◆ Fugari Wars
Field Manual

Combat

Combat

Most turns in Fugari Wars are spent on trading, navigating, and building. Combat is not the primary activity — but it shapes every other activity. Understanding it changes how you read the galaxy map, where you fly, what nodes you claim, and when you decide that 3 turns of travel and 2 of engagement are worth more than another trade loop.


New Player Protection in Combat

Before the mechanics, the safety layer: new pilots cannot be attacked at all. PvP attacks against you are hard-blocked — the action is rejected outright, and no attacker can initiate against you.

You lose that protection by playing, on either of two counts:

you have protection ends
charted 300 nodes this cycle flying and scanning — roughly 20–40 jumps
earned 25,000 credits this cycle trading, or loot from combat

Either one is enough. You do not have to do both. A pilot who spends their first hours exploring and a pilot who spends them running cargo both leave protection on the axis they actually played — you are never held back by the thing you did not do.

Both counts are per cycle. When Kethara Prime dies and the galaxy reinitialises, they reset with everything else, so every pilot starts the next hunt on the same footing — see The Cycle.

Changed 2026-09-06. Protection used to key on the Fledgling rank tier, graduating only when you passed both a session count and a lifetime-turn count. The session counter was never recorded, and because both axes had to qualify, that single gap meant no pilot ever graduated — every player in the galaxy was permanently protected, and permanently unable to initiate against anyone. Requiring only one of two counts is deliberate: if either measure ever stops being recorded, the other still works, and the failure is visible instead of silently locking the whole game.


Threat Visibility

When you share a node with another ship, you can read part of their combat posture — but not all of it.

Visible: Striker and wrecker drones. Attack drones are loaded on the exterior hardpoints of a ship and are observable to anyone in the sector. The Attack panel lists each co-located ship alongside their carried striker and wrecker counts. A ship showing 4S / 2W is carrying 4 strikers and 2 wreckers. No label means no attack drones in the bay.

Hidden: Guardian drones, hull HP, cargo contents. Defensive loadout is internal. You know what a ship can project; you do not know how much punishment it can absorb before breaking.

This asymmetry is intentional. You can assess offensive threat at a glance. Defensive resilience requires committing to the engagement and finding out.


The Nexus Safe Zone

The Nexus is a complete no-aggro zone. All aggressive actions are blocked there:

  • PvP attacks
  • Port raids
  • Planet assaults
  • Fugari ship attacks

Combat of any kind must be resolved elsewhere. The Nexus is for repairs, shipyard transactions, and staging.


The Wave Combat System

All combat in Fugari Wars — PvP, port raids, planet assault, and Fugari encounters — uses the wave system. The loop is the same regardless of what you're fighting.

The Wave Loop

Each wave lasts about 15 seconds:

  • 10-second action window: Both sides choose an action chip. If no action is submitted, Hold is applied automatically. When every human in the fight has submitted, the wave resolves early.
  • 5-second resolution: The wave plays out with narrated streaming text showing exactly what happened — strikers sent, the strike roll, guardians that intercepted, HP damage dealt, drones consumed.

You are in the loop until it ends

Combat is not something you step out of. While a session is live, every other action is closed to you — no trading, no flying, no buying drones, no settling planets, and no starting a second fight somewhere else. Reads still work: you can check port stock or a route preview from inside a firefight, you simply cannot act on them.

There are exactly two exits: retreat, or die. Both are moves inside the combat loop, not ways around it. That is what makes committing to a fight a real decision — you cannot open one to see how it goes and then quietly resume your trade route.

The same rule binds AI pilots. A bot in a session stops running its economy loop entirely until the fight resolves.

Drone Types in Combat

  • Strikers (25⬡) — offensive. Each wave you commit a strike action, strikers fly at the defender. Capped at 10% of your drone bay per wave.
  • Guardians (100⬡) — defensive. Guardian drones intercept incoming strikers before they reach your hull. Each guardian absorbs guardian_efficiency strikers — a per-ship stat shown in the shipyard (Drifter ×1.0, Hauler ×1.5, Raider ×0.5, Warship ×1.5, Leviathan ×2.0, Heretic ×1.5). Guardians consumed = strikers absorbed ÷ efficiency, rounded up. Uncommitted guardians survive the wave.

