Coldweld / The Infinite Diaspora / Reference shelf

Wounds, medicine and salvage after a fight

The aftermath is what the crew's departments do once the shooting stops: the medical head saves the wounded, the deck hands strip the wreck, the supply hands drain its tanks, and the hands who held the corridors are counted as lost or hurt.

25 numbers, 7 with an outside source

  • A0 numbers at grade A
  • B0 numbers at grade B
  • C1 numbers at grade C
  • D6 numbers at grade D
  • E18 numbers at grade E

Functionality

1 topic

Boarding

  • A raider boards by matching your speed inside 5 km for 20 s.
  • The helm breaks a boarding match unless that procedure asks you first.
  • THE DECK FIGHT | your armed crew and boarding party meet the boarders.
  • You command it, even when the Second flies the ship.
  • GENERAL QUARTERS has the crew suited before they arrive.
  • Win, and that raider has nobody left to board with.
  • Lose, and the raiders fill their hold from yours, the most valuable goods first.
  • They take the ship only if you fought on after the Second's warning.

Values

25 numbers: 1 C, 6 D, 18 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 wounds, medicine and salvage after a fight
Quantity Value Grade Source Why this value
Share of wounds a medic saves, per point of medical skill0.008 share per pointEAuthoredNo source recordedChosen by the game so the player sees the department work: an ace medic at 90 saves about 0.72 and the navy sickbay at 70 about 0.56. No source gives a save rate for a medic.
Most wounds a medical head can save0.8 shareEAuthoredNo source recordedThe cap chosen by the game at 0.8, so even the best medic loses some.
Days off duty for a wound with no listed cause7 daysDAnalogyNo source recordedThe notes take the US Bureau of Labor Statistics median of all injury cases, 7 days away from work, because no source is specific to hypoxia at work. The table was not reopened here.
Days off duty after a boarding, spall or a hull loss9 daysDAnalogyNo source recordedThe notes take the 2002 BLS median for multiple traumatic injuries, 9 days away from work. The game sets the same 9 for spall and hull loss. The table was not reopened here (UNVERIFIED).
Days off duty after a round that got inside29 daysDAnalogyNo source recordedThe notes take the same BLS table's median for fractures, 29 days; the 2015 survey gives 31. The tables were not reopened here (UNVERIFIED).
Days off duty after a decompression30 daysDAnalogyNo source recordedThe notes take a diving health service's advice of at least one month off after decompression illness, the closest real duty to working a pressure hull. Not reopened here (UNVERIFIED).
Days off duty after a deck fight37 daysCDerivedBLS Survey of Occupational Injuries and Illnesses: gunshot wounds, days away from work, Gunshot wounds, nature code 134, days away from workThe median of the 16 yearly BLS medians of days away from work for a gunshot wound, 2011 to 2020: 37. Over the same tables, 1,500 of 2,810 cases were away 31 days or more. The game takes the median of medians.
Days off duty after thirst3 daysDAnalogyNo source recordedThe notes take a clinic's statement that treated dehydration clears in 2 to 3 days. Not reopened here (UNVERIFIED).
Days off duty after starvation7 daysDAnalogyNo source recordedThe notes take a 2008 review of refeeding, where feeding reaches full needs over 4 to 7 days; real strength takes far longer, so 7 is a floor. Not reopened here (UNVERIFIED).
Hours a wounded person takes to treat6 hoursEAuthoredNo source recordedAuthored with no source found: a search of medical sources on 2026-09-28 found no daily healing rate and no treated-against-untreated ratio. The sources are silent on this figure.
Cargo a deck department salvages from a wreck, per point of skill4.5 cargo units per pointEAuthoredNo source recordedChosen by the game as modest against a starter hold; salvage is new value, because a destroyed hull yielded only bounty before.
Most cargo the deck department salvages600 cargo unitsEAuthoredNo source recordedThe cap chosen by the game, clamped to free hold space.
Salvage multiplier for a thorough strip1 multiplierEAuthoredNo source recordedChosen by the game: a thorough strip makes salvage worth having, at the price of the time that draws a response force.
Salvage multiplier for a quick grab0.35 multiplierEAuthoredNo source recordedChosen by the game: a quick grab is credits and out, so it keeps about a third of the haul and never draws a response force.
Food, water and fuel the supply department drains from a wreck, per point of skill0.06 stores per pointEAuthoredNo source recordedChosen by the game as supply's own cut of a dead ship's tanks, into the logistics layer and not into credits.
Most stores the supply department drains from a wreck8 storesEAuthoredNo source recordedThe cap chosen by the game.
Chance a medical head saves a named person from death, per point of skill0.0095 share per pointEAuthoredNo source recordedChosen by the game as the medical head's chance to save a named person who would otherwise die; with no medical hand aboard the chance is none. No source gives it.
Most deaths a medical head can prevent0.85 shareEAuthoredNo source recordedThe cap chosen by the game at 0.85.
Fewest hands a casualty can take from the complement, as a share0.005 share of complementEAuthoredNo source recordedChosen by the game: a casualty is a number and never a person, and it scales with the complement. A Centurion loses 1 to 4 to bad air and an Anchorite 5 to 27.
Most hands a casualty can take from the complement, as a share0.03 share of complementEAuthoredNo source recordedThe top of the same range, chosen by the game.
Severity of repelling a boarding party4 multiplierEAuthoredNo source recordedChosen by the game: repelling boarders is the bloodiest thing that happens to a complement, because the hands hold the corridors.
Highest chance the hands soak a loss before a named person is hit0.93 shareEAuthoredNo source recordedcoldweld's call on 2026-08-03: uncapped, a Centurion's 120 hands absorbed 97.6 percent of losses, so losing a named head should happen more than once a run.
Complement at which cabins give their full effect32 berthsEAuthoredNo source recordedThe Redoubt's standard cabin of 32, so the troop transport tops the curve and a liner saturates.
Casualty chance removed at a full complement of berths0.6 shareEAuthoredNo source recordedChosen by the game: at a full complement the casualty chance falls to 40 percent of the base, 0.22 to about 0.09.
Deck salvage gained at a full complement of berths0.75 shareEAuthoredNo source recordedChosen by the game: at a full complement deck salvage rises by three quarters, so the berths pay out where the board and defend chances are capped.

Real-world basis

5 points
  • The fight itself is fast, and the cost of a fight falls on the people and the wreck afterward.
  • A wound takes a person off duty for days, and how long depends on what caused it.
  • A trained medic saves some wounded who would die without one, and a ship with no medical hand saves none.
  • A hull that is stripped yields cargo and stores, but the time it takes can draw a response force.
  • A crew that holds the corridors against boarders takes the heaviest losses of any duty.

Game and reality differences

2 points
  • Every wound was 14 days whatever caused it, and the 14 had no source. It now varies by cause, with the median days away from work as the nearest real measure of off duty.
  • A casualty to the complement is a number and never a person; only a named crewmate is a person.

Source absences

4 points
  1. Atomic Rockets does not provide values for the following:
    1. Recovery times. The sick bay page has anecdotes only.
  2. No source on the shelf provides values for the following:
    1. Save rate of a medic. Authored.
    2. Salvage rate. Authored.
    3. Casualty share. Authored.

Sources

1 document