BELT WARS_
FIELD MANUAL / PLAYER EDITION
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CHAPTER 03 / GUIDE

Fleets & conquest

Load a fleet, compare combat stats, raid for resources, and capture asteroids.

Fleets & conquest illustration from Reimagined

Prepare a fleet

A fleet holds a group of units and its own cargo. Units still in your colony do not travel with it automatically.

  1. Open the colony's fleet controls and create or select a fleet.
  2. Transfer completed units from the colony into it.
  3. Add any resources needed at the destination. Leave space if you intend to raid.
  4. Check the final unit counts and cargo before confirming.

Your units determine how much cargo the fleet can carry. Adding units adds their cargo capacity; removing them can leave too little room for the current load. A Starmapper increases the number of fleets the asteroid can support. Original game guide

To transfer cargo, the fleet must have arrived at the receiving asteroid or share an orbit with the other fleet. Cooldowns can block transfers. The receiving colony also needs enough storage.

Travel and inspect

Choose a destination, then check the arrival
  1. 01Open Starbelt

    Select the asteroid you want to reach.

  2. 02Choose Travel

    Select the fleet to send. Its slowest unit sets the pace.

  3. 03Wait for arrival

    Inspect defenses and protection before issuing an attack.

In Starbelt, select the destination, choose Travel, and select the fleet to send. Wait for its arrival before issuing an attack.

Fleet speed is set by its slowest unit. A slow Colony Ship can lengthen the trip even when the rest of the fleet is fast. Following fleets can also slow the group.

Before attacking, inspect the target's owner, units, defenses, and protection. Your fleet must orbit the target asteroid; fleet-versus-fleet attacks require both fleets in the same orbit. Clear an active stance and wait out any attack cooldown first.

Read the combat stats

Stat What it means
Attack Damage contributed when the fleet initiates a fight
Defense / counterattack Damage contributed when defending; the label differs by client
HP How much damage the units or asteroid can absorb
Cargo How much the fleet can transport
Speed How quickly its units travel; the slowest sets the fleet's pace

The attacker wins when its combined attack exceeds the defender's combined defense. A tie goes to the defender. Supporting fleets and asteroid defenses count, so compare the combined totals rather than unit count alone.

A win can still cost units. Check the battle report for casualties, surviving cargo, and the next available attack time.

Raiding

A raid ends when the cargo is home
  1. 01Load

    Bring combat units and leave cargo space.

  2. 02Travel and raid

    Arrive at the target, check defenses, then attack.

  3. 03Return and unload

    Bring surviving units and loot home; transfer cargo into the colony.

Use a fleet without a Colony Ship when your aim is an asteroid raid. A winning raid takes available resources up to the loot and cargo limits. Vaults protect part of an asteroid's stockpile.

Bring the fleet home and unload it to use the loot for construction. Resources aboard a fleet are not in the colony's stockpile.

Attacking with a fleet removes protection from that fleet and its home asteroid. Check what you are leaving undefended before sending your army away.

Conquest

Capturing an asteroid
  1. 01Bring a Colony Ship

    Include it with enough combat units to win.

  2. 02Reduce encryption

    Winning attacks lower encryption. It recovers between attacks.

  3. 03Take ownership

    At zero encryption the colony changes owner and the Colony Ship is consumed.

To capture an asteroid, send a fleet with a Colony Ship and enough combat units to win. Winning attacks with a Colony Ship reduce the asteroid's encryption, its resistance to capture. At zero encryption, ownership changes. The Colony Ship is consumed on capture.

Encryption recovers over time. Plan for repeat attacks and their cooldowns; another player may capture a target you have already weakened. The current game panel supplies the decryption amount and timer.

Colony slots

Each owned asteroid and each Colony Ship occupies a slot. Ships in training count too. Buy additional slots through a Shipyard when all are occupied. The slot remains available for future use after its ship is lost or its asteroid is abandoned. Original game guide

For example, with three slots, one asteroid and one Colony Ship occupy two. You have room for one more ship. Capturing an asteroid with the existing ship replaces its occupied slot with the new colony.

After capture, inspect the new colony's resources and defenses before starting construction.

Fleet stances

Stance Purpose
Follow Attach a fleet to another fleet for movement and combat support
Defend Support an asteroid in combat while orbiting it
Block Prevent fleets from departing the asteroid you orbit while the blockade is active

An active stance can restrict other orders. Clear it before sending a different command. Starting a blockade removes protection from the blockading fleet and its home asteroid.

Alliances help players coordinate and compete in alliance rankings. To contribute a supporting fleet, set the appropriate stance; alliance membership alone is not a fleet order.

Reimagined wormhole asteroid
Wormhole operationsRESOURCE DEPOSITS / POINTS / COOLDOWNS

Points and special objectives

How each scoring route works
  1. 01Primodium

    Hold a Primodium-bearing asteroid for the required interval, then claim its points.

  2. 02Volatile shards

    Earn through ownership time. Move fleets to safety before the shard expires.

  3. 03Wormholes

    Own a Wormhole Base and deposit its requested resource. The deposit consumes resources and starts a cooldown.

Read the current World’s claim amounts, expiry, and cooldown before acting. Points are leaderboard scores.

Primodium-bearing asteroids: hold one for the required time, then claim its points. Claiming starts a new holding interval.

Volatile shards: score through ownership time, but the shard has an expiry. Its explosion destroys orbiting and incoming fleets, and outgoing fleets that have not reached their destination. A retreat must arrive elsewhere before the explosion. Check expiry before sending a fleet. The original release notes also describe this hazard. Primodium v0.11.1

Wormholes: deposit the currently requested resource through a Wormhole Base you own. The deposit consumes those resources, awards points, and starts a cooldown. The requested resource can change, so check again before depositing.

Leaderboards show player and alliance standings for Shard, Wormhole, and Overall scores. Point values and timers are shown in the current World.

September 2026 edition · Use the game panel for current costs and timers.