Game Basics

New to Starborne Frontiers? This is what the game does not tell you: what every stat is actually for, what each role does, and how the game decides who gets hit.

Speed and turn order

Rule

Ships act in order of speed, fastest first. That is all speed does — it does not give you extra turns, it decides who moves before whom.

That still makes it one of the most contested stats in the game, because moving first is how a debuffer lands its debuff before the enemy attacks, how a supporter gets a shield up before the hit lands, and how you kill something before it acts at all. Some skills push a ship's turn earlier or shove an enemy's later — those are strong for the same reason.

Fights are not open-ended

A fight you have not won after 30 rounds in PvP, or 100 rounds in PvE, counts as a loss.

The four roles

Every ship is an Attacker, Defender, Debuffer or Supporter. The role is not cosmetic — it tells you which stats are worth putting on the ship and which are wasted.

Attacker

Attacker

Kills things. Everything else on your team exists to let the attacker connect.

Stats to gear

AttackCrit RateCrit PowerDefense Pen.

Sets to look for

AttackCriticalPiercerAbyssal Assault
Defender

Defender

Survives being shot at, and takes hits meant for someone else.

Stats to gear

HPDefenseSecurity

Sets to look for

FortitudeDefenseProtectionAbyssal SafeguardAbyssal Ward
Debuffer

Debuffer

Weakens the enemy — damage over time, stuns, freezes, stat shreds.

Stats to gear

HackingSpeed

Secondary — picked by the ship's kit

Damage:AttackCrit RateCrit Power
Survivability:HPDefense

Sets to look for

HackingSpeedSwiftnessAbyssal BreachExploit
Supporter

Supporter

Repairs, shields and buffs your side, usually before the damage lands.

Stats to gear

HPSpeed

Crit Rate and Crit Power if it repairs

Sets to look for

FortitudeSpeedRepairBoostRecovery

This planner's Autogear offers finer presets — Debuffer(Bomber), Supporter(Shield) and so on. Those are instructions to the optimiser about what to prioritise, not extra roles in the game.

What each stat does

Common mistake

The most common new-player mistake is gearing a stat the ship cannot use. Hacking on a ship with no debuffs does nothing. Crit power with no crit rate does nothing. Read the ship's skills first, then gear it.

Offensive
AttackScales almost all damage, including the damage-over-time effects that read off it. A handful of ships also read attack for a shield or a repair, but that is specific to their kit.Who wants it — Attackers first. Also debuffers whose damaging debuffs scale off attack.
Crit RateThe chance a hit crits. Worthless on its own — a crit that lands with no crit power behind it is a normal hit.Who wants it — Attackers, and healers whose repairs can crit.
Crit PowerHow much extra damage a crit does. Equally worthless on its own — crit power you never trigger is a dead stat.Who wants it — Attackers, and healers whose repairs can crit. Only alongside crit rate — balance the two rather than stacking one.
Defense Pen.Ignores part of the target's defense, so more of your attack gets through.Who wants it — Attackers hitting high-defense targets, where raw attack has stopped paying.
Shield Pen.Ignores part of a target's shield. It is not a stat you can gear: it comes only from a ship's own skills.Who wants it — Nothing to gear for. A ship either has it in its kit or it does not.
Defensive
HPHow much damage you can absorb before dying. Several skills also scale their effect off maximum HP.Who wants it — Defenders and supporters. Anything that has to survive being shot at.
DefenseReduces every hit you take. The reduction climbs with diminishing returns, so the first points are worth far more than the last.Who wants it — Defenders. Worth some on anything that sits at the front.
SecurityResists incoming debuffs. The attacker's hacking is measured against it.Who wants it — Defenders, and anything you cannot afford to see stunned or frozen.
Shield RegenGenerates shield each turn as a share of maximum HP. Shield absorbs damage before HP does.Who wants it — No ship is "built around" the Shield set — gear it for raw survivability, for a ship kit that synergises with shield, or to feed the Arcane Siege implant.
Critical DRReduces the extra damage a critical hit does to you.Who wants it — Defenders, and anything being focused by a crit-built attacker.
Utility
SpeedDecides turn order, fastest first. It does not give you extra turns.Who wants it — Everything, but debuffers and supporters most — their whole job is to act before the enemy does.
HackingThe chance your debuffs land. Every point above the target's security is one percent.Who wants it — Debuffers first, but every role has outlier ships whose kit inflicts a debuff and wants hacking to land it. On a ship whose kit inflicts nothing, it does literally nothing.
Heal ModifierIncreases the repairs this ship performs.Who wants it — Supporters that actually repair. A few tanks that heal on hit can build around it too, but that is an outlier strategy, not the norm.

Defense is the one with a curve: each point reduces incoming damage a little less than the last, so past a point more HP beats more defense. The Defense Calculator shows where your ship sits on it.

Affinities

Every ship has one of four affinities. Three of them beat each other in a cycle; the fourth, Antimatter, sits outside it and neither gains nor suffers.

ElectricThermalChemicalAntimatternot affected

Point at an affinity, or tap one, to isolate its matchups.