Each volley rolls a strike roll of 1.0–1.5× (shown in the wave narration) that multiplies your strikers' effectiveness before interception:

effective_strikers  = strikers_sent × strike_roll
penetrating         = effective_strikers − intercepted_by_guardians
hp_damage           = penetrating × attacker_combat_power / 1000

Action Chips

Action Effect
Strike: Max Send 10% of drone bay in strikers this wave
Strike: Half Send 5% of drone bay
Strike: Quarter Send 2.5% (probing)
Hold Send 0 strikers; guardians absorb only. Default on timeout
Retreat Attempt to disengage — see Retreat below
Rebalance Shift drone allocation mid-combat; costs your attack this wave

Retreat

Retreat chance = base_retreat_chance + (speed_modifier × 10). Faster ships escape more reliably. A failed retreat costs your action for the wave and gives your opponent a free strike — they send strikers unopposed.

Cloaking and Ambush

A cloaked attacker gets a free first wave: the defender is forced to Hold on wave 1, unable to act. This is the primary advantage of cloaking — the opening wave lands uncontested.

Disconnect Handling

If a player disconnects mid-combat, the server auto-submits Hold for up to 3 waves. After 3 consecutive Hold waves with no response, the disconnected player automatically attempts Retreat. This prevents indefinite stalls while giving network hiccups a grace window.


PvP — Ship vs. Ship

PvP happens at the node level: two ships at the same node, one initiates. Combat runs the standard wave loop until one ship is destroyed, retreats, or the attacker withdraws.

Loot

Loot is asymmetric depending on who wins. If the attacker destroys the defender, they loot 50% of the defender's cargo hold, capped by the attacker's own remaining hold space. If instead the defender survives and destroys the attacker, the defender loots a smaller 25% of the attacker's cargo, with no hold cap. Specialty cargo requires a tier-3+ ship to capture either way. Wallet credits are never looted from a kill — credit loss only happens on a pod death. Rogues with negative rep and high heat loot a slightly larger cargo fraction.

In multi-unit wave fights, loot on each individual kill splits evenly among the top-3 DPS contributors on the winning side, rather than going to one ship.

Whatever isn't looted goes down with the ship. Loot is drawn from the losing side's hold; no additional formula based on combat power differential applies.

New player protection: pilots who have not yet charted 300 nodes or earned 25,000 credits this cycle cannot be attacked at all — Accord protection blocks the initiation. See New Player Protection in Combat.

Death and the Escape Drifter

Destruction in PvP triggers a two-stage respawn system:

First death (any ship except Escape Drifter):

  • Your ship is disowned as a wreck at the kill node — it becomes an adrift ship, claimable by anyone who reaches it. Cargo and drones aboard survive with the wreck.
  • You eject in an Escape Drifter — a bare-bones T1 pod with 10 guardians, 10 strikers, and 1 HP.
  • The pod scatters 1–20 hops via random walk through the galaxy. If the walk crosses a node with enemy guardian drones, you stop there (flytrap). Otherwise you land at the end of the walk.
  • Your activity log records where you scattered to.

Second death (destroyed while in an Escape Drifter):

  • If killed by another player: you lose 50% of your on-hand credits (not bank/ledger funds).
  • You respawn at the Nexus in a bare Drifter (0 drones, 1 HP).
  • The Nexus is a safe zone — you can repair, visit the shipyard, and regroup without threat.

The two-stage system means your first death is survivable but disorienting — you're scattered somewhere in the galaxy in a fragile pod. Your second death is the hard reset: half your credits gone, back to square one at the Nexus.

Rep

PvP does not change reputation — neither for the attacker nor the defender. Your standing with the Accord is earned and lost through trading, raiding, and port actions, not duels.

The one adjacent case: if your target had bounties posted on them, collecting those bounties on the kill grants +50 rep per bounty claimed. That is the Accord paying for enforcement, not the duel itself changing your standing — a kill on an unbountied pilot moves nothing.


