Ship Combat Effects

During Ship Combat attacks by Ship Weapons and Crew Talents can generate transient effects that increase or decrease a ship's statistics. Some Ship Combat Effects can cause damage over time (DoT) to both the Ship, Crew Hit Points and Crew Morale.

Some Ship Combat Effects can be generated by Ship Components. These Ship Combat Effects are not transient and last until that Ship Component is disabled by taking 60% or more damage.

= Removal of Detriments =

Removing Crippling Hit Debuffs
These talents remove the Crippling Effects bestowed by capital and small craft weapons that are categorized as "Ship" Crippling Effects or "Crew" Crippling Effects, and sometimes both. Debuffs applied by talents are not removed by these.

Removing Talent Debuffs
This talent only removes Talent debuffs which otherwise cannot be removed until they naturally expire.

= Restorative Talents =

Repairing Ship Damage
These talent repair multiple components (or the ship engine of which you only have one) selected randomly among damaged components.

Recovering Crew Health
This talent restores health to injured crew members.

Recovering Crew Morale
These talents restore morale to crew members with any morale below their maximum. Note that this will restore morale above the best of spice halls (Rychart Syndicate) and thus is useful even if you've suffered no damage in the ship battle.

= Ship Combat Effect Features =

Boarding Bonus
Boarding bonus applies standard dice to defense versus boarding foes, strong dice to your own boarding attempts, and if your boarding attempt is successful, will increase the value of the targeted component (you'll score a bridge or engine instead of an officer's quarters) and vice versa for boarding defense.

Accuracy Bonus
Accuracy bonus is an increase to the accuracy multiplier for ship weapons such as you can get from sensors components. If you had +5% accuracy bonus from a sensor, and +25% from Acrobatic Dive and 100 successes rolled, you'd have 100 * (1 + 0.05 + 0.25) = 130 successes.

Damage Bonus
Damage bonus increases the standard damage type dealt by all ship weapons. It does not impact radiation or void damage.

Critical Hit Chance Bonus
Each weapon on a ship has a Critical Hit chance, which is given by the simple sum of:


 * the weapon's base Critical% chance. This ranges from 2% for a tier-1 Torpedo, to up to 45% for a tier 6 Gravcannon
 * all ship components that give +Critical%. These include Targeting Matrix and Interlocking Sensor Matrix
 * all active ship combat buffs that give +Critical%, listed below
 * a Spy captain's Slippery Trait

It is permitted to exceed 100% Critical chance, in which case every hit is a critical hit.


 * Critical hits double the internal damage amount (after armor and shield soaking) of standard damage and radiation damage.
 * Critical hits have no effect on void damage.

Defensive Bonus
Defense Bonus increases a ship's ability to dodge attacks from enemy ships, but not from small craft.

Armor Bonus
Armor Bonus adds onto your cumulative armor from all of your components and base hull. If your baseline is thus 40% and you use a talent that adds +10% Armor, you end up with 50% Armor, not 44%. Using talents you can push your armor above the soft limit of 60% up to a maximum of 75%. Armor primarily protects your hull.

Shield Bonus
Shield Bonus adds onto your cumulative shielding from all of your components and base hull. If your baseline is thus 40% and you use a talent that adds +10% Shields, you end up with 50% Shields, not 44%. Using talents you can push your shields above the soft limit of 60% up to a maximum of 75%. Shields primarily protect against crew and component damage.

Reactor Bonus
Most engines have a limit of 8 reactor points, not including bonuses in either direction. Some engines support more RP. Note that RP changes from talents do not impact you the turn they are selected.

Range Change Bonus
Range change is helpful as strong dice in escaping, boarding, advancing, and retreating.

Radiation Damage
Radiation damage from a Talent buff is rolled as BigDie(stated damage) with a floor of 30% (so any roll below 30% of the stated damage is automatically raised to 30%).


 * The average roll for a BigDie(d) with a floor of f is f² + (1-f )(1+f )/2, for a square of side f + a trapezoid of width (1-f ) with heights f and 1.  (Quick check: At f = 0.0, all fs drop out, and it reduces to 1/2 for a fair die.  At f = 1.0, the (1-f ) drops out, and it's a uniform 1.0 for a square of side 1.0.)
 * Plugging in f = 0.3, we obtain an average roll of 0.545 * d.

This applies to the following Talents listed below:


 * +80 Radiation damage = +43.6 Radiation damage on average: Burner Skid
 * +25 Radiation damage = +13.6 Radiation damage on average: Engine Lockdown

Your weapons do not need to already deal radiation damage to gain benefits from bonus radiation damage. Radiation damage is primarily useful against crew and components.

Void Damage
Void damage from a Talent buff is rolled as BigDie(stated damage) with a floor of 30%, exactly as for Radiation damage from a Talent buff.

No talents currently exist that apply bonus void damage.

Component Damage over Time
Component damage over time will destroy components incrementally. It is currently not known how component HP works. It is thought that higher mass components have a higher component HP pool.

Crew Damage over Time
Crew damage applies with an unknown distribution across the crew. It is assumed this distribution is not uniform.

Morale Damage over Time
Similar to Crew damage over time, morale damage is applied according to some non-uniform distribution. Presumably, crew with 0 morale will not be targeted for morale damage, but this is not known at this time.

Energy (Radiation/Void) Resist
For each type of energy damage (radiation or void), energy resistance stacks via simple addition with:


 * all ship components that give +resist of that type
 * all ship combat buffs that give +resist of that type
 * all ship combat debuffs and crippling effects that give -resist of that type

Each type of energy resist works only against the same type of energy damage. It has no effect on hits of the other type(s).


 * If energy resist is positive, it soaks energy damage of the same type at a 1:1 ratio (subtracts linearly, to a minimum of 0).
 * If energy resist is negative, it adds WeightedDie(|this resist|) to every new incoming damage amount of the same energy type.
 * On average, a WeightedDie(N) will roll (0.75 * N + 0.5). So -20 Radiation Resist will add (11 to 20) = an average of +15.5 Radiation damage to every new Radiation hit received.  Even a hit of 1 Radiation will add 15.5 more (on average).
 * If a radiation weapon hits a target ship that has negative radiation resist, and the firing ship also has a +radiation damage buff (see above), the total radiation damage is then the simple sum of all 3 parts. A critical hit then doubles all of this radiation's internal damage!

Initiative Bonus
There are no talents that modify capital ship combat initiative at this time.

Escape Bonus
Escape is used as strong dice for escaping combat from range 5, retreating from range 4 to range 5, and maintaining position at ranges 4 and 5 while the enemy attempts to close the gap. Twitch Surge bypasses the escape/range change mechanics entirely.

= Small Craft Effects =

To Hit Small Craft
To Hit Craft increases the chance of a weapon type hitting enemy small craft. If a weapon such as a large plasma cannon has a 5% chance to hit small craft, using Dead Eye would raise that by 35% to a total chance of 40%. Grav cannons can never hit small craft, even if buffed with such a talent.

Small Craft Evasion
Small Craft Evasion increases the probability that a small craft can dodge incoming attacks from capital ships by a flat amount. This can be raised up to 99%. Even if the capital ship had 100% to hit small craft, in this case their effective accuracy would be a whopping 1% chance to hit.