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
| Category | Damage key | Representative attackers | High-resistance defenders |
|---|---|---|---|
kinetic_melee | Syndicate Vanguard, Rail Guard, Chitin Mauler, Aegis Runner, Reaper R-115 | Hard-Light Guardian, Breaker B-400, 🎯 Defensive Turret | |
energy_plasma | Spore Runner, Phase Lancer, Sentry S-90, Reaper · Energy | Hard-Light Guardian, Giga-Mech, Vector V-800 | |
heavy_ordnance | Siege Foundry, Giga-Mech, Brood Titan, Aegis Sniper, Vector V-800 | Brood Titan, Giga-Mech, entrenched garrisons (+50% |
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.
| Mission | Symbol | Casualty formula | Plunder & special rules | |
|---|---|---|---|---|
| Attack | Winner 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. | |
| Raid | x = (Attacker / Defender)^1.5; defender loses x / (1 + x), attacker loses 1 / (1 + x) | No | Skirmish curve where neither side is completely wiped out unless power is overwhelmingly one-sided; survivors plunder resources. | |
| Reinforce | Joins target outpost's defending garrison | No | Uses defender's 🛡️ Perimeter Shield and tile modifiers while stationed. | |
| Entrench | Locks garrison for 24h; digs in after 6h | No | Grants +10% total defense and +50% | |
| Scout | Compares scout power vs defending scouts only | No | Collects 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:
- 🛡️ Perimeter Shield — Multiplies total defending resistance by
1.0365^Leveland has1,000 HPper level against siege bombardment. - 🎯 Defensive Turret — Adds permanent structural
Kinetic defense (
200at level 1 up to20,000at level 20) that does not suffer troop attrition across consecutive waves. - 🪤 Perimeter Trap — Captures attacking units before combat resolution (120s build time per trap, 60s rearm time).
- ❤️🩹 Bio-Recovery Ward — Recovers 40% of unrescued non-siege Human casualties as wounded troops (2× upkeep in beds; heals at 50% resource cost and 50% training time).
- 🛡️ Bunker — Hides up to
5% × Level(max50%at level 10) of Warehouse stockpiles from raiders and shelters flagged garrison units.
| Level | Perimeter Shield scalar | Building HP | Turret | Perimeter Trap cap | Bio-Recovery Ward beds | Bunker troop shelter |
|---|---|---|---|---|---|---|
| 1 | ×1.04 (+3.6%) | 1000 HP | 200 | 25 traps | 100 beds | 100 units |
| 5 | ×1.20 (+19.6%) | 5000 HP | 525 | 160 traps | 265 beds | 510 units |
| 10 | ×1.43 (+43.1%) | 10000 HP | 1770 | 385 traps | 885 beds | 3840 units |
| 15 | ×1.71 (+71.2%) | 15000 HP | 5955 | 662 traps | 2975 beds | — |
| 20 | ×2.05 (+104.8%) | 20000 HP | 20000 | 1000 traps | 10000 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.
| Unit | Race | Tier | ||||
|---|---|---|---|---|---|---|
| Directorate Breacher | The Human Directorate | T3 | 90 ( | 45 / 113 / 79 | 25 tiles/hr | 20 |
| Swarm Borer | The Swarm Hive | T3 | 98 ( | 45 / 72 / 83 | 33 tiles/hr | 22 |
| Hegemony Breaker | The Ancient Hegemony | T3 | 75 ( | 45 / 197 / 101 | 35 tiles/hr | 17 |
| Wrecker W-500 | The Automaton Assembly | T3 | 90 ( | 52 / 129 / 91 | 20 tiles/hr | 20 |
Casualty recovery and reconnaissance
- Combat Medics (Field Medic & Assault Medic): Each surviving medic saves 1 fallen friendly unit at the end of battle, prioritizing the highest resource-cost casualties first.
- Reconnaissance (Directorate Scout & Recon R-50): If the target has
0defending scouts, infiltration succeeds silently with0losses. If defending scouts are present but outnumbered, the attacker takes(DefenderScoutPower / AttackerScoutPower)^1.5losses and still extracts the report. If defending scouts equal or exceed attacker scout power, all attacking scouts are lost. - Sabotage Orders: Scout missions assigned to sabotage can target production (draining up to
250stored resources), traps (neutralizing active 🪤 Perimeter Traps), or telemetry (disrupting target sensor reporting for1h).