Port Raids

Port raids let rogue pilots steal from a port node directly — credits, agri cargo, or energy cargo. There are two raid styles: manual wave raids (initiate a combat session against the port and breach it) and dice-roll raids ("Raid Now" at your current port, auto-raid, and warp-and-raid — one bust check per port, no combat session).

One rule set applies to every raid mode: Leviathan and EscapeDrifter hulls cannot raid, standing of rep ≥ 1000 blocks all raiding, and every dice-roll raid uses the same bust formula below. Warp-and-raid additionally requires premium.

Note that the raid block (1000) is not the Accord Commission threshold (500). Commission pilots can raid — they simply pay for it, at −20 rep per port breach. See Reputation for why those are two different numbers and what the space between them costs.

Manual Wave Raids

Manual port raids use wave combat. Your ship engages the port's defenses over a series of waves. You are trying to breach; the port is trying to stop you. Breach success chance scales with how much damage you deal over the course of the combat — a sustained assault that grinds through defenses is more likely to break through than a half-committed probe.

Choose your action chip carefully. A Strike: Max opener is aggressive but telegraphs your approach. A cautious Half-Strike opening buys information at the cost of time.

Relevant chips:

  • Breach — attempt to crack the port's vault and extract stock. Success chance equals the fraction of the port's hull you've destroyed so far.
  • Destroy — push to demolish port defenses entirely rather than extracting (grinding its defense pool and hull to zero). A harder, more complete path — the port closes and respawns epochs later.

Bust penalty: A failed breach attempt deals 25% of your current HP in damage, minimum 1. It cannot kill you outright — a bust cannot drop you below 1 HP. A ship that's already taken damage from earlier waves can end a failed raid in dangerous shape. Know your hull state before committing to a Breach chip.

Dice-Roll Raids (Raid Now / Auto-Raid / Warp-and-Raid)

These modes use a single dice-roll bust check per port rather than wave combat. The resolution is identical for all three: "Raid Now" hits the port you're at, warp-and-raid travels a specific route raiding every port it passes, and auto-raid finds the nearest unvisited ports on its own.

Each raid costs 1 turn (on top of travel turns).

Targets

Choose what to steal at each port:

Target Bust modifier Hull damage on bust Loot range
energy_cargo ×0.50 1–5% hull max 10–35% of port stock
agri_cargo ×0.55 1–10% hull max 10–35% of port stock
credits ×1.00 1–20% hull max 10–25% of port credit balance

Energy cargo is the lowest-risk target. Credit raids are the most dangerous. Hull damage is taken only when you bust — a clean raid costs no hull. A bust also confiscates all cargo in your hold.

Bust Chance Formula

bust_chance = base_bust_rate × target_modifier × ship_bust_mod × 2^(prior_busts_at_this_port)

Bust chance is capped at 90%.

Base bust rate (reputation):

Reputation Base rate
≤ −600 2.5%
≤ −300 3.0%
≤ −100 3.5%
> −100 (or positive) 4.0%

Deeper outlaw rep makes you harder to catch. Getting to −600 rep cuts the base rate by 37.5%.

Ship bust modifier:

Ship Modifier
Raider (Marauder / Enforcer) ×0.70
Warship (Vanguard / Brigand) ×0.85
Hauler (Freighter / Runner) ×1.50
Drifter ×2.00
Heretic ×3.2–8.0 (random each raid)

The Raider is the natural raiding hull — its 0.70 modifier directly offsets the penalties from less-negative rep or repeat raids. The Heretic's modifier is chaotic by design; it can be extremely low-risk or extremely high-risk on any given attempt.

Repeat-Raid Penalty

Each bust at the same port doubles the base bust chance for your next attempt there (×2^n). The game tracks per-port bust counts per cycle.

Bust counts decay: for every 50 lifetime turns you spend since the last raid at a port, the bust count for that port drops by 1. Rotating between ports and letting counts decay is the core rhythm of sustained raiding.

