Coldweld / The Infinite Diaspora / Reference shelf

Fleet action, breaking off and surrender

A fleet action is a fight with more than two hulls, in which each side picks targets by a doctrine, a hull breaks off when the cost of staying grows past what it can win, and a beaten hull may yield to a boarding party.

32 numbers, 0 with an outside source

  • A0 numbers at grade A
  • B0 numbers at grade B
  • C0 numbers at grade C
  • D0 numbers at grade D
  • E32 numbers at grade E

Functionality

3 topics

Enemy doctrine

  • Every faction fights to a DOCTRINE. Each hostile picks its target by it every 20 s.
  • It matters once escorts or allies fly with you.
  • Earth | HUNTS YOUR GUNS, whatever shoots hardest.
  • Mars | PRESSES CRIPPLES, whatever is already bleeding.
  • The Outer Guild | SPREADS FIRE across your formation.
  • The Unclaimed | TAKES THE SOFT TARGET, your lightest hull.
  • Bounty Hunters | COMING FOR YOU, because they were paid for you.
  • The contact report names the doctrine before the shooting starts.

Wing orders

  • [6] | orders for one ship, or Enter for the whole wing.
  • A ship that forms on you flies beside you, and the row says what share of the fire lands on you.
  • ENGAGE | it screens ahead and meets the hostiles first.
  • HOLD BACK | it stays near its leader, guns cold.
  • FOCUS FIRE | it works the weakest hostile.
  • FORMATION | crossfire, line abreast, loose or trail.
  • Between your orders each escort leader flies by their own temperament.

Ways out

  • [M] | every way out, and why a blocked one is blocked.
  • HAND IT TO THE SECOND | the Second fights on by your standing orders.
  • YIELD | only when the hostiles offer terms.
  • DEMAND SURRENDER | orders every breaking hostile to stand down.
  • CRACK THEIR CHANNEL | names the ship each hostile is on. The last of 3 tries works.
  • A demand or a crack holds your fire for 20 s.
  • BREAK OFF AND RUN | on the helm, a full burn away.
  • You are clear when every hostile is past 3,000 km.

Values

32 numbers: 32 E

Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.

