Battle group
A battle group is a group of one to five ships (with the following exceptions: fourteen in the case of the Ur-Quan Kohr-Ah Marauders and Ur-Quan Kzer-Za Dreadnoughts guarding Delta Crateris V, and one in the case of Slylandro Probes and Melnorme Traders), either spawned in HyperSpace or guarding a TrueSpace star system. The probability for the battle group to be composed of a single ship is 50%, for two ships it is 25%, for three ships 12.5%, for four ships it is 6.25% and for five ships it is 3.125%. A battle group is treated as a single entity (represented in HyperSpace as a black "spoor" and in TrueSpace as a single, non-rotating ship of the respective race) and the ships constituting it cannot separate. Colliding with a battle group will initiate an encounter. If the battle group is encountered in HyperSpace, the encounter will take place in TrueSpace, in an area called "Deep Space" — and if the encounter turns hostile, a planet will still be present for the battle.
Battle group behaviour
- In HyperSpace, battle groups spawn randomly at most once a day and follow the Flagship. Notice that they simply head towards it, instead of heading a bit further to collide with it if it does not change course.
- In TrueSpace, battle groups circle at different ranges around planets, switching randomly between them. Most battle groups can only be seen in the closest zoom level (focused on a planet), though they may randomly switch back to the main zoom level.
If the Flagship gets close enough to a TrueSpace battle group, regardless of whether they are friendly, neutral or hostile, all battle groups in the system will head on an intercept course with The Flagship — including those at different zoom levels. After the encounter is finished, they return to patrolling unless they are hostile.
There may not be battle groups pertaining to different species in a single star system, even if their Spheres of Influence overlap on that star system.
Battle group variables
Ship name | Speed | Encounter probability in TrueSpace | Encounter probability in HyperSpace |
---|---|---|---|
Arilou Lalee'lay Skiff | 40 | 0% | 20% |
Chmmr Avatar | 27 | 0% | 0% |
Druuge Mauler | 20 | 20% | 30% |
Earthling Cruiser | 24 | 0% | 0% |
Ilwrath Avenger | 25 | 60% | 60% |
Melnorme Trader | 40 | 0%1 | 0%2 |
Mycon Podship | 27 | 20% | 40% |
Orz Nemesis | 40 | 20% | 20% |
Pkunk Fury | 40 | 20% | 40% |
Shofixti Scout | 35 | 0%3 | 0% |
Slylandro Probe | 60 | 5%4 | 2% |
Spathi Eluder/Discriminator | 48 | 10% | 20% |
Supox Blade | 40 | 20% | 40% |
Syreen Penetrator | 36 | 0% | 0% |
Thraddash Torch | 28 | 20% | 60% |
Umgah Drone | 18 | 20% | 30% |
Ur-Quan Kohr-Ah Marauder | 30 | 40% | 70% |
Ur-Quan Kzer-Za Dreadnought | 30 | 40% | 70% |
Ur-Quan Kzer-Za Security Drone | 90 | 0%5 | 0% |
Utwig Jugger | 30 | 20% | 40% |
VUX Intruder | 21 | 20% | 40% |
Yehat Terminator | 30 | 40% | 60% |
Zoq-Fot-Pik Stinger | 40 | 0%6 | 0% |
Notes and references
- 1However, always there is one (and only one) Trader in any supergiant system.
- 2If The Captain uses a HyperWave Caster in HyperSpace, a Melnorme Trader will always appear.
- 3However, Tanaka (or, if The Captain kills him, Katana) is always present at Delta Gorno until he is given the Shofixti Maidens.
- 4The encounter probabilities with Probes, both in HyperSpace and in TrueSpace, increase gradually. See here.