On Bust

  • You receive no loot
  • You are ejected to a random adjacent node
  • You are charged 2× the potential loot value from your wallet (the penalty is the value of what you would have stolen, doubled)
  • The bust count for that port increments by 1
  • Auto-raid and warp-and-raid both stop immediately on bust

On Success

  • Loot is added to your hold (cargo) or wallet (credits)
  • Credit loot is capped at your ship's base price per raid — not its full purchase price; base price is roughly half. The cap itself is rolled each raid between 60% and 100% of base price, so a rich port pays a varying amount rather than the same figure every time
  • Loot is also subject to your rank's wallet cap
  • Rep drops by 5
  • Bounty heat increments by the configured bounty_heat_per_raid value (default 5.0)

Auto-Deposit

Both dice-roll modes support an auto_deposit option that immediately banks any looted credits after each successful raid, helping avoid wallet-cap losses on long runs.

Hold Management

Both dice-roll modes automatically liquidate cargo in your hold before each cargo raid, selling it into the current port at base prices. This frees hold space for loot. If your hold is full and the port can't buy your cargo, the mode falls back to raiding credits instead.

If the target resource is completely depleted at a port, the mode falls back to credits (if available) or skips that port.


Planet Assault

Assaulting an enemy planet is a 3-phase wave combat sequence. Each phase must complete before the next unlocks. You must be physically at the planet node throughout.

Phase 1 — PvP: Clear the Node

If the planet owner or any allied ships are present at the node, you fight them first using standard wave PvP. You cannot proceed to the garrison while hostile pilots hold the node. If the node is already clear, Phase 1 is skipped automatically.

Phase 2 — Garrison Combat

Your strikers attack the planet's garrisoned guardians in wave combat. The garrison defends using the planet's stationed drone count. Wave by wave, you grind down the garrison.

The Assault panel shows the garrison's current fill and live kill-rate estimates before you commit. Check them. An underestimated garrison assault can destroy your ship — if your hull reaches zero, your ship emergency-warps to the Nexus.

Orbital canon: At citadel tier 3+, the orbital canon fires on every hostile entering the node and on each wave during garrison combat. See the Orbital Canon section below for details.

Specialty cargo loot: If you breach the garrison with a Raider, Warship, Leviathan, or Heretic, you transfer the defender's specialty cargo as loot in addition to any standard surplus.

Combat continues wave by wave until the garrison reaches zero or you retreat. Once the garrison hits zero, the battery goes offline and Phase 3 unlocks.

Phase 3 — Post-Garrison: Claim or Bombard

With the garrison cleared, you have two options:

Claim — Take ownership of the planet. Available once the citadel is tier 1 (Settlement) or lower — the same rule as the quick claim action. Capture keeps the citadel tier, surplus stock, and any banked Reactor, but colonization restarts at 1% and cargo deposits are zeroed. Garrison is wiped, docked ships are ejected, and your rank's planet cap applies. Claiming changes no reputation.

Bombard — Deploy wreckers to destroy the planet permanently. See Planetary Bombardment below.


Planetary Bombardment

Bombardment is the heavy-ordnance option: you reduce an enemy citadel one tier at a time using wreckers. Each tier destroyed requires meeting a wrecker threshold. If you grind all the way to tier 0, the citadel is demolished entirely.

Requirements: Garrison must be zero. You must have sufficient wreckers for the current citadel tier's threshold. Any ship carrying wreckers can bombard — but wreckers can only be purchased or extracted onto a Warship or larger hull (tier 4+), so the ship gate is at acquisition, not at combat time.

Bombardment uses wave-based wrecker deployment: each wave you deploy up to 10% of your drone bay capacity in wreckers against the citadel. Once enough wreckers have been deployed to meet the tier's threshold, that tier is destroyed and the counter resets for the next tier. You can retreat between tiers or keep pushing.

Wrecker Thresholds by Citadel Tier

Citadel Tier Wreckers to Destroy
1 (Settlement) 100,000
2 (Colony) 200,000
3 (Stronghold) 350,000
4 (Citadel) 500,000

To bombard a tier-4 citadel all the way to tier 0: 500,000 + 350,000 + 200,000 + 100,000 = 1,150,000 wreckers total. Higher-tier citadels require a larger sustained wrecker commitment. A heavily developed planet is not a cheap target.

