BSGO · Pilot reference · Build 0.0.129

Colonial Combat Reference

Exactly how a shot resolves: whether it hits, how much it takes off, and what changes those two numbers. Every formula here is the one the server runs. If you want tactics rather than arithmetic, start with the combat guide — this page is the maths behind it.

Hit chance at parity
67.5%
equal accuracy & avoidance
Hit chance floor
5%
inside optimal range
Hit chance ceiling
95%
never guaranteed
Armour
1% / point
strictly linear
Critical hit
×2.00
from a 5% base
Missiles
Never miss
no accuracy roll at all
Hit chance

Whether the shot lands

Direct-fire weapons roll once per shot. The roll is a straight contest between your weapon's Accuracy and the target's Avoidance — nothing else enters it. Only the difference matters, so a 400-accuracy gun against 400 avoidance behaves exactly like a 100 against 100.

Your chance to hit when accuracy and avoidance are equal

67.5% base hit chance

Every point of accuracy you gain over the target's avoidance adds 0.15 percentage points — and every point they gain over you takes the same away.

The formula

hit chance = (67.5 + 0.15 × (Accuracy − Avoidance)) ÷ 100
then clamped between 0.05 and 0.95

Reaching the 95% ceiling needs +183 accuracy over their avoidance. Falling to the 5% floor takes −417.

Hit chance across the whole range

Both clamps are marked. Between them the line is perfectly straight — there are no soft curves or diminishing returns anywhere in this formula.

What the difference is worth

Accuracy minus the target's avoidance, and the resulting chance.

Accuracy − AvoidanceHit chance
−417 or worse5.0% (floor)
−30022.5%
−20037.5%
−10052.5%
0 — dead even67.5%
+10082.5%
+183 or better95.0% (ceiling)
By design

Big ships genuinely cannot hit fighters

A Line cannon carries 125 accuracy. A geared Strike fighter runs around 680 avoidance. That is −555, far past the floor, so the shot sits at 5% — and no amount of skill, upgrading or ammunition can lift it, because the very best a Line gun can reach is about 172. This is intentional: capital guns are not meant to swat fighters. Flak and point defence are, which is why they carry 300–500 accuracy instead.

No exceptions

The same roll applies to everyone

There is no separate NPC formula and no hidden player bonus — one code path serves every shot in the game. Note that bot fighters are built carrying level-10 skills, so they quietly run about 10% above their listed accuracy, avoidance and hull.

Speed

Sitting still makes you four times easier to hit

Avoidance is not a flat stat on the smaller hulls — it scales with how fast you are actually moving. Strike and Escort ships carry an avoidance fading value of 0.75, meaning a stationary pilot keeps only a quarter of their evasion.

The formula

effective avoidance = Avoidance × max( throttle ÷ top speed , 1 − 0.75 )

The floor is 0.25, so a parked Strike fighter sits at 25% of its avoidance. Boosting always restores it to full instantly.

Do not park

A stopped fighter loses three quarters of its evasion

A Viper Mk-II at full throttle sits near 510 avoidance. Stationary, that collapses to about 128 — which moves an incoming Line cannon from the 5% floor into ordinary hit-chance territory. If you are being shot at, keep moving.

Boost

Boost restores full avoidance immediately

While boosting, the throttle term is skipped entirely and you get 100% of your avoidance regardless of speed. Remember boost burns tylium, not power.

Line & capital

Big hulls never fade

Line ships, carriers and capitals carry no fading value at all, so their avoidance is always full — but it is so low to begin with (15–50) that it barely matters.

Reference

Where the numbers come from

Base hull avoidance: Viper Mk-II 510, Rhino 490, Gungnir 50, Jotunn 30, Pegasus 15. Evasion modules and the avoidance skill stack on top of those.

Range

Optimal range, maximum range, and the dead zone

Range never changes your damage — only your chance to hit. Inside optimal range you get the full number from the formula above. Past it, accuracy decays in a straight line to almost nothing at maximum range.

