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
| Feature | Status | Notes |
|---|---|---|
| Fleet Composition | ✅ Implemented | Add ships, assign to 5 roles (flagship, escort, fire support, carrier, support) |
| Fleet Statistics | ✅ Implemented | Total HP, min speed, average AC/TL, ship count |
| Fleet Commander | ✅ Implemented | Assign character, uses Diplomacy for all fleet rolls |
| Morale States | ✅ Implemented | Emboldened/Steady/Shaken/Routed with modifiers applied to rolls |
| Fleet Initiative | ✅ Implemented | 1d20 + Commander Diplomacy + Morale modifier; adds to combat tracker |
| Fleet Attack Roll | ✅ Implemented | 1d20 + Diplomacy + Morale + Range vs target AC; shows hit/crit/miss |
| Fleet Damage | ✅ Implemented | Configurable formula or auto-calculated by ship count; doubles on crit |
| Range Tracking | ✅ Implemented | Short/Long/Extreme with 0/-2/-4 modifiers |
| Morale Checks | ✅ Implemented | Manual trigger with reason selection; DC based on damage ratio |
What Needs Manual Resolution
| System | Status | Notes |
|---|---|---|
| Squadron Rules | Not Automated | Use rules below; share BP manually |
| Auto Morale Triggers | Not Automated | GM 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:
| Ability | Automation |
|---|---|
| Bombers | Checkbox in attack dialog adds +2d6 damage vs capital ships |
| Carriers | +2 AC automatically applied to effective AC display |
| EMP Array | Checkbox in attack dialog to disable systems instead of damage |
| Damage Threshold | Reminder shown in damage roll output |
| Stealth | Tracks revealed state, warns before attack, toggle button |
| Point Defense | Shows conditional AC bonus (+4 vs tracking/bombers) |
| Flagship | Displays effect (commander two actions/round) |
| Gravity Mines | Displays 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
| Stunt | DC | Effect on Success |
|---|---|---|
| Escort | Level-based | Ally gains +2/+3 to AC and TL |
| Flank | Level-based | Ally gains +2/+3 to gunnery vs. target |
| Intercept | Trained 15 + weapon speed | Tracking weapon destroyed or penalized |
| Formation Flying | Trained 15 | All 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
| Statistic | Description |
|---|---|
| Size | Number of ships (affects HP) |
| Speed | Hexes moved per round |
| AC | Defense against attacks |
| Damage | Base damage dealt |
| Range | Short/Long/Extreme with 0/-2/-4 penalties |
| HP | Fleet hit points (size × 10) |
| Morale | Willingness to fight |
Sample Fleet Types
| Fleet Type | Size | Speed | AC | Damage | Range | BP |
|---|---|---|---|---|---|---|
| Fighter Wing | 12 | 6 | 16 | 2d6 | 4/8/12 | 30 |
| Patrol Group | 6 | 4 | 14 | 3d6 | 6/12/18 | 45 |
| Battle Line | 4 | 3 | 12 | 4d8 | 8/16/24 | 70 |
| Carrier Group | 3 | 2 | 10 | 3d8 + fighters | 6/12/18 | 90 |
| Dreadnought Force | 2 | 2 | 8 | 6d10 | 10/20/30 | 120 |
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
| State | Effect |
|---|---|
| Emboldened | +2 status bonus to all fleet checks |
| Steady | Normal operation |
| Shaken | -2 status penalty to all fleet checks |
| Routed | Fleet 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
| Ability | Effect | BP Cost |
|---|---|---|
| Bombers | +2d6 damage vs. capital ships | +10 |
| Carriers | Deploy fighter screens; +2 AC | +15 |
| Damage Threshold | Ignore first 5 damage per attack | +10 |
| EMP Array | Disable systems instead of damage | +20 |
| Flagship | Commander can use two actions/round | +25 |
| Point Defense | +4 AC vs. tracking weapons/bombers | +10 |
| Gravity Mines | Deploy 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:
| Range | Modifier |
|---|---|
| Short | +0 |
| Long | -2 |
| Extreme | -4 |
Resolving Fleet Attacks
- Roll 1d20 + Commander's skill + Morale modifier
- Compare to target fleet's AC
- On hit: Roll fleet's damage dice
- Subtract from target fleet's HP
- 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
- Open the Fleet actor sheet
- Go to the Roster tab
- Drag starship actors onto the sheet
- Assign roles using the dropdown
Ship Roles
| Role | Purpose |
|---|---|
| Flagship | Command vessel; commander location |
| Escort | Protection for larger ships |
| Fire Support | Heavy weapons platforms |
| Carrier | Deploy smaller craft |
| Support | Logistics, repairs, sensors |
Setting Morale
- Click the morale indicator
- Select new morale state
- Modifier automatically applies to initiative
Assigning Commander
- Click "Assign Commander"
- Select a character actor
- 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:
- Player Initiative: 1d20 + 12 + 0 = 25
- Enemy Initiative: 1d20 + 8 + 0 = 15
- Player fleet attacks: 1d20 + 12 = 22 vs AC 16 (hit!)
- Damage: 3d6 = 11 damage to enemy fleet HP
- Enemy at 109/120 HP - no morale check needed
Round 2:
- Continue until one fleet routed or destroyed
~2 pages when printed