Bombardment changes no reputation, but it is a galaxy-shaping act — the owner is notified and the Realm Report takes note. Wreckers are rare — roughly 2 in 5 ports carry them — so stockpiling for a major bombardment requires route planning.


Orbital Canon

At citadel tier 3+, a planet gains an orbital canon that fires automatically on hostile ships.

When It Fires

  • On node entry — any non-owner, non-syndicate ship warping to the node takes a shot immediately on arrival.
  • On each wave during garrison combat — the battery fires at the start of every wave for the duration of the fight.

Damage

Damage per shot is variable: base = 5 + (planet_size × 2), with a random multiplier between 0.5× and 1.5× applied each shot — the base is additive with planet size, not multiplicative. The battery hits hard but not identically every time. Guardians reduce battery damage (up to 40% at full bay coverage) but do not block it entirely — the battery always lands some damage through, and also drains 10% of the target's guardians each shot as collateral.

Charges

The battery has finite charges: maximum planet_size × 4 shots (size-5 = 20, size-1 = 4). Once charges are exhausted, the battery goes offline. Charges recharge passively at +2 per hour — no player action required. Your activity log records each recharge event. There is no manual reload; the battery maintains itself over time.

Targeting

When multiple hostile ships are present, the battery always fires at the lead attacker (unit 1 / primary ship). Wings are never targeted — reinforcing a friend under battery fire is safe for the wing, not the lead.

Offline Conditions

The battery is armed only while all three hold: citadel tier 3+, a live garrison, and charges remaining. Lose any one and it goes silent; charges keep recharging in the background either way.


Guardian Checkpoints

Guardian drones deployed at a node create a toll checkpoint for any ship warping in. This is automatic and distinct from the player-set Blockade Toll system (see Piracy) — a node can have both active at once.

When you warp into a node with another player's guardians, your ship is intercepted before landing. You have two options:

Pay the toll: 1 credit per guardian at the node. Credits go directly to the guardian owner. Both parties receive an activity log notification.

Attack with strikers: Commit strikers to a drone battle against the deployed guardians (an attrition fight — each round your strikers destroy a share of the guardians while they destroy a share of yours). Clear all guardians and you pass for free. Even a partial strike reduces future tolls for other pilots.

Stuck with no credits: If you have neither credits nor strikers, you cannot warp out through that direction — and there's no timer that clears it. You're stuck until you can scrape together the toll, someone else fights the guardians down, or you find another route out. Keep a credit reserve if you're routing through contested space; a checkpoint you can't pay is a genuine dead end, not a wait.

Striking a Node

Already standing at a node with someone else's guardians? STRIKE NODE (1 turn) opens a wave fight against them, played in the combat view like any other: you choose Strike, Hold or Retreat each wave.

  • The guardians are both shield and guns. Each one intercepts one of your strikers and is destroyed doing it. The survivors fire back every wave (a tenth of the stack they started with, at least one drone) without being used up, so a long fight costs you hull.
  • Every guardian you destroy is gone at once, wave by wave, not when the fight ends: the checkpoint toll drops as the stack shrinks, and if someone else destroys some of the same guardians mid-fight, you stop fighting those.
  • The fight is won when the last guardian falls. The vaults of the stacks you fought pay out to you, the owners are told, and their tolls are lifted.
  • Retreat, defeat or the wave limit end it early with the losses you dealt still standing. They come off the stacks you started against, largest first; drones deployed after the fight began are not part of it.
  • Only hostile drones fight. Your own stack, your syndicate's, and your syndicate mates' are never targets, and if nothing hostile is left there is nothing to strike.
  • Not at the Nexus, not with a critical hull, and not without strikers. Node assaults cannot be reinforced.

