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Combat System

ASTRA features real-time combat with three weapon types, a heat management system, and meaningful death penalties.

Weapons Overview​

There are three weapon categories, each with 4 tiers:

Kinetic — Projectile Weapons​

Standard projectile weapons. Point, shoot, hit. Reliable and straightforward.

WeaponTierDamageRangeFire RateProjectile SpeedHeat/Shot
AutocannonT1123503/s600 u/s20
AutocannonT2204003.5/s650 u/s18
RailgunT3355002.5/s750 u/s25
RailgunT4556002/s850 u/s30

New pilots start with a T1 Autocannon.

Laser — Continuous Beam​

Lasers deal continuous damage that ramps up the longer you keep them aimed at the same target. Breaking aim resets the multiplier.

WeaponTierBase DPSRangeHeat RateRamp UpMax Multiplier
Pulse LaserT1540015/s0.3/s2.0x
Pulse LaserT2845014/s0.4/s2.5x
Beam LaserT31250012/s0.5/s3.0x
Beam LaserT41855010/s0.6/s3.5x
Laser Strategy

Lasers reward sustained aim. Keep your beam locked on a target and damage ramps up significantly. Break line of sight to reset their advantage.

Missile — Tracking Projectiles​

Missiles track their target automatically but are slower and have limited lifetime before self-destructing.

WeaponTierDamageRangeFire RateSpeedTrackingLifetime
Missile PodT1256001/s300 u/s60°/s2.5s
Missile PodT2407001.2/s350 u/s75°/s3s
TorpedoT3658001/s400 u/s90°/s3.5s
TorpedoT41009000.8/s450 u/s105°/s4s

Heat System​

All weapons generate heat when fired. If heat reaches 100, the weapon overheats and is temporarily disabled.

  • Kinetic weapons generate heat per shot (18-30 per shot)
  • Laser weapons generate heat continuously while firing (10-15 per second)
  • Missile weapons generate the most heat per shot (35-60 per shot)
  • Heat cools down at 12-25 per second depending on weapon tier
  • Overheat lockout lasts 1.5-3.5 seconds
Overheat

Managing heat is critical. Firing non-stop will overheat your weapon at the worst time. Use controlled bursts to maintain sustained damage output.

Damage Calculation​

  1. Shield absorbs first — Damage reduces shield HP before touching hull
  2. Hull takes remainder — Once shields are down, hull takes full damage
  3. Hull at 0 = death — Ship is destroyed, loot drops

Regeneration​

SystemRegen RateDelay After DamageCap in SpaceCap at Station
Shield5 HP/s (base)3 seconds100%100%
Hull2 HP/s8 seconds75% max100%

In station safe zones, regeneration is 3x faster and hull regenerates to full.

Safe Zones​

Stations project a 1,500 unit radius safe zone where:

  • Weapons cannot fire
  • No damage can be dealt
  • Players cannot be attacked

Use stations as refuge when under attack.

New Player Protection​

New players in weak ships (power < 50) are protected from attacks by powerful players (power > 150). If a protected player attacks first, they lose protection for 60 seconds.

Collisions​

Ship-to-ship and ship-to-asteroid collisions cause:

  • 3-second stun — All inputs are ignored, ship pulses red
  • Bounce — Ships bounce apart based on mass ratios
  • No damage — Collisions stun but don't deal HP damage
Collision Tactics

You can use collisions to stun opponents! Ram a fleeing ship to stun it for 3 seconds, then open fire while they can't maneuver.

Death​

When your ship is destroyed:

  • A loot container drops with some of your credits, resources, and equipment
  • Penalties depend on constellation threat level (see Inventory for details)
  • In Red zones, your ship is permanently lost
  • You respawn at the nearest station with a free Sparrow if needed