effective against shields: 10% Hull Plating Penetration, and 60% Shield Penetration. Missiles can be destroyed by Flak, generated by Kinetic weapons, before reaching their target.

Weapon Unlock Cost DPS Critical Hit Chance Salvo Health Special
Basic Ion Torpedoes Era: Military 1 20 Industry 28 0% 60 Troop Health
Basic Fusion Torpedoes Loot: Level 1 Ruins 34 Industry 44 0% 75 Troop Health
Basic Decay Torpedoes Era: Military 3 49 Industry 61 0% 90 Troop Health
Basic Positron Torpedoes Loot: Level 2 Subterranean 66 Industry 78 0% 100 Troop Health
Basic Entropy Torpedoes Era: Military 5 80 Industry 94 0% 115 Troop Health
Improved Ion Torpedoes Loot: Level 2 Subterranean 34 Industry, 2 Titanium 63 5% 90 Troop Health Crew Killed Per Hit: 2
Improved Fusion Torpedoes Tech: Advanced Fusion Power 43 Industry, 3 Titanium 79 5% 90 Troop Health Crew Killed Per Hit: 3
Advanced Decay Torpedoes Loot: Level 3 Ruins 49 Industry, 2 Adamantian 79 5% 115 Troop Health Crew Killed Per Hit: 8
Advanced Positron Torpedoes Tech: Tensor Algorithms 57 Industry, 3 Adamantian 96 5% 115 Troop Health Crew Killed per Hit: 10
Turret Interference Missile Tech: Tensor Algorithms 50 Industry, 1 Antimatter 19 0% ? EMP: Weapons disabled on hit for 10s, cooldown 14s
Extreme Positron Torpedoes Loot: Level 4 Subterranean 66 Industry, 2 Orichalcix 96 5% 130 Troop Health Crew Killed per Hit: 7; Enemy Weapons Cooldown: +10% for 10s
Extreme Entropy Torpedoes Tech: Orichalcix Alignment 82 Industry, 3 Orichalcix 113 5% 130 Troop Health Crew Killed per Hit: 8; Enemy Weapons Cooldown: +10% for 10s

Swarm Missiles[]

Firing many small missiles in quick succession, swarm missiles are designed to overwhelm enemy flak.

They have the same accuracy and penetration stats as regular missiles, and can also be destroyed by Flak, though since each "shot" fires 10 missiles, at least a few are likely to reach their target.

Swarm Missiles are only available from the ES2 Community Challenge Add-On

Weapon Unlock Cost DPS Critical Hit Chance Salvo Health Special
Basic Swarm Missiles Tech: Focused Plasma 30 Industry 17 0% 20 Troop Health
Advanced Swarm Missiles Tech: Improved Fleet Management 50 Industry 27 0% 30 Troop Health
Extreme Swarm Missiles Tech: Structured Antimatter 75 Industry 37 0% 40 Troop Health

BoardingPod Boarding Pods (Vaulters DLC)[]

Disposable armored craft that slam into the enemy hull to deliver their deadly cargo: a trained boarding party.

Boarding pods are effective at any range: 100% accuracy, regardless of range. They ignore absorption entirely, as they deal no damage to shields or health at all. Like missiles, they can be destroyed by Flak before reaching their target.

After hitting the enemy ship, they will reduce its Ship Manpower each second for 10 seconds; if the enemy ship's Ship Manpower reaches 0, it will be disabled immediately and you gain control of it after the battle. Your empire's troop distribution (Infantry/Tank/Air) has no effect on this damage, but the Infantry upgrades of each empire do.

Weapon Unlock Cost Manpower Cost/Shot DPS Critical Hit Chance Salvo Health Special
Basic Boarding Pods Tech: Deep Space Personnel 50 Industry 50 Ship Manpower 5 Ship Manpower 0% 200 Troop Health
Advanced Boarding Pods Tech: Universal Aerodynamics 75 Industry 100 Ship Manpower 10 Ship Manpower 0% 250 Troop Health
Champion's Pod* Tech: Universal Aerodynamics 75 Industry 100 Ship Manpower 10 Ship Manpower 0% 350 Troop Health 15 Ship Manpower damage on hit

* Vaulters Only

Lasers[]

More properly particle beams, these are blasts of magnetically-contained high-energy plasmas.

Lasers are most effective at medium range: 50% Short accuracy, 100% Medium accuracy, and 50% Long accuracy. They are most effective against health: 80% Hull Plating Penetration, and 10% Shield Penetration.