How accuracy decays past optimal range

A shot starting at the 67.5% base, on a weapon with 675 optimal and 1,700 maximum range. The decay is linear and it is not re-floored at 5% — it really does approach zero.

The four bands

What happens at each distance.

DistanceWhat happens
Below minimumWeapon will not fire at all
Up to optimalFull hit chance, floored at 5%
Optimal → maximumDecays linearly toward 0.01% — the 5% floor does not apply here
Beyond maximumWeapon will not fire at all

A shot blocked by range costs you nothing — no cooldown, no power, no ammunition. The weapon simply stays ready and tries again.

Weapons with a minimum range

These have a genuine dead zone you cannot shoot into.

WeaponDead zoneMaximum
Carrier cannon2,3004,000
Escort missile1,3501,900
Line torpedo1,2001,920
Carrier flak9001,500
Strike torpedo6001,080
Line flak500800
Kill cannon1001,500

Getting inside a carrier's main guns is a real tactic — under 2,300 units they cannot touch you.

Measured from the gun

Range is measured from the muzzle, not the hull

Both the range check and the firing arc are calculated from each individual weapon mount, not from the centre of your ship. On a large hull with mounts spread across it, some guns will reach a target that others cannot.

Damage

How much a hit takes off

Every hit rolls a fresh damage value evenly between the weapon's low and high figures — every value in that band is equally likely, so on average you deal the midpoint. There are no damage types and no resistances in this game: one damage number meets one armour number.

The formula

damage = roll(DamageLow … DamageHigh) × crit × armour × situational

Criticals and armour are independent multipliers on the same roll — a critical does not bypass armour, and armour does not cap a critical.

Average damage

Your real output is the midpoint

A Strike cannon listed at 9–18 averages 13.5 per hit before armour. Multiply by your hit chance for true damage per shot, and divide by cooldown for damage per second.

Ammo quirk

Some ammunition removes your damage variance

HESC rounds raise only the low end. Stack a strong enough grade and the floor can pass the ceiling — at which point the weapon simply deals its low value every time, with no roll at all. It is not a loss, but your damage stops varying.

Armour

Armour is linear — one point, one percent

Armour is the simplest system in the game and the most misunderstood. Each point of the target's armour that your armour piercing does not cancel removes exactly 1% of your damage. There are no diminishing returns.

The formula

damage kept = (100 − (target Armour − your Armour Piercing)) ÷ 100

The difference is clamped at 0, so surplus piercing is wasted — it never becomes bonus damage. At least 0.1% always gets through.

Damage kept, by unmatched armour

A perfectly straight line. Cancel their armour with piercing and you keep everything.

Armour piercing worked out

Firing at a Jotunn (armour 45) with different weapons.

WeaponPiercingUnmatchedDamage kept
Strike cannon54060%
Strike + AP-D rounds7.537.562.5%
Kill cannon450100%
Line cannon351090%
Escort cannon600100%

Hull armour values

What you are shooting at.

ShipArmourHullCrit defence
Viper Mk-II545080
Rhino10715120
Gungnir404,55080
Jotunn454,500120
Pegasus6080,000200
Criticals

Critical hits double your damage

Every shot rolls separately for a critical. It is a contest between your weapon's critical offence and the target's critical defence, starting from a 5% base — and a critical is worth exactly double damage.

The formula

critical chance = (5 + 0.15 × (Critical Offence − Critical Defence)) ÷ 100
critical damage = ×2.00

Each net point adds 0.15 percentage points, exactly like accuracy. There is no upper cap short of 100%, and the chance can be driven to zero.

Worked examples

Real weapon and hull values.

