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Fleet Quick Reference

Fleet Quick Reference

Last Updated: 2026-01-16

Quick reference for fleet/armada combat and squadrons. For full rules, see:

  • compiled/COMPILED_MODULE_GM_RULES.md (Part VIII - Fleet & War Mechanics)

Module Implementation Status

The FleetActorSheet provides full fleet combat automation including initiative, attack rolls, damage, and morale checks.

What FleetActorSheet Automates

FeatureStatusNotes
Fleet Composition✅ ImplementedAdd ships, assign to 5 roles (flagship, escort, fire support, carrier, support)
Fleet Statistics✅ ImplementedTotal HP, min speed, average AC/TL, ship count
Fleet Commander✅ ImplementedAssign character, uses Diplomacy for all fleet rolls
Morale States✅ ImplementedEmboldened/Steady/Shaken/Routed with modifiers applied to rolls
Fleet Initiative✅ Implemented1d20 + Commander Diplomacy + Morale modifier; adds to combat tracker
Fleet Attack Roll✅ Implemented1d20 + Diplomacy + Morale + Range vs target AC; shows hit/crit/miss
Fleet Damage✅ ImplementedConfigurable formula or auto-calculated by ship count; doubles on crit
Range Tracking✅ ImplementedShort/Long/Extreme with 0/-2/-4 modifiers
Morale Checks✅ ImplementedManual trigger with reason selection; DC based on damage ratio

What Needs Manual Resolution

SystemStatusNotes
Squadron RulesNot AutomatedUse rules below; share BP manually
Auto Morale TriggersNot AutomatedGM must manually trigger checks at 50% HP, flagship destroyed, etc.

Special Abilities (Implemented)

Drag fleet ability items from the Starship Components compendium onto the fleet sheet to add them:

AbilityAutomation
BombersCheckbox in attack dialog adds +2d6 damage vs capital ships
Carriers+2 AC automatically applied to effective AC display
EMP ArrayCheckbox in attack dialog to disable systems instead of damage
Damage ThresholdReminder shown in damage roll output
StealthTracks revealed state, warns before attack, toggle button
Point DefenseShows conditional AC bonus (+4 vs tracking/bombers)
FlagshipDisplays effect (commander two actions/round)
Gravity MinesDisplays effect (difficult terrain)

Future Module Enhancements

  • Automatic morale check triggers (50% HP threshold, flagship destruction)
  • Squadron BP pool management

SQUADRON RULES

Squadron Tier Calculation

Squadron Tier = (Average Party Level - 1) ÷ Number of Ships (round down, minimum 1)

Example: Level 6 party with 3 fighters = (6-1)÷3 = 1.67 → Tier 1 ships

Squadron Composition

  • All ships must be same tier
  • Ships can be different frames within same size category
  • Total BP shared among all squadron ships
  • ONE captain for entire squadron (can affect any crew in any ship)

Squadron Pilot Stunts

StuntDCEffect on Success
EscortLevel-basedAlly gains +2/+3 to AC and TL
FlankLevel-basedAlly gains +2/+3 to gunnery vs. target
InterceptTrained 15 + weapon speedTracking weapon destroyed or penalized
Formation FlyingTrained 15All in formation gain +1 AC (and +1 gunnery on crit)

Squadron Ship Destruction

When a squadron ship is destroyed, each crew member takes 1d6 × enemy ship level damage.