Weapon Unlock Cost DPS Critical Hit Chance Special
Basic OPAL Laser Era: Military 1 20 Industry 13 10%
Basic Sync Laser Era: Military 2 34 Industry 21 10%
Vodyani Sync Laser Era: Military 2* 33 Industry 24 10%
Basic MAGGIE Laser Loot: Level 1 Ruins 46 Industry 29 10%
Basic HELL Array Laser Era: Military 4 62 Industry 37 10%
Basic TERACO Laser Loot: Level 3 Ruins 76 Industry 46 10%
Improved OPAL Laser Loot: Level 2 Subterranean 42 Industry, 1 Hyperium 34 15% Enemy Weapon Accuracy: -20% for 10s
Improved Sync Laser Tech: Hyperium Magnetics 43 Industry, 2 Hyperium 43 16% Enemy Weapon Accuracy: -20% for 10s
Advanced MAGGIE Laser Loot: Level 3 Ruins 57 Industry, 1 Antimatter 42 18% Hull Penetration: +20%
Advanced HELL Array Laser Tech: Advanced Game Theory 57 Industry, 2 Antimatter 51 19% Hull Penetration: +20%
Extreme HELL Laser Loot: Level 4 Subterranean 75 Industry, 1 Quadrinix 51 21% 10% Flotilla Collateral Damage
Extreme TERACO Laser Tech: Programmable Quadrinix 80 Industry, 2 Quadrinix 59 23% 10% Flotilla Collateral Damage

* Vodyani Only

Beams[]

Powerful beams of light that can accurately track ships at any range.

Beams are effective at any range: 100% accuracy, regardless of range. They are most effective against health: 90% Hull Plating Penetration, and 10% Shield Penetration.

Weapon Unlock Cost DPS Critical Hit Chance Special
Basic Plasma Beam Era: Military 1 23 Industry 11 5%
Basic Pinch Beam Loot: Level 1 Ruins 39 Industry 14 5%
Basic Phased Beam Era: Military 3 56 Industry 19 5%
Basic Positron Beam Loot: Level 2 Subterranean 75 Industry 25 5%
Basic Anti-Gluon Beam Era: Military 5 95 Industry 30 5%
Riftborn Anti-Gluon Beam Era: Military 5* 95 Industry 33 5%
Improved Plasma Beam Loot: Level 2 Subterranean 41 Industry, 2 Hyperium 20 10% Crew Killed per Hit: 3, Enemy Weapon Accuracy: -20% for 10s
Improved Pinch Beam Tech: Hyperium Magnetics 53 Industry, 3 Hyperium 25 10% Crew Killed per Hit: 4, Enemy Weapon Accuracy: -20% for 10s
Advanced Phased Beam Loot: Level 3 Ruins 60 Industry, 2 Antimatter 25 10% Crew Killed per Hit: 5, Hull Penetration: +20%
Advanced Positron Beam Tech: Advanced Game Theory 71 Industry, 3 Antimatter 30 10% Crew Killed per Hit: 6, Hull Penetration: +20%
Shield Interference Beam Tech: Advanced Game Theory 50 Industry, 1 Adamantian 4 5% EMP: Shields disabled on hit for 6s, cooldown 10s
Extreme Phased Beam Loot: Level 4 Subterranean 81 Industry, 2 Quadrinix 33 10% Crew Killed per Hit: 8, 10% Flotilla Collateral Damage
Extreme Anti-Gluon Beam Tech: Programmable Quadrinix 95 Industry, 3 Quadrinix 36 10% Crew Killed per Hit: 10, 10% Flotilla Collateral Damage
Cleaver Quest: 1st place in Antihero With A Thousand Faces 53 Industry, 1 Antimatter 16 10% Crew Killed per Hit: 8

* Riftborn Only

Defense Defense Modules[]

Your ships have six relevant defensive stats: Health, Shields, Flak, Evasion, Hull Plating Absorption, and Shield Absorption. The latter two are derived stats; modules will instead grant Projectile Defense or Energy Defense, which are inputs to the Absorption stats.

Health[]

When your ship's Health Ship Health runs out, it is destroyed. The colored bar on the right side of the ships's image in the fleet listing shows its current health percentage. Health generally only recovers if the ship is orbiting in friendly systems (slowly each turn for free, or immediately for a Dust cost), though there are modules and battle tactics that can provide some healing during or after battles. Most of your ship's Health is granted by the hull itself; Plating Hull modules grant relatively large amounts of additional health, while Shields Shield and some other modules will grant smaller amounts. Health damage is resisted by Hull Plating Absorption; energy weapons are more effective at piercing this defense than projectile weapons.

Shields[]

Shields are damaged first in battle, before Health, and they fully recover after battle. Some modules and abilities allow you to recover Shields during battle, as well. Shield damage is resisted by Shield Absorption; projectile weapons are more effective at piercing this defense than energy weapons.

Flak[]

Flak is a secondary defensive benefit granted by kinetic weapons (slugs). Your flak cannons deal damage to missiles, fighters and bombers, and boarding pods, hopefully destroying them before they can touch your ship. It pays to have at least one slug weapon on larger ships just to grant some Flak defense.

Evasion[]

Evasion mitigates damage by making your ships harder to hit. Any shot taken by the enemy subtracts your ships Evasion value from their accuracy, to a minimum of 5% accuracy. Evasion can be gained from Battle Tactics, Engines, Antimatter Shields, and some Support modules. Unfortunately, your ship's total Evasion is not displayed anywhere in-game.

Note: In some tooltips this is referred to as Dodge Chance.