AttackerTargetCritical chance
Escort cannon (200)Gungnir (80)23.0%
Kill cannon (150)Viper Mk-II (80)15.5%
Strike cannon (100)Viper Mk-II (80)8.0%
Strike cannon (100)Jotunn (120)2.0%
Strike cannon (100)Pegasus (200)0% — never
Known limitation

Criticals are real, but you cannot see them

The server rolls and applies criticals correctly and they genuinely double your damage — but the current client does not display any indicator when one lands. If your damage numbers occasionally look twice as large as expected, that is why. This is a client display gap, not a bug in the maths.

Arcs

Firing arcs and blind spots

Each weapon mount can only fire within a cone pointing out of that mount. The number on the card is a half-angle, so a listed 45 is a 90-degree-wide cone. A mount listed at 90 covers a full hemisphere.

Half-angle

Double the number to get the cone

Strike cannons at 15 are a narrow 30-degree cone — you must point at the target. Line cannons at 90 cover everything in front of the mount. Anything listed at 180 or more is effectively omnidirectional: platform guns, capital point defence and carrier launchers all fire in any direction.

Line ships

Your broadside guns will not fire forward

On a Line hull the mounts are spread along the flanks, and each only covers its own hemisphere. Head-on, roughly five of nine guns bear; turn a few degrees and seven do; at true broadside only three. All nine never bear at once, at any angle or range — that is how the hull is designed, not a bug.

Power

Power, cooldowns and boost

Every weapon costs power to fire and has its own cooldown. Power regenerates constantly — including during combat — at a flat rate. Hull does not.

The formulas

power = clamp( power + PowerRecovery × seconds , 0 , MaxPower )
shot allowed when: current power ≥ power cost, and cooldown elapsed

A shot with exactly enough power fires and leaves you at zero. Below the cost the weapon is refused and retries every half second.

Power in combat

Regenerates

Flat rate, always — being shot at does not stop it

Hull in combat

Blocked

No hull regen for 15 seconds after taking damage

Boost costs

Tylium

Not power — run dry and you drop out of boost

Power profiles

Capacity, recovery per second, and boost cost.

ShipMax powerRecoveryBoost / tick
Viper Mk-II10050.5
Rhino15050.7
Jotunn500256.3
Gungnir750258.1
Pegasus2,0006030
Free retries

A refused shot costs you nothing

If a weapon cannot fire — out of arc, out of range, not enough power, still cooling — it charges no power, no ammunition and no cooldown. It stays ready and keeps trying. You are never punished for holding a firing button while manoeuvring.

Missiles

Missiles never miss — and how to stop them

Missiles, torpedoes, rockets and mines do not roll to hit. Accuracy and avoidance are irrelevant to them: they are physical objects that damage whatever they collide with. The only way to survive one is to stop it reaching you.

The five counters

Everything that defeats an incoming missile.

CounterReliabilityEffect
ECM / deflect100%No roll — every enemy missile in range loses its lock
Flares10% → 95%Closer missiles are far more likely to be decoyed
Point defenceShoots it downMust chew through the missile's own hull points
CloakBreaks lockMissile flies straight on and expires
Outlast itLifetimeEvery missile expires after its flight time

Flare chance

chance = 10% at the edge of flare range, rising in a straight line to 95% at zero distance

Rolled separately for every missile in range. A decoyed missile is not destroyed — it just loses guidance and flies on.

Missile hull points

What point defence has to destroy before impact.

MissileHull
Strike missile5
Strike torpedo15
Capital missile25
Line missile30
Heavy missile / torpedoes45
Carrier missile150
Escort missile900

An Escort missile at 900 hull is effectively immune to point defence — you will not shoot it down before it arrives. Use ECM or flares.

Point defence and flak against missiles

Missiles carry avoidance but no armour, so defensive guns always deal full damage — they just have to connect often enough, fast enough.

Defensive weaponAccuracyvs Strike missilevs torpedovs Escort missile
Platform point defence70075.0%95.0%95.0%
Line / carrier point defence50045.0%82.5%95.0%
Line / carrier flak30015.0%52.5%95.0%

Escort missiles carry no avoidance at all, which is why everything hits them 95% of the time — and why their 900 hull still makes them nearly unstoppable.

