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Combat Basics

CONTRABAND has real ship-to-ship combat that is not optional if you follow the main story. This guide covers how it works.

Core mechanics

Combat is turn-based. Both ships have HP, Shields, and an Energy pool. Each turn you pick one of your ship's abilities. Abilities consume Energy. Energy regenerates slowly between turns.

The enemy uses an AI that picks based on current state — it will heal when low, attack when strong, and occasionally try abilities that stun or disable.

Abilities by ship class

Different ship classes have different ability loadouts. There are 14 total abilities across all classes. You only have access to the abilities of your currently active ship, so switching ships mid-mission (at a base) can be a strategic move.

Crew bonuses

Having the right crew dramatically changes combat. Kairos (Gunner) adds +15% damage. Phase (Pilot) adds +20% speed (more turns per round). Veth the Defector adds +25% damage against Scourge specifically. Stacking these makes Scourge fights trivial.

Escape

Some fights allow escape. Look for the escapeAllowed: true indicator. Escape costs fuel and ends the encounter without victory rewards but also without defeat. Some story combats force a fight (escapeAllowed: false).

Defeat

Losing a combat brings up the Game Over screen. You have three options:

Achievements

Damage types and resistances

Not all damage is created equal. CONTRABAND distinguishes between five damage types, and each faction and ship class has specific resistances or vulnerabilities. Understanding the matchup dramatically changes difficulty:

Ability synergies

Combining abilities in the correct sequence multiplies their effect. A few high-value combos that players discover through experimentation:

The rewind and combat

Rewinding during combat is one of the game's most powerful mechanics but also one of the most consequential. Each rewind in combat generates a timeline branch that persists permanently. Scourge AI specifically tracks these branches and sends reinforcements to their origin point in subsequent chapters. This means a player who rewinds every hard fight will eventually face reinforcement spawns that are harder than the original fight would have been.

The silent rewind (learned from Vex at +80 reputation) solves this: it undoes a combat round without generating a branch. Silent rewinds are limited to 1 per chapter but are invaluable for the hardest encounters, particularly the Chapter 4 Fold Phantom and the optional Keystone sentinel.

Crew positioning and morale

Each crew member occupies a specific role: Gunner, Pilot, Engineer, Medic, or Specialist. Only one crew member of each role can be active in combat. Choosing the right crew composition matters more than ship class for most encounters. A Gunship with the right Gunner outdamages a Cruiser with no Gunner at all.

Morale is a hidden stat that affects crew ability effectiveness. Morale rises by completing missions, visiting friendly ports, and winning combat. It falls when you lose combat, abandon missions, or betray allies. At low morale, crew abilities fire at 70% effectiveness; at high morale, 120%. Keeping morale high is worth more than most ship upgrades.