Defense and Absorption[]

Projectile Defense and Energy Defense are granted by Plating Hull and Shield Shield modules, respectively. Each ship also has a Hull Weakness stat, based on its size. (Small ships are 100, Medium are 250, Large are 600, Behemoths are 600, when accounting for module multiplier, this essentially translates to 1x/1.25X/1.5X/variable amount of same amount of modules to achieve same result as Small ships) By combining each Defense with the Hull Weakness, a Hull Plating Absorption and Energy Absorption stat is calculated:

Absorption = Defense / (Defense + Hull Weakness)

So a ship with 400 Projectile Defense and 100 Hull Weakness would have a Hull Plating Absorption of 400/500, or 80%, and would thus negate 80% of all incoming Projectile Damage. A well-defended ship can thus be extremely difficult to damage by the wrong type of weapon, and even well-matched weapons (Projectile vs Shields, for example) can have their damage significantly reduced.

A ship's Absorption stats are reduced by the Penetration stats of the weapons firing at them. It's a percentage reduction, not a direct subtraction; for example, if a ship has 80% Shield Absorption, and is being fired on by a slug weapon (which has 50% Shield Penetration), the ship's effective Absorption would be 40% (half of 80%) not 30%. This means even small amounts of Absorption are still valuable; if the ship had only 20% Shield Absorption and was again being fired on by a slug weapon, its effective Absorption would still be 10%.

  • Damage Absorbed % = Hull Plating Absorption * (1 - Hull Plating Penetration)
  • Damage Absorbed % = Shield Absorption * (1 - Shield Penetration)
  • Damage done = Weapon damage x (1 - Damage Absorbed Shield) x (1 - Damage Absorbed Hull)
  • Once Shields go down:
    • Damage done = Weapon damage x (1 - Damage Absorbed Hull %)

Since Defense stats of modules are so large compared to Hull Weakness, even a single Plating or Shield module can give significant damage reduction, so ships should almost always be built with at least one of each.

Modules/Defense

Support Support Modules[]

Modules/Support


Squadron Squadron Modules[]

Coordinator, Carrier, and Behemoth hulls can equip Squadron Squadron modules, which release autonomous Fighters Fighter and Bombers Bomber ships during combat to harass the enemy's ships in the same lane. Squadrons have 100% accuracy at all ranges, and can only be destroyed by enemy Flak or Fighters.

If a squadron's target ship is destroyed, they'll move on to another ship in the enemy flotilla automatically. If their launch ship is destroyed, the squadrons are not affected - they'll continue fighting until the end of combat, at which point they disappear.

Energy Fighters and Bombers are only available from the ES2 Community Challenge Add-On

Bomber Bombers[]

Bombers are designed to kill large ships. They have reasonably high DPS, which is halved against Small-hull ships, but is increased by ×1.5 against Large/Behemoth-hull ships, making their damage equivalent to the most advanced Kinetic weapons (but without requiring your ship to reach Close range). They do no damage to other Squadron ships.

Bomber Modules
Name Tech Cost Health Dodge DPS Crit
Basic Bomber Hardened Alloys 100 Industry 200 Troop Health 5% 50 5%
Advanced Bomber Subatomic Disruption 125 Industry 350 Troop Health 5% 65 10%
Advanced Plasma Bomber Subatomic Disruption 125 Industry 505 Troop Health 10% 58 5%

Even a single Bomber module can do significant damage to fleets with Large ships if they don't have adequate defenses (Kinetic weapons and Fighter modules), so it's often worth equipping one on your Coordinator-hull escorts.

Fighter Fighters[]

Fighters are defense against Bombers. They will do a small amount of damage to enemy Ships (DPS reduced to 40% against Small, 25% against Medium, and 10% against Large/Behemoth), but are fully effective against other Squadron ships.

Fighter Modules
Name Tech Cost Health Dodge DPS Crit
Basic Fighter Hardened Alloys 30 Industry 250 Troop Health 5% 25 5%
Advanced Fighter Adamantian Alloys 35 Industry 400 Troop Health 5% 33 10%
Advanced P-Laser Fighter Structured Antimatter 35 Industry 600 Troop Health 10% 26 5%

As unopposed Bombers can be devastating to a fleet with Large ships, if your fleets don't have Flak from Kinetic weapons, it can be worthwhile to equip even a single Fighter module for defense purposes.

Squadron-Focused Tactics[]

Your choice of tactics card has a minor effect on how your squadrons perform, determining what fraction of your Fighters are devoted to offense (attacking the enemy Ships and defending your Bombers from enemy Fighters) and to defense (defending your ships from enemy squadrons). Attack-focused tactics cards (with the lightning-bolt icon) set them to 70% offense / 30% defense; defense-focused cards (with the shield icon) set them to 30% offense / 70% defense; and neutral tactics cards (with the arrow icon) set them to 50% offense / 50% defense.

The Military 4 tech Deniable Operations grants three squadron-focused tactics cards:

  • Repair Protocol heals the launch ship post-battle according to how many of their squadrons survived the battle.
  • Strafing Run sets your Fighters to 100% offense / 0% defense.
  • Fleet Escort sets your Fighters to 0% offense / 100% defense.
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