Combat

Combat in TW 3002 AI happens in layers. When you warp into a sector, you don’t just arrive — you run a gauntlet of defenses that can damage or destroy you before you even see the sector.

The Entry Pipeline

Every time you warp into a sector, the game checks for threats in this order:

StepWhat HappensDanger
Q-CannonHostile planets with citadel level 3+ fire on youHull damage, possible instant destruction
Fighter EncounterOther players’ deployed fighters intercept youForced combat or toll payment
Ship-to-Ship PvPAny hostile ships already in the sector fight you automaticallySequential duels against every hostile captain
NPC EncounterRaider NPCs in the sector engage youPlayer chooses: attack, flee, or bribe

If you survive all four steps, you arrive. If any step destroys you, you respawn in FedSpace.

Warning: The entry pipeline runs on every warp — even into a sector you think is safe. Always check the warp lane preview for threats before jumping.

Q-Cannon Fire

Planets with a citadel level 3 or higher mount sector cannons that automatically fire on any ship entering the sector.

  • Damage scales with citadel level
  • Can destroy a ship outright
  • Only fires if the planet is hostile (not yours)
  • Deploying your own planet in the sector deactivates hostile Q-Cannons

Fighter Encounters

Other players can deploy fighters in a sector with different modes:

ModeBehavior
DefensiveYou get a choice screen: Attack, Retreat, Surrender, or Pay Toll (if tolled fighters are also present).
OffensiveSame choice screen — unless all hostile fighter groups in the sector are offensive. In that case, combat auto-resolves as a surprise attack with no player choice.
TolledFighters demand a toll — pay to pass safely, or fight. Evil-aligned players (≤ -100) are not tolled by other evil/Fremen owners.

Full breakdown: See the Sector Entry Flow guide for exactly what triggers fighter encounters, how NPC movement works, and why your fighter count doesn’t change when NPCs enter the sector.

If all fighters in a sector are offensive, combat is auto-resolved immediately. You don’t get a choice. If fighters have mixed modes (defensive or tolled present), you get to choose: attack, retreat, surrender, or pay the toll.

Strategy: Tolled fighters on a chokepoint sector between major ports generate passive income from passing traders. Offensive fighters lock it down completely.

Ship-to-Ship PvP

When you warp into a sector where another player’s ship is present, you don’t automatically fight — instead, a PvP Combat Modal opens, giving you four choices:

ActionWhat Happens
FightEngage in sequential duels against every hostile captain in the sector. Win to enter; lose and you’re destroyed.
FleeAttempt to retreat to your previous sector. Chance-based — Interceptors have an edge, Merchants are slower, and more opponents make escape harder. If caught, you’re forced into combat.
SurrenderPay tribute to pass safely. Costs 10% of your credits and 10% of your cargo (minimum 5 units per commodity). The strongest opponent collects.
HailOpen a channel to identify the strongest hostile ship — learn their name, class, and alignment. No combat, no cost, purely informational. You enter the sector after. Hail does not attack or damage anyone.

If you die in PvP:

  • Lose 50% of your credits (only 5% with Guild Protection)
  • Lose 10% of your cargo (with or without insurance)
  • Respawn in the nearest FedSpace sector with full hull
  • Your killer gains your lost credits and an alignment shift based on your faction standing

If you kill another player:

  • Gain their lost credits and cargo
  • Killing evil players (alignment ≤ -100) gives +8 alignment, killing good (≥ 100) gives -8, neutral gives -2
  • Gain XP toward rank progression
  • 3+ kills in 24 hours flags you as a CHOAM Bounty Target — your position appears on the bounty board

Tip: If you disconnect or close the browser during an encounter, the game remembers your situation. On return, the modal reappears. If you wait more than 5 minutes, the hostile ship opens fire automatically.

NPC Combat

NPC raiders occupy sectors throughout the galaxy. When you enter a sector with raiders, the Combat screen opens and you choose:

ActionChanceCostOutcome if Successful
Attack100%Take damage, deal damageCredits + loot from destroyed NPC
Flee35% (12% vs Sardaukar)Take damage if it failsEscape safely
Bribe~100% (0% vs Sardaukar)10% of your creditsSkip fight entirely

Faction Effects

Different NPC factions change the stakes:

FactionAttack RewardFlee RiskBribe Works?Alignment Shift on Kill
SardaukarHigh XPOnly 12% flee chanceNever+10 (good)
FremenMedium XPNormalYes-6 (evil)
CHOAM / GuildCreditsNormalYes-10 (evil)
Raider (Independent)Credits + low XPNormalYes-2 (slightly evil)

Sardaukar NPCs deal +3 extra damage and cannot be bribed. They will hunt you relentlessly.

Combat Damage

Damage in combat depends on:

  • Your ship’s base damage (varies by class: Merchant = 5, Scout = 8, Interceptor = 12)
  • Pulse Laser upgrades (Mk I: +5, Mk II: +10, Mk III: +15)
  • Your shield absorbs half of incoming damage before it hits hull
  • Both sides deal damage simultaneously — you can kill each other in the same round

Hard truth: An unupgraded Merchant ship has 5 base damage and 100 hull. A single Sardaukar deals 8+ damage per round. You’ll lose. Buy weapons before hunting.

Protection Systems

FedSpace

Sectors marked safe (danger: safe) are protected by CHOAM peacekeepers. Ships in FedSpace cannot be destroyed — the crew would call in the space marines. Use FedSpace as your home base.

New Player Protection

New captains (account age < 24 hours OR total net worth < 10,000 cr) are immune to defeat from all sources. You can explore and learn without fear.

Important: “Net worth” means your total assets — credits in your bank, cargo hold value, and the scrap value of your fighters (25 cr each). It is not just your credit balance. If you have 5,000 cr in the bank but 200 fighters on your ship, your net worth is 10,000 cr and you are no longer protected.

Guild Protection Contract (Insurance)

Buy at any StarDock for 5% of your net worth, lasts 7 days:

Without InsuranceWith Insurance
Credits lost on death50%5%
Cargo lost on death10%10%
Respawn locationNearest FedSpaceNearest FedSpace

Hard truth: Insurance pays for itself after one death. If you’re running blockades, hunting NPCs, or sitting in dangerous space, buy it.

Wanted System

Killing 3+ players in 24 hours flags you as a CHOAM Bounty Target:

  • Your current sector appears on the public bounty board
  • Other players can hunt you for the reward
  • Status decays after 48 hours without kills
  • Your bounty appears in the daily news feed

What Happens When You’re Away

The galaxy doesn’t pause when you log out.

  • Your fighters and mines stay active. Other players entering your sector face them in the entry pipeline.
  • Other players can kill your ship. If you log out in a dangerous sector, another player can warp in, win the ship-to-ship duel, and send you to FedSpace.
  • NPCs don’t hunt you offline. Raiders only trigger combat when someone enters the sector — they won’t kill you while you’re asleep. But players can.
  • You get a digest on next login. The “While you were away…” screen shows deaths, kills by your deployed forces, and recent news.

Strategy: Either log out in FedSpace, or make sure your sector is fortified with fighters, mines, and a Q-Cannon citadel. An undefended ship in dangerous space is a loot piñata.

Daily Digest

When you log in after being away, the game shows:

  • How many times you died
  • How many kills your deployed forces scored
  • Recent news headlines from the galaxy

This helps you understand what happened while you were offline and adjust your strategy.