Starfall Dominion Wiki

Combat

Combat resolution in Starfall Dominion is deterministic and category-weighted. Every engagement compares the attacker's offense mix across three damage categories against the defender's matching resistance values, structural fortifications, active traps, and entrenchment bonuses.

Damage categories and defense triad

Every combat unit deals damage in one of three categories—Kinetic, Energy, or Ordnance—and carries separate defense ratings against all three. When an army attacks, the defender's effective defense is weighted by the attacker's exact share of offense in each category:

Effective Defense = ((O_kin × D_kin + O_eng × D_eng + O_ord × D_ord) / O_total) × WallMultiplier

CategoryDamage keyRepresentative attackersHigh-resistance defenders
Kinetickinetic_meleeSyndicate Vanguard, Rail Guard, Chitin Mauler, Aegis Runner, Reaper R-115Hard-Light Guardian, Breaker B-400, 🎯 Defensive Turret
Energyenergy_plasmaSpore Runner, Phase Lancer, Sentry S-90, Reaper · EnergyHard-Light Guardian, Giga-Mech, Vector V-800
Ordnanceheavy_ordnanceSiege Foundry, Giga-Mech, Brood Titan, Aegis Sniper, Vector V-800Brood Titan, Giga-Mech, entrenched garrisons (+50% Ordnance defense)

Mission types and casualty formulas

Armies dispatched from the 🗺️ War Room use distinct casualty curves depending on mission type. Outbound Attack, Raid, and Reinforce marches can be recalled during the first 50% of their outbound travel time.

MissionSymbolCasualty formulaSiege damagePlunder & special rules
AttackAttackWinner loss = min(1, (LoserPower / WinnerPower)^1.5); loser loses 100%Yes (surviving siege units)Triggers 🪤 Perimeter Trap first; survivors plunder unhidden resources up to carry capacity.
RaidRaidx = (Attacker / Defender)^1.5; defender loses x / (1 + x), attacker loses 1 / (1 + x)NoSkirmish curve where neither side is completely wiped out unless power is overwhelmingly one-sided; survivors plunder resources.
ReinforceReinforcementJoins target outpost's defending garrisonNoUses defender's 🛡️ Perimeter Shield and tile modifiers while stationed.
EntrenchReinforcementLocks garrison for 24h; digs in after 6hNoGrants +10% total defense and +50% Ordnance defense once dug in.
ScoutScoutCompares scout power vs defending scouts onlyNoCollects intel (resources, defenses, military) or executes sabotage (production, traps, telemetry).

Fortifications, traps and medical beds

Outpost structures multiply garrison defense, capture incoming troops before combat, shelter flagged units, or recover wounded casualties:

LevelPerimeter Shield scalarBuilding HPTurret Kinetic defensePerimeter Trap capBio-Recovery Ward bedsBunker troop shelter
1×1.04 (+3.6%)1000 HP20025 traps100 beds100 units
5×1.20 (+19.6%)5000 HP525160 traps265 beds510 units
10×1.43 (+43.1%)10000 HP1770385 traps885 beds3840 units
15×1.71 (+71.2%)15000 HP5955662 traps2975 beds—
20×2.05 (+104.8%)20000 HP200001000 traps10000 beds—

Siege and structural bombardment

Dedicated siege units trained at the 🏭 Siege Workshop deliver structural damage after combat on full Attack missions only. Siege damage drains the target building's HP pool (1,000 HP × Level); at 0 HP the building is disabled until repaired.

UnitRaceTierOffenseDefense (kin / energy / ord)SpeedSiege damage
Directorate BreacherThe Human DirectorateT390 (Heavy ordnance)45 / 113 / 7925 tiles/hr20
Swarm BorerThe Swarm HiveT398 (Kinetic melee)45 / 72 / 8333 tiles/hr22
Hegemony BreakerThe Ancient HegemonyT375 (Energy plasma)45 / 197 / 10135 tiles/hr17
Wrecker W-500The Automaton AssemblyT390 (Heavy ordnance)52 / 129 / 9120 tiles/hr20

Casualty recovery and reconnaissance