Reflex Save (DC = enemy ship's level-based DC):

  • Critical Success: No damage; safely eject
  • Success: Half damage; safely eject
  • Failure: Full damage; eject into space
  • Critical Failure: Double damage; trapped in wreckage

FLEET COMBAT (ARMADA)

Fleet Statistics

StatisticDescription
SizeNumber of ships (affects HP)
SpeedHexes moved per round
ACDefense against attacks
DamageBase damage dealt
RangeShort/Long/Extreme with 0/-2/-4 penalties
HPFleet hit points (size × 10)
MoraleWillingness to fight

Sample Fleet Types

Fleet TypeSizeSpeedACDamageRangeBP
Fighter Wing126162d64/8/1230
Patrol Group64143d66/12/1845
Battle Line43124d88/16/2470
Carrier Group32103d8 + fighters6/12/1890
Dreadnought Force2286d1010/20/30120

Fleet Morale

Morale Check Triggers:

  • Fleet drops to 50% HP
  • Flagship destroyed
  • Allied fleet routed
  • Admiral killed/incapacitated

Morale Check: 1d20 + Commander's Diplomacy/Intimidation vs. DC 15 + (damage taken this round ÷ 10)

Morale States

StateEffect
Emboldened+2 status bonus to all fleet checks
SteadyNormal operation
Shaken-2 status penalty to all fleet checks
RoutedFleet flees; -4 to attacks; must Rally or continue fleeing

A fleet that spends 3 consecutive rounds routed without rallying is destroyed/captured.

Fleet Special Abilities

AbilityEffectBP Cost
Bombers+2d6 damage vs. capital ships+10
CarriersDeploy fighter screens; +2 AC+15
Damage ThresholdIgnore first 5 damage per attack+10
EMP ArrayDisable systems instead of damage+20
FlagshipCommander can use two actions/round+25
Point Defense+4 AC vs. tracking weapons/bombers+10
Gravity MinesDeploy gravity field reducing enemy fleet speed by 2 and imposing -1 to maneuverability checks+15
Stealth-4 to enemy targeting until attack+20

FLEET COMBAT PROCEDURE

Initiative

Each fleet rolls: 1d20 + Commander's Diplomacy + Morale Modifier

Fleet Turn Actions

Commander Actions:

  • Attack: Roll fleet damage vs. target fleet's AC
  • Move: Move up to fleet's Speed in hexes
  • Rally: Attempt morale check to improve morale state
  • Tactical Order: Grant bonus to specific ships or actions

Range Modifiers:

RangeModifier
Short+0
Long-2
Extreme-4

Resolving Fleet Attacks

  1. Roll 1d20 + Commander's skill + Morale modifier
  2. Compare to target fleet's AC
  3. On hit: Roll fleet's damage dice
  4. Subtract from target fleet's HP
  5. Check for morale triggers (50% HP, flagship, etc.)

Fleet Destruction

  • 0 HP: Fleet scattered/destroyed
  • Flagship Destroyed: Immediate morale check at -4
  • Routed 3 Rounds: Fleet surrenders or flees permanently

USING THE FLEET SHEET

Adding Ships to Fleet

  1. Open the Fleet actor sheet
  2. Go to the Roster tab
  3. Drag starship actors onto the sheet
  4. Assign roles using the dropdown

Ship Roles

RolePurpose
FlagshipCommand vessel; commander location
EscortProtection for larger ships
Fire SupportHeavy weapons platforms
CarrierDeploy smaller craft
SupportLogistics, repairs, sensors

Setting Morale

  1. Click the morale indicator
  2. Select new morale state
  3. Modifier automatically applies to initiative

Assigning Commander

  1. Click "Assign Commander"
  2. Select a character actor
  3. Commander's Diplomacy modifier is used for fleet rolls

QUICK COMBAT EXAMPLE

Setup:

  • Player Fleet: 6 ships, Steady morale, Commander with +12 Diplomacy
  • Enemy Fleet: Fighter Wing (12 ships, AC 16, 2d6 damage)

Round 1:

  1. Player Initiative: 1d20 + 12 + 0 = 25
  2. Enemy Initiative: 1d20 + 8 + 0 = 15
  3. Player fleet attacks: 1d20 + 12 = 22 vs AC 16 (hit!)
  4. Damage: 3d6 = 11 damage to enemy fleet HP
  5. Enemy at 109/120 HP - no morale check needed

Round 2:

  • Continue until one fleet routed or destroyed

~2 pages when printed