Combat & strategy
Loot, disruption & wreckage
Learn which resources a raid can take, how surviving cargo limits loot and how wreckage collection differs from ordinary cargo.
How it works
A raid can take unprotected stored resources and part of uncollected production. The victory grade sets the loot share. Surviving cargo capacity limits the load carried away. You may win and still leave resources behind because your holds are full.
The Store protects only a limited amount of stock. A probe’s loot range estimates what a decisive raid could take before your own cargo limit. It does not show the target’s exact total stock. Partial success takes a smaller share; a repelled attack takes no ordinary loot.
Destroyed units can also leave wreckage. A surviving Garbage Collector collects a limited amount after the attack it joined. Its wreck capacity is separate from ordinary raid cargo. Remaining public debris can be collected by Prospectors.
Your next decision
Successful raids temporarily stop the target’s production. Some destroyed ground defences are rebuilt free under the rule below. These rebuilt units are not permanent losses.
Compare returned loot and wreck resources with fuel and permanent ship losses. Keep loot and wreckage separate when reading the report. A second raid may bring less if the first emptied the target.
Reference values
| Rule | Value |
|---|---|
| Maximum rounds | 3 |
| Partial: defending value destroyed | 42% |
| Decisive victory: exposed loot taken | 60% |
| Partial success: exposed loot taken | 30% |
| Uncollected production exposed to raids | 50% |
| Production pause after decisive victory | 20 min |
| Production pause after partial success | 7 min |
| Ground losses rebuilt free | 60% |
| Wreck resources per surviving Garbage Collector | 7,500 |