Coldweld / The Infinite Diaspora / Reference shelf

Range bands and the joust

A range band is a stretch of distance between two ships. The joust is the single head-on pass in which both ships fire inside the close band, where a round arrives in seconds and nobody can dodge it.

13 numbers, 2 with an outside source

  • A0 numbers at grade A
  • B1 numbers at grade B
  • C1 numbers at grade C
  • D0 numbers at grade D
  • E11 numbers at grade E

Functionality

2 topics

Range and the kill zone

  • Every ship has its own position and speed, and the range is real km.
  • A round takes time to fly, and a crew dodges a round it sees coming.
  • KILL ZONE | where your fastest round arrives before the target can turn clear.
  • Inside it every gun fires for effect, and the ZONE column says who is in it.
  • Outside it one round flies at a time, and each one seen to pass corrects the aim.
  • No gun fires a round that needs more than 40 s to reach its target.
  • CLOSE IN | on the helm, the autopilot closes and holds the range you name.

The dodge

  • A round takes time to fly, so a hull that moves off its line makes it miss.
  • WEAVE | the drive burns off the line, changing side every 8 s, until the heat fills the loop.
  • SIDESTEP | the side jets push the hull clear. It spends tank water instead of heat.
  • CALLED | the helm jinks off each round the sensors call.
  • Up close a round arrives too soon to dodge, so the helm turns a face to the shooter.
  • It picks the face whose plate costs least against that shooter's heaviest gun.
  • A steered drone follows you in, so a dodge does not shake it.

Values

13 numbers: 1 B, 1 C, 11 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 range bands and the joust
Quantity Value Grade Source Why this value
Outer edges of the close band and the mid band30, 3,000 kmCDerivedAtomic Rockets, spacegunconvent, RailgunsAt the six kilometers per second the railgun row uses, 30 kilometers is 5 seconds of flight and 3,000 kilometers is 8 minutes; the edges are those two flight times as distances.
Distance two ships open a fight at, by bandclose 10, mid 1,000, long 100,000 kmEAuthoredNo source recordedChosen by the game a decade inside each band, 10, 1,000 and 100,000 kilometers, so one burn crosses a band. No source gives an opening range.
Closest gap two ships can reach on the line1 kmEAuthoredNo source recordedThe floor of the range line, chosen by the game.
Widest gap two ships can reach on the line1,000,000 kmEAuthoredNo source recordedThe top of the range line, chosen by the game.
Factor by which one burn changes a gap10 multipleEAuthoredNo source recordedChosen by the game as a decade a burn, so every band is one or two burns from the next.
Hit chance gained or lost by range band (close, mid, long)12, 0, -6 points of hit chanceEAuthoredNo source recordedThe same plus 12, 0 and minus 6 the old posture carried, moved to the pair of ships on 2026-09-18 and not measured again since.
Speed of light299,792 km per secondBSecondaryAtomic Rockets, commdeck, the speed of light passageThe page states the speed of light in a vacuum as 299,792,458 meters per second, and the game uses it as stated, because a drone steered by radio is seen late.
Share of its hull below which a hull under fire dodges instead of trading0.35 shareEAuthoredNo source recordedChosen by coldweld on 2026-09-18: a hostile dodges only when it deems it necessary, which is when something can fire on it and it cannot fire back, or below 35 percent hull.
Dodges in a row before the crew must fire or run2 dodgesEAuthoredNo source recordedChosen by the game: a dodger at range cannot be hit, and without a limit two hulls could trade dodges until the autoresolve cap.
Range at which both guns fire in the joust30 kmEAuthoredNo source recordedThe same 30 kilometers as the close band's outer edge, where a round's flight is too short to dodge at any closing speed a torch ship reaches. The edge is graded on its own row.
Sides of the die rolled for who fires first20 sidesEAuthoredNo source recordedA d20 keeps the roll louder than the modifiers, so a heavy freighter with a good navigator can still take the first shot off a corvette.
Acceleration that earns one point of initiative2 m/s^2EAuthoredNo source recordedMeasured over the 40 hulls: 4.00 to 14.00 meters per second squared rated, median 6.75, and a full hold halves it. At 2.0 the hull spread is about six points, the width of the navigation spread.
Navigation skill that earns one point of initiative20 skill pointsEAuthoredNo source recordedChosen by the game on the 0 to 100 skill scale: five points at an ace and none for a ship nobody is navigating.

Real-world basis

6 points
  • In space the distance between two ships decides almost everything, and the side-to-side offset matters little.
  • A round fired at 6 kilometers per second takes 5 seconds to cross 30 kilometers and 8 minutes to cross 3,000.
  • A ship that can move can be anywhere in a disc around its last known place by the time a slow round arrives, so a round fired from far away rarely hits a ship that dodges.
  • The disc grows with the square of the flight time, so the chance to dodge grows with the square of the range.
  • At close range the flight is milliseconds and nobody dodges, so every armed ship hits and both ships die.
  • Anything hitting something at 3 kilometers per second carries kinetic energy equal to its own mass in TNT, and the game calls that one Rick.

Game and reality differences

3 points
  • The range line is one dimension, with no bearing and no flanking, on purpose: a map in two dimensions would make combat a movement game.
  • The menu fight has no velocity state, so closing speed is not modeled there. The Newtonian fight models it.
  • A pass is a suicide pact by physics and by coldweld's choice of 2026-09-21: a 220 millimeter round at a 500 kilometer per second closing carries about 3.5 kilotons of TNT.

Source absences

2 points
  1. No source on the shelf provides values for the following:
    1. Range bands, opening gaps, or hit chance by band. The bands are arithmetic on the Atomic Rockets muzzle speed.
  2. Atomic Rockets does not provide values for the following:
    1. Initiative rule. A 20 sided die, the acceleration step, and the navigation step are authored.

Sources

2 documents
  • Atomic Rockets, spacegunconvent, Railguns: The maximum velocity of a railgun projectile is about six kilometers per second. The page also sets Robinson's First Law of Space Warfare: anything hitting at 3 km/s carries energy equal to its mass in TNT. "one Rick" (all uses)
  • Atomic Rockets, commdeck, the speed of light passage: The speed of light in a vacuum is 299,792,458 meters per second. (all uses)