Guardian Deployment Rules

  • Port nodes: Guardians cannot be deployed at port nodes. The port itself provides its own security.
  • Nexus and trade lane nodes: No guardians permitted.
  • Graduated caps: How many guardians you can station at a given node depends on its distance from your nearest owned planet.
Hops from your planet Guardian cap
0 (at your planet) Blocked — your citadel garrison defends this node, deployable guardians aren't needed or allowed here
1 hop 500,000
2 hops 250,000
3 hops 125,000
4 hops 62,500
… halves each hop, up to 4 hops max
No owned planet (or far) 50 (default floor)

Without a planet, you're limited to 50 per node — useful for tripwires and light harassment, but not a real defensive line. Owning a well-placed planet lets you build a deep defensive perimeter starting one hop out: dense guardian fields close in, lighter coverage farther away. Your own planet node itself is covered by the citadel garrison instead — see Planets & Citadels.

The guardian indicator (small red dot on the node map) shows active checkpoints — on nodes you have charted. Drones and drift locks in uncharted space are not shown: a route through the fog can meet a checkpoint you could not see, and the hop stops to ask you to pay, attack, or turn back. Check the indicator before committing a Course Plotter path, and scout unfamiliar ground — an unexpected 30cr toll mid-run is a bad surprise.


Claiming a Ship

Two types of ships can be claimed at an undefended node:

Parked ships — an inactive hull belonging to another player (not their active ship). Standard theft: the owner loses the ship and is notified via the galaxy feed.

Adrift ships — an ownerless wreck. When a player's ship is destroyed in PvP, their hull is disowned at the kill node and becomes adrift — no owner, no defenses of its own, and claimable by anyone who reaches it. The galaxy feed logs it as a salvage rather than a seizure. The cargo and drones aboard survive with the wreck.

Cost: 1 turn. Ownership transfers immediately; the ship stays at the node under your name.

Requirements:

  • The target ship must be at your current node
  • For parked ships: it must not be the owner's active hull
  • The node must have no hostile guardian drones, no active planet garrison, no armed orbital canon, and no Fugari guardians

If the node is defended, you cannot claim. Clear the defenses first.

Planet ownership shortcuts: If you own the planet at a node, garrison and battery checks are skipped — you can claim any ship (parked or adrift) at your own planets freely.

Blocked at the Nexus. No ships can be claimed there — newly purchased hulls are protected regardless of node defenses.

Once claimed, the original owner of a parked ship loses it permanently. They can only get it back by negotiating, buying a new one, or taking it back by force.

AI raiders and pirates also understand claiming. After winning PvP combat, they will seize any inactive ship left at the node. Defense against AI claiming is the same as against players — guardians, garrison, or an orbital canon.


Fugari Ship Encounters

Attacking a Fugari ship at your node (Attack Fugari Ship, 1 turn) launches a full interactive wave combat session — the same UI and wave loop as PvP. The Fugari ship auto-acts each wave via the server timer.

  • T1 / T2 ships do not return fire (no strikers). The session still runs the wave loop; you just take no damage.
  • T3 / T4 ships engage with strikers and guardians. Treat them like a well-equipped player opponent.

On victory, the end screen shows your salvage credits, rep gain, and — for T3/T4 kills — a GPI Escalation badge indicating the Fugari faction tightened ranks in response. See The Fugari for per-tier salvage and rep values and for a full explanation of GPI.


Kethara Prime Assault

Assaulting the Fugari home planet uses the same garrison wave combat as a player planet assault. See The Fugari — The Three-Phase Assault for full details.


Passive Hull Regen

Ships regenerate +1 HP per minute passively, provided hull HP is above zero. This is automatic — no turns, no location requirement, no player action. Both player ships and Fugari patrol ships benefit from the same tick.

Passive regen matters most for light damage: a Raider that took 200 HP in a skirmish heals fully in just over 3 hours. For heavy damage on endgame hulls, the math is brutal — a Warship missing 30,000 HP would take 20+ days to passively recover. Nexus repair is always faster for serious hull damage; passive regen handles the margins.


When to Fight

Combat costs turns and risks your ship. Before engaging, the calculus:

Fight if:

  • You have enough strikers to sustain multiple waves without burning through your bay
  • You are attacking a port or planet where the loot potential justifies the rep cost
  • You are defending a node and your drone loadout favors the engagement
  • You have a cloaking advantage — the free first wave is a significant edge

Don't fight if:

  • Your drone bay is light and you can't sustain pressure over multiple waves
  • You're running a full hold on a trade session — a defeat means losing cargo
  • The orbital canon at a planet target will bleed you across multiple waves before you reach the garrison
  • A retreat failure would be catastrophic given your current HP state

The best fights in Fugari Wars are the ones you pick deliberately, at favorable odds, for clear objectives. The worst ones are impulse decisions made without reading the node's defenses first.