Line & carrier

Your main guns cannot shoot missiles

Line, carrier and capital hulls are barred from targeting missiles with their cannons and mining guns entirely. Against incoming ordnance your only options are point defence, flak, ECM or flares — fit them.

Torpedoes

Torpedo splash damage is flat

A torpedo damages everything hostile inside its blast radius, and every target inside takes the full rolled damage — there is no falloff with distance from the centre. There is also no friendly fire and no self-damage: allies and neutrals are never hit.

Ammunition

Every round, and what it actually does

Ammunition modifies your weapon's own stats by a percentage, so a round that gives +15% damage is worth more on a bigger gun. The percentages are identical for every ship class — a Strike HE-D round and a Carrier HE-D round both give +15%. Only the weapon underneath differs.

Cannon rounds

Four families, each in escalating grades. Standard issue rounds give no bonus at all.

FamilyWhat it boostsABCD
HE roundsDamage, both ends+3%+6%—+15%
HESC roundsMinimum damage only+10%+25%+40%+60%
AP roundsArmour piercing+20%+25%—+50%
HERT roundsAccuracy+10%+15%—+25%

HESC grade C exists only for Line ships. Because HESC raises just the low end, it makes your damage more consistent rather than higher — useful when you need reliability, not spikes.

Ordnance and defensive rounds

All follow the same standard / high-quality / master ladder.

TypeBoostsStandardHigh qualityMaster
MissilesDamage—+15%+30%
Flak roundsDamage—+15%+30%
Point defence roundsDamage—+15%+30%

Support consumables

Repair, power, flares and mines.

TypeBoostsStandardHigh qualityElite
Repair cellsHull restored—+15%+30%
Power cellsPower restored—+15%+30%
FlaresFlare range—+15%+30%
MinesDamage, hull, lifetime—+10%+20%
Merit minesDamage, hull, lifetime+30%

Specialist items

Everything else you can load.

ItemEffect
Radiation packs+2% decay resistance, elite +10%
Escort metal platesAdvanced +25% duration, elite +50%
Mini-nukes+400% damage — five times a normal warhead
Torpedo tokens+1,900% damage — twenty times base
Picking rounds

Which family to load

Against fighters, accuracy is your binding constraint — HERT rounds convert directly into hits. Against armoured hulls, check the armour table above: if their armour exceeds your piercing, AP rounds are worth more than raw damage. When neither applies, HE is the straightforward choice.

Order

The whole sequence, in order

What happens between pulling the trigger and the target losing hull.

  1. Can the weapon fire?

    Cooldown elapsed, enough power, ammunition present, target within minimum and maximum range and inside the mount's arc. Failing any of these costs nothing and retries.

  2. Your weapon's stats are assembled

    Card values, then skills, then passive equipment, then your loaded ammunition, then any active buffs.

  3. The hit is rolled

    Accuracy against the target's speed-adjusted avoidance, decayed by range if past optimal. Missiles skip this entirely.

  4. Damage is rolled

    Evenly between the weapon's low and high figures.

  5. Critical is rolled

    Independently. A critical doubles the roll.

  6. Armour is applied

    Minus 1% per point of their armour your piercing does not cancel.

  7. Hull comes off

    Hull cannot fall below zero, and reaching zero is a kill.

Notes

About these numbers

Where they come from

  • Every formula and constant here was read from the live server build 0.0.129, not from patch notes or estimates.
  • Weapon and hull figures are level 1 values. Upgrading raises damage, piercing and cooldown, but accuracy is flat across all 15 levels for every weapon family except the capital cannon.
  • There are no damage types, no resistances and no range-based damage falloff anywhere in the game. Range affects hit chance only.
  • Balance is tuned over time: the shape of each rule stays the same, while individual numbers can move.

Last updated: 2026-09-07