Combat
Combat drains shields before hull, spills cargo from destroyed ships, limits return fire to armed ships with riposte on, and rarely spares an unescorted miner.
Combat drains shields before hull, spills cargo from destroyed ships, limits return fire to armed ships with riposte on, and rarely spares an unescorted miner.
Every raider you meet is a bet; know the odds before you fire.
Shields, Then Hull
Every hit drains shields first; only once they are gone does damage spill into hull. Destroy a ship and it does not simply vanish; its cargo spills into a floating container, free for the taking by whoever reaches it first.
Riposte and Assist
A ship only fires back if it is armed and its riposte toggle is on; an unarmed miner never returns fire, no matter how long the fight runs. Assist lets an armed ally auto-join a fight at your side, turning a lone defender into a wall.
Bring an Escort
A lone kibby caught by a raider is gone in about 35 seconds; it has no guns and nothing to fight back with. Never send an unescorted miner into contested space. An armed ship on riposte is the difference between a close call and a lost hull.
The Crimson Corsairs are the raiders most commanders meet first, and an unescorted extraction run past the Expanse is exactly where that risk shows up.
By the Numbers
- Lone kibby vs a raider — ~35s
Every 5-second tick trades blows and regenerates shields. An unescorted kibby caught by a raider rarely survives more than a few beats.