Numbers the game runs for fleet action, breaking off and surrender
Quantity Value Grade Source Why this value
Hours the escape pod rescue detour takes24 hoursEAuthoredNo source recordedChosen by the game as one day, spent through the game clock so the daily systems tick. No source gives a pod pick-up time.
Chance a wreck leaves a flight recorder0.4 shareEAuthoredNo source recordedChosen by the game; a recorder is turned in at any station for a reward and standing. No source gives a recovery rate.
Base chance a response force arrives while the crew strips a wreck15 percentEAuthoredNo source recordedChosen by the game: lingering to strip a wreck takes time, so the chance rises with the haul. A quick grab never rolls.
Credits of boarding bonus that add one point to the interception chance20 Cr per pointEAuthoredNo source recordedChosen by the game as the step that scales the chance with the boarding bonus the haul earned.
Highest chance a response force arrives60 percentEAuthoredNo source recordedChosen by the game as the cap, so even a long strip is never certain to draw a response.
Danger level of the response force40 levelEAuthoredNo source recordedA flat level for a plausible response force, tuned by playtesting rather than mirrored from the fight just won.
Base chance a boarding party holds when it defends the hull10 percentEAuthoredNo source recordedChosen by the game as the floor of the defend roll, which rises with marines aboard.
Chance gained per marine when defending a hull0.5 percent per marineEAuthoredNo source recordedChosen by the game; the defend chance is the base plus the marine combat score times this, up to the cap.
Highest chance of holding a hull against boarders85 percentEAuthoredNo source recordedThe cap chosen by the game at 85, so a civilian crew of aces can still match a navy hull's party.
Strike accuracy of a bay with no crew of its own55 percentEAuthoredNo source recordedChosen by the game between a rookie operator at 50 and a veteran at 70, so an enemy carrier is a threat but beatable.
Hands in a leased navy hull's free boarding party5 handsEAuthoredNo source recordedA sergeant and four marines, chosen by coldweld on 2026-10-07. The deck fight repels a boarding of 8 in 49 percent of fights unsuited and 77 percent suited with this party (200 trials, plus or minus 4 points), against 10 and 24 percent for 2 marines.
Skill of the navy hull's sergeant80 skill pointsEAuthoredNo source recordedChosen by the game at 80, a veteran by the deck fight's skill floors; no source rates a sergeant.
Share of its hull a captured hull is left with0.25 shareEAuthoredThe Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 7.10 PrizeChosen by the game as a hull disabled and roughly patched and not scrapped. The handbook treats a captured enemy hull as prize for a court, and gives no condition. The sources are silent on this figure.
How much a posture pulls enemy fire onto the flagshipscreen 2.2, line 1, standoff 0.3 multiplierEAuthoredNo source recordedChosen by the game at 2.2 for screen, 1.0 for the line and 0.30 for standoff. An earlier set (3.0 and 0.35, with a standoff penalty of 12) made hold the line dominate and standoff worst; the notes say to re-measure before quoting the balance.
Hull size at or under which a target reads as easy prey360 hull pointsEAuthoredNo source recordedChosen by the game as roughly a light patrol craft, so a raider doctrine goes for the lightest hull.
Targeting doctrine of each faction's shipsEarth weightthreat, HUNTS YOUR GUNS, TERRAN FIRE CONTROL: they shoot whatever is shooting hardest., Mars weightcripple, PRESSES CRIPPLES, OLYMPUS DOCTRINE: they press whatever is already bleeding., The Outer Guild weightspread, SPREADS FIRE, LONGHAUL SATURATION: they keep your whole formation under fire rather than concentrating., The Unclaimed weightsoft, Takes the soft target, RAIDERS: they want an easy kill, not a duel | they go for your lightest hull., Bounty Hunters weightflagship, COMING FOR YOU, BOUNTY HUNTERS: they are paid for you specifically, and will largely ignore your wing. rulesEAuthoredNo source recordedChosen by the game: Earth hunts the hardest shooter, Mars presses the cripples, the Guild spreads fire and raiders take the soft target. Which hull an enemy shoots was a coin flip before.
Hit chance gained by each added hull firing on one target4 points of hit chanceEAuthoredNo source recordedChosen by the game so a pair on one target is worth something and a squadron is decisive; no source gives a bonus for concentrated fire.
Most hit chance concentrated fire can add12 points of hit chanceEAuthoredNo source recordedThe cap on the focus bonus, chosen by the game so a squadron on one contact is decisive and not a rout.
Hull share at which an enemy of no listed hull class breaks off0.25 shareEAuthoredNo source recordedThe fallback for a hull whose class has no entry below, chosen by the game at a quarter of the hull.
Hull share at which an enemy breaks off, by hull classLIGHT CRAFT 0.4, MEDIUM CRAFT 0.3, HEAVY CRAFT 0.25 shareEAuthoredNo source recordedChosen by the game: a light craft breaks at 0.40 of its hull, a medium at 0.30 and a heavy at 0.25, so a light hull breaks before a starter gun crosses all of it.
Break-off threshold multiplier for a hostile bounty hunter0.45 multiplierEAuthoredNo source recordedChosen by the game: a hunter was paid to kill this captain and collects nothing by leaving, so it holds on longer.
Break-off threshold multiplier for a hostile navy patrol0.7 multiplierEAuthoredNo source recordedChosen by the game: a patrol is on station, and leaving is a decision somebody answers for.
Break-off threshold multiplier for a hostile with no special reason1 multiplierEAuthoredNo source recordedThe plain threshold, for a raider who wants cargo and will not die for it.
Break-off threshold multiplier for a hull with no way to shoot back2 multiplierEAuthoredNo source recordedChosen by the game at 2.0: a hull that cannot shoot back leaves early. A light craft then breaks at 0.80 of its hull and a heavy at 0.50, one or two exchanges at the measured 14 percent of a hull a round.
Earliest round a lawful flag offers the stand-down2 roundEAuthoredNo source recordedChosen by the game: a flag that keeps courts offers the stand-down once a fight, and not before round 2. No source gives a round.
Base chance a lawful hull believes the captain's feigned surrender70 percentEAuthoredThe Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 6.2.5 War Crimes, item 12Chosen by the game at 70 for a clean record. The handbook lists a treacherous request for quarter, feigning surrender to gain an advantage, as a war crime, so the record answers.
Chance lost for each point of the captain's record3 percent per pointEAuthoredNo source recordedChosen by the game: one perfidy is 30 on the record and takes a clean captain from 70 percent to the floor, once per flag.
Lowest chance a surrender is believed5 percentEAuthoredNo source recordedThe floor of the believed-surrender chance, chosen by the game.
Highest chance a surrender is believed90 percentEAuthoredNo source recordedThe cap of the believed-surrender chance, chosen by the game.
Chance a hostile feigns surrender when it would gain from it30 percentEAuthoredThe Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 6.2.5 War Crimes, item 12Chosen by the game: a hull feigns only when it buys a free volley, and a pirate takes the chance readily. The feint is a war crime in the handbook, which a pirate does not answer to.
The same chance for a lawful hull15 percentEAuthoredNo source recordedChosen by the game at half the pirate's chance.
Share of the captain's hull at or below which a hostile may feign surrender0.5 shareEAuthoredNo source recordedChosen by the game: a hull feigns only when the captain is hurt enough for one free volley to count, or when another hostile is still shooting.

Real-world basis

6 points
  • A fleet action is decided by who shoots whom, so each navy trains its ships to pick targets by one rule.
  • A ship breaks off when staying costs more than the fight can win, and a ship that was paid to kill has less reason to leave.
  • Surrender is an offer to the other side, and the other side must accept it for it to work.
  • Feigning surrender to gain a military advantage is treacherous, and the law of armed conflict counts it as a war crime.
  • A captured hull goes to a court as prize, and the sources give the captor no share of it.
  • A boarding party that takes a hull strips it, so the victor can be caught at the wreck by a response force.

Game and reality differences

2 points
  • The game charges a captain's record for a feint as a perfidy that a lawful flag remembers once per flag. The handbook treats it as an offense for a court and names no price.
  • Enemies once picked a target by a flat random choice. A doctrine per faction replaced it without lengthening a fight.

Source absences

4 points
  1. No source on the shelf provides values for the following:
    1. Chances, thresholds, or hit bonuses. All are authored.
    2. Odds and penalty of a feigned surrender. The Handbook calls a feigned surrender treacherous.
  2. SORM does not cover the following:
    1. Who may strike colors.
    2. Procedure to yield a ship.

Sources

2 documents