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How to Moonshot in Galaxy Reborn: Second Empire

September 2, 2026

A moon is how you stop playing scared. Sensor Phalanx, Jump Gate, and the fleetsaves that actually work all live there. You don’t buy one. You make one.

A moonshot is an attempt to create a moon.

What a moonchance actually is

A moon forms by chance when a big enough fight happens at a planet. Debris from destroyed ships drives the roll. The biggest chance a single fight can give you by default is 20%. That is the normal ceiling. Past that, more debris does not help, unless a moon event is raising the cap.

20% does not mean five tries and you’re done. It means each shot has a one-in-five chance. You can get lucky on the first. You can also eat ten in a row. Plan for repeats.

How much wreckage a fight leaves depends on your universe. Fleet-to-debris and defense-to-debris rates are settings. They are not the same everywhere. The fighter count that hits 20%, how many Recyclers that field needs, and what crush fleet can wipe those fighters without eating the planet’s defenses all scale with those rates.

Light Fighters are still the usual fuel. They are cheap, fast to rebuild, and easy to time. Other ships work too if the debris math lines up. Do not memorize a global number. Open the combat simulator in that universe and size the crash from the sim until you are at the 20% ceiling.

As a ballpark from one common rate setup, people sometimes talk about roughly 1,667 Light Fighters for 20%. That is an example, not a constant. Your universe may want more or fewer. Trust the sim.

Moon events

Periodically GRSE runs moon events. Debris numbers get better than the normal universe rates, and the moonchance ceiling can go up to 40% instead of the usual 20%. Successful moonshots during the event can also get special moon skins.

The sim still wins. Use the sim after the event starts to get the event rates. Do not reuse the normal-rate ballpark counts.

Why you want the moon on a specific planet

You pick the planet first. That is where the moon will sit if the roll hits. Station the defending fleet there. Crash the fighters there. Recycle there.

Once you have the moon, you get short hops between planet and moon, a place to park that is harder to watch, and the buildings you cannot put on a planet: Lunar Base, Sensor Phalanx, Jump Gate. That is the same moon that unlocks moon-to-moon fleetsaving.

The basic partner moonshot

This is the clean version with a friend or alliance mate. You both want moons. You trade shots.

  1. Decide which planet gets the moon.
  2. Run the combat simulator in that universe. Find how many Light Fighters (or other fuel) hit the 20% debris ceiling there, then build a defending crush fleet that wipes that attack without chewing through the planet’s defenses. Classic examples people quote for one common rate setup are around 350 Cruisers or about 116 Battleships against ~1,667 Light Fighters. Those are examples only. Sim your universe. Do not guess.
  3. Build the fighter count the sim called for on the attack side.
  4. Your partner builds the same pair for their target: a crush fleet sized from the sim, and matching fighters of their own.
  5. Agree who takes which debris field before anything launches.
  6. Each of you sends the Light Fighter fleet on attack against the other’s crush fleet.
  7. The fighters die. The debris rolls for a moonchance.

If successful the moon appears immediately at the target planet’s location. If not, rebuild and go again.

Recycle the wreckage

Whatever you crash will leave a debris field. Size the Recycle from the sim too: it will tell you how much metal and crystal land in the field. A ballpark people quote for ~1,667 Light Fighters under one common rate is about 101 Recyclers. Again, example only. Your field may need more or fewer.

If you do not recycle it, someone else will. Two reliable ways:

When you are not trading even shots

Rules still matter. Even trades of the same crash and Recycle usually stay clean. Uneven resource flow can look like pushing if one account keeps feeding another.

If one of you wants more shots and the other is done, common options:

  • Pay for the fighters. Send the resources for the fighter count the sim called for when the attack goes out, then Recycle the debris yourself since you funded it. The lower-points account should send resources before taking the benefit.
  • Build your own fighters. You build the crash. Partner brings a fleet strong enough to crush them without chewing through the planet’s defenses. Sim the attack fleet in that universe.
  • Build your own fighters and request an ACS pilot. You build the brash. Partner sends only a single Light Fighter or Espionage Probe (at slowest speed) and then sends you an ACS invitation to join the attack. For this method you will need to have your fighters stationed on a planet or moon that is not the target planet because you cannot send fleet from a planet to itself.

If you do not have a partner

Ask in alliance chat first. That is what alliances are for.

No alliance? Message someone and ask. You will probably build the fighters yourself. They bring the crush or the ACS pilot.

Last resort: park a sim-sized Light Fighter stack on the planet you want and leave them. Eventually someone probes them and cleans house. You might get a moon. They will almost certainly take the field.

After you get it

Build Lunar Base so the moon has fields. Then Phalanx when you can. Jump Gate when you can afford it. Start fleetsaving moon-to-moon. That is the whole point. Be very careful when building on a moon because it is very easy to accidentally fill your building fields and not have enough room for another level of Lunar Base. If this happens you will need to destroy something to make room for a new level of Lunar Base to create more fields.

Protect it. A moon can be popped with Deathstars. If someone pops yours, fleets tied to that moon can snap back to the planet and show on phalanx. The fleetsaving guide covers that risk.

Quick checklist

  • Pick the planet before you spend a ship.
  • Run the combat simulator in that universe. Debris rates (fleet and defense to DF) vary. Size fighters, Recyclers, and the crush fleet from the sim, not from a copied number.
  • Aim for the debris ceiling (20% normally; up to 40% during a moon event).
  • Agree who Recycles before launch.
  • Crash first, Recycle second. Check Overview.
  • 20% is a roll, not a promise. Budget for more than one shot.