Combat

Nova Rift uses a two-phase combat system with simultaneous damage, splash distribution, and electronic warfare effects from ship modules.

Two-Phase Combat

Phase 1: Space

All space units fight first. Units sorted by range (lowest = tanks, targeted first). Simultaneous damage each round with splash distribution.

Phase 2: Ground

After space phase resolves, ground units fight. The space phase winner gets a 1.25x damage bonus in the ground phase.

Damage Mechanics

1.05x

Attacker gets a 5% damage bonus

10%

10% of damage bypasses defense entirely

90%

90% of casualties are injured (healable), 10% are killed permanently

1.25x

Space phase winner gets 25% more damage in ground phase

20x

Combat ends after 20 rounds if neither side is eliminated

Splash Damage

Damage is distributed across multiple enemy unit types via splash. Front-line units (lowest range) take the most damage.

Normal Splash

1 target100%
2 targets80% / 20%
3 targets70% / 20% / 10%

With Targeting Computer

1 target100%
2 targets75% / 25%
3 targets60% / 25% / 15%

Electronic Warfare

ECM Suite

30% chance per module per round to jam one random enemy unit type. Jammed units deal 0 damage for that round.

Stacking: Multiple ECM modules stack — each gets an independent 30% roll.

Shield Generator

Absorbs 20% of total fleet HP as damage per generator. Lasts 3 combat rounds.

Stacking: Multiple generators multiply absorption. 2 generators = 40% of total HP absorbed.

Targeting Computer

Wider splash damage distribution, hitting more enemy unit types for more damage.

Stacking: Binary effect — having at least one activates the wider splash table.

Repair Nanites

5% of original unit count restored each round after damage. Cannot exceed starting numbers.

Stacking: Multiple modules on different ships each heal their respective unit type.

Ship SpeedFleet speed = slowest unit

Space Units

Unitsec/tile
Probe10s
Interceptor12s
Observer Drone12s
Lancer14s
Trade Runner15s
Surveyor20s
Cruiser20s
Mining Barge25s
Dreadnought26s
Battleship28s
Titan30s

Ground Units

Unitsec/tile
Pathfinder15s
Wraith16s
Phantom18s
Ranger20s
Shock Trooper20s
Guardian22s
Juggernaut24s

Unit Combat Stats

UnitPhaseATKDEFHPRangeCarry
RangerGROUND10373120
GuardianGROUND49301100
PhantomGROUND207252300
Shock TrooperGROUND185123120
JuggernautGROUND815501100
WraithGROUND3510302300
PathfinderGROUND158203150
SurveyorSPACE156020011,500
InterceptorSPACE360801202-
LancerSPACE6001201802-
CruiserSPACE8002,4006,0001-
DreadnoughtSPACE1,2003,6009,0003-
BattleshipSPACE4,0003,00012,0003-
TitanSPACE6,0004,50018,0005-
Mining BargeSPACE205002,00015,000
Trade RunnerSPACE5020080013,000
ProbeSPACE00105-
Observer DroneSPACE00505-

Fleet Composition Tips

Use Tanks

Low-range units (Guardians, Cruisers) are targeted first. They absorb damage while your high-range units deal damage safely behind them.

Balance Phases

Winning the space phase gives a 25% ground bonus. Bring both space and ground units to maximize your advantage.

ECM Disrupts

ECM Suites can jam enemy unit types for 0 damage rounds. Particularly effective against opponents with few unit types in their fleet.

Shield Early

Shield Generators only last 3 rounds. They are most valuable in battles that start with heavy alpha damage.

Speed Matters

Fleet speed equals the slowest unit. Mixing Titans (30s/tile) with Interceptors (12s/tile) means your whole fleet moves at 30s/tile.

Repair Nanites Shine in Long Fights

Against evenly matched opponents, Repair Nanites provide a compounding advantage over 20 rounds of combat.