Space Wing: Void Patrol --- combat tables

The weapons

Below all the available weapons are listed. For each weapon, the number before the slash indicates the maximum range, and the number after the slash roughly indicates the damage (usually, the damage the weapon deals on hit at the ideal distance).
To-hit probability from range Damage (+shields damage) from range
weapon 12345678 1234 5678
ofc 4/70 90% 60% 30% 10% 70707070
lb 4/70 90% 70% 50% 30% 70(35)40(20)10(5)10(5)
qgp 4/70 90% 70% 50% 30% 30(30)50(50)60(60)70(70)
laser 4/70 90% 90% 80% 60% 70504030
ofc 6/100 90% 70% 40% 30% 10% 10% 100100100100100100
qgp 6/100 90% 80% 60% 50% 30% 20% 20(20)40(40)80(80)90(90)100(100)100(100)
lb 6/100 90% 80% 60% 50% 30% 20% 100(50)100(50)50(25)10(5)10(5)10(5)
laser 6/100 90% 90% 80% 80% 70% 50% 1007050404030
ofc 8/150 90% 70% 60% 40% 30% 20% 10% 10% 150150150150150150150150
lb 8/150 90% 80% 70% 60% 50% 40% 30% 20% 150(75)150(75)150(75)80(40)10(5)10(5)10(5)10(5)
qgp 8/150 90% 80% 70% 60% 50% 40% 30% 20% 20(20)30(30)70(70)120(120)140(140)140(140)150(150)150(150)
laser 8/150 90% 90% 90% 80% 80% 70% 60% 50% 150100806050504040

HMS (helmet-mounted sights)

The basic bonus is given by the cockpit quality, the character's skill, and by a leading-the-target modifier.
to-hit damage
(−2) × number of turns (−2) × number of turns attacker's movement
+x +x attacker's gunnery is x (*)
n/a n/a defender's piloting is 0 or 1 (*)
(−1) × number of thrusts/boosts n/a defender's piloting is 2 (*)
(−1) × number of thrusts/boosts (−1) × number of thrusts/boosts defender's piloting is 3 (*)
(−2) × number of thrusts/boosts (−1) × number of thrusts/boosts defender's piloting is 4 (*)
(*) gunnery/piloting skills are obtained by summing the cockpit values with the pilot skill. The default values are +0/+0, characters in campaign games start with values of −1/−1 instead.

Zig-zagging. Since all thrust is applied before movement actually occurs, there is no bonus for zig-zagging: the computer will compute the shortest possible trajectory for you. Of course, this also applies to fuel expenditure, so you don't have to worry how your fighter arrived in the position you ordered it to arrive.
Each column added/subracted modifies your chance to hit by one-tenth of its original value, as in the following table (the damage table is identical):
penalty columns base chance bonus columns
−10 or less −9−8−7 −6−5−4 −3−2−1 +1+2+3+4+5+6
(no damage)1%2%3%4%5%6%7%8%9%10%11%12%13%14%15%16%
(no damage)2%4%6%8%10%12%14%16%18%20%22%24%26%28%30%32%
(no damage)3%6%9%12%15%18%21%24%27%30%33%36%39%42%45%48%
(no damage)4%8%12%16%20%24%28%32%36%40%44%48%52%56%60%64%
(no damage)5%10%15%20%25%30%35%40%45%50%55%60%65%70%75%80%
(no damage)6%12%18%24%30%36%42%48%54%60%66%72%78%84%90%96%
(no damage)7%14%21%28%35%42%49%56%63%70%77%84%91%98%105%112%
(no damage)8%16%24%32%40%48%56%64%72%80%88%96%104%112%120%128%
(no damage)9%18%27%36%45%54%63%72%81%90%99%108%117%126%135%144%
Special hit: If the chance to hit is greater than 100%, there is a corresponding chance to strike a special hit, dealing double damage.

Criticals

Take the damage to the armour, and multiply it by two. This is the chance of dealing one point of losing one thrust.