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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