Check your drone count before committing to a raid. Check the orbital canon state before warping to an enemy planet. And if a pilot has been quiet for several resets, consider why — silence sometimes means patience.


Multi-Combatant Combat (Fugari Swarms and PvP Fleets)

Some combat encounters involve more than one unit on each side. The rules for multi-combatant engagements differ from 1v1 in specific ways.

Fugari Swarms

When you warp to a node that has more than one Fugari patrol ship, all of them join the fight as defenders. You do not choose one — the entire group responds.

  • All alive Fugari ships pool their striker drones each wave, launching a combined barrage.
  • You focus fire on one Fugari at a time. By default you target the highest-tier ship first.
  • When you destroy your current target, you automatically shift to the next alive Fugari.
  • Combat ends when all Fugari at the node are destroyed, or when you are destroyed or retreat.

The math is harsh. Three Fugari ships firing together send three times the strikers of one. A 25-ship node is effectively unwinnable for a single attacker — the combined firepower will shred any hull in a few waves. The system is designed this way: Fugari nodes should feel like genuine threats that require either overwhelming force or avoidance.

Bounty scales with kills. Each Fugari ship destroyed yields its individual kill bounty. A 2-ship swarm where you destroy both pays 2× the per-kill rate.

PvP Fleet Engagements

PvP combat also supports full fleet-vs-fleet engagements when both players have multiple ships.

  • Combat starts 1v1; syndicate mates at the node can join as reinforcements (up to 4 units per side).
  • Each wave, all alive ships on your side contribute strikers toward the focused target.
  • You choose which enemy ship to focus fire — click their unit row in the fleet panel before submitting your strike action.
  • The enemy focuses fire on one of your ships. Targeting is symmetric.
  • A ship is eliminated when its hull reaches zero. The fight ends when all ships on one side are destroyed or a side retreats.

Retreat and Rebalance affect your primary ship (the first ship in your fleet, sorted by hull size) only. The rest of the fleet follows.

Fleet Panel HUD

When either side has more than one unit, the standard hull bars are replaced by a fleet panel showing all units:

  • Each unit row shows current HP, strikers, and guardians.
  • The currently targeted enemy unit is highlighted with an arrow marker.
  • Clicking an enemy unit row changes your focus target — the next strike will apply damage there.
  • Destroyed units appear grayed and struck through.

For standard 1v1 combat (PvPort, PvPlanet, PvFugariPlanet, and single-ship PvFugari), the existing hull bar layout remains unchanged.


Combat Session Persistence

Combat sessions are stored in the database as they progress. This has several practical consequences:

Server Restart Recovery

If the server restarts mid-combat, your session is not lost. Active sessions are rehydrated from the database on startup. When the server comes back up, your session resumes at the wave where it left off. The wave timer resets to a fresh window — you won't be timed out for a wave that happened during downtime.

Session Resume via Session Key

Every combat session has a stable UUID key (session_key) that persists across server restarts. If you reconnect or reload mid-combat, the server re-opens your session via this key automatically. You do not need to re-initiate combat.

Garrison Persistence Across Assaults

Garrison depletion — the guardians destroyed during your assault — is written to the database after each wave. If you retreat or are defeated, the garrison does not reset to its pre-assault value. The damage you dealt is recorded.

The next attacker starts their assault against the current depleted garrison, not the original cap. This means coordinated multi-assault campaigns work: Attacker A grinds the garrison down, retreats or gets defeated, and Attacker B launches a follow-up assault against a weakened garrison.

The garrison does regenerate over time if the owner is left alone (one guardian per production epoch, up to cap). The window between a partially successful assault and a follow-up assault matters — attack quickly enough and you inherit the depletion. Wait too long and the planet heals.

Each new assault is a fresh session. There is no "resuming" a prior assault — you start a new session that reads the current garrison state from the database.