Affinity advantage

  • 25% increased Damage
  • 25% increased Hacking

Affinity disadvantage

  • Damage and Hacking decreased by 25%
  • Crit. Rate decreased by 25% (Hard cap at 75%)
  • Effects that do not require hacking will not be applied

Common mistake

That last line is the one that catches people out. Your damage still lands at a disadvantage — 25% smaller, but it lands — and debuffs that roll against hacking still get their reduced chance. What stops entirely is every debuff that would normally apply with no hacking roll at all: those simply do not happen.

Hacking and security

Debuffs are not guaranteed. Whether one lands is decided by the attacker's hacking against the target's security: every point of hacking above the target's security is one percent chance to land. Affinity shifts your hacking by 25% either way before the comparison — see Affinities above.

Your debuffer has 80 hacking. The enemy has 40 security. 80 − 40 = a 40% chance to apply the debuff.

Tip

Anything above 100% is wasted — there is no overkill bonus. And security works the other way: it is the only stat that stops a debuff landing on you, which is why it belongs on defenders and on anything you cannot afford to see frozen.

Rows and targeting

Both fleets sit on a board of three rows — top, middle and bottom — with four positions in each, numbered from the back forward.

Position 4 is the front

A skill does not just pick whoever it likes. Targeting starts in the attacking ship's own row, steps down a row if that one is empty, and wraps from the bottom back around to the top. The first row that still has a living enemy in it is the row that gets hit.

Try it — the attacker below sits in the bottom row, and the enemy has nothing in theirs:

Targeting rule

Pattern

Front, Single Target: hits T4 for full damage.

Your fleet

T1T2T3T4M1M2M3M4B1B2B3B4

Enemy fleet

T1T2T3T4M1M2M3M4B1B2B3B4

Front

Strikes the front-most enemy in the row.

Your attacker Main target (full damage) Also hit (half damage) In the pattern, no ship there Enemy ship, untouched Empty space

Patterns are clipped at the edge of the board

Any cell that falls outside the board is simply not hit. That is why Circle and Cone look identical from T4 — four of Circle's six surrounding cells fall off, so a bigger shape aimed at a corner reaches exactly the same ships as a smaller one.

When a skill hits more than one ship, the main target takes full damage and every other ship caught in the pattern takes half, unless the skill says otherwise.

Taunt, provoke and stealth

Four things override everything above.

Taunt — a buff on one of your ships. Every enemy attack has to target it instead. If two ships are taunting, the most recently applied one wins.

Provoke — a debuff on an enemy attacker. That specific attacker must target whoever provoked it.

Concentrate Fire — forces a whole team onto one target, and ignores stealth completely.

Stealth — a stealthed ship cannot be targeted by an ordinary skill. Taunt, Provoke and Concentrate Fire all bypass it: if one of those is forcing the target, stealth does not save the ship.

Gear, briefly

Not every slot rolls every stat

The three fixed slots always roll the same primary stat. The other three are where your build actually gets decided — a ship only gets hacking or security from its software slot, and only gets speed from its thrusters.

Fixed slots

Weapon

Attack

Hull

HP

Generator

Defense

Flexible slots

Sensors

HPAttackDefenseCrit RateCrit Power

Software

HPAttackDefenseHackingSecurity

Thrusters

HPAttackDefenseSpeed

Sets pay out at 2 or 4 pieces

A set bonus only applies once you have enough matching pieces equipped, and most two-piece sets pay out again for each further pair. Six pieces of a two-piece set is three times the bonus.

SetPiecesBonus
Fortitude2+15% HP
Attack2+15% Attack
Defense2+15% Defense
Protection2+10% Defense, +20 Security
Ambush2+10% Attack, +5% Speed
Critical2+5% Crit Rate, +10% Crit Power
Speed2+15% Speed
Boost4All buffs last an extra turn
Burner4+15% Attack — Applies Inferno 1 for 2 turns.
Decimation210% extra DoT damage
Hacking2+30 Hacking
Leech2Leech 15% from damage dealt
Repair2+20% Heal Modifier
Reflect2Reflect 10% of damage dealt
Revenge2Increase damage by +25% * lost HP%
Shield2+4% Shield Regen — Generate 4% shield each turn
Cloaking22 turns stealth
Abyssal Assault2+15% Attack, +5% Crit Power
Abyssal Safeguard2+15% HP, +10 Security
Abyssal Ward2+15% Defense, +5% HP
Abyssal Breach2+30 Hacking, +5% Crit Rate
Omnicore4+10% Attack, +10% Defense, +10% Hacking, +10% Security, +10% Crit Rate, +10% Crit Power, +10% Speed, +10% HP
Swiftness2+15% Speed, +10 Hacking
Recovery2+10% HP, +10% Heal Modifier
Exploit2+20 Hacking, +10% Attack
Piercer2+7% Defense Pen.
Hardened2+5% Critical DR — Reduces critical damage taken by 5%

Where to go next

Import your game data using the Import button in the sidebar (also on the Home page), and the rest of the planner fills itself in.

Let Autogear pick a loadout for a ship, then look at what it chose and why.

Test a team against a real encounter in the Combat Simulator.

For the planner itself rather than the game, read the documentation.