Starfleets

Starfleets are groups of Starships that can fight, explore and move cargo. Builds submitted to a Starfleet see persistent use throughout the Season.

Starships

Your Entry should include one model of a starship.
Starships earn XP, but not Credits, RP, or IP.

Starships are given a Commercial or Military designation by the relevant Faction Leader.
Commercial Starships excel at carrying Cargo, Military Starships excel at Space Battles.

Starships are given a class based on their in-universe design by the relevant Faction Leader.

Starship Class Examples
Light Starfighters, transports, and light freighters
Medium  Corvettes, freighters, and frigates
Heavy  Cruisers, bulk haulers, and capital Starships

Creating a Starfleet

The Faction Leader deploys a Starfleet on a System your Faction Controls (100+ IP). Losing Control of that System does not disable the Starfleet. It must include at least one Medium or Heavy-class Starship with a posted Score.

RP is assigned to the Starfleet equal to the sum of Scores of the Starships that comprise it. Ships can only participate in Space Battles or carry Cargo if there is enough RP assigned to the Starfleet to cover their Score

Starfleet Customization

Starship Class Slots Required
Light 1
Medium 2
Heavy 3

Each StarStarfleet has 8 slots. Starships take up a different number of slots based on their class and can be mixed and matched – as long as the Starfleet includes at least one Heavy or Medium Starship

Starfleets can be customized while on any Outpost that belongs to your Faction, or if given permission, another Faction’s Outpost. You can swap out Starships, add new ones and apply Assets. Starfleets cannot make any changes to their roster or inventory during a Space Battle. To add a Starship, Asset, or Cargo to a Starfleet, it must be in the same System as the Starfleet.

Upgrades are assigned directly to Starships or a Starfleet owned by your Faction

Assign additional RP to your Starfleet as required by each Upgrade. The Asset and the Starfleet/Starship need to be in the same System.

Action Assets can be carried by a Starfleet and used at any time, except during a Space Battle.

Cargo

Starships carry Cargo in their Cargo Bays – their number is tied to the Score.

This table calculates the amount of Cargo Bays for your Starships, rounding down:

Size Class Commercial Military
Light 1 Bay per 10 XP 0 Bays
Medium 1 Bay + 1 Bay per 8 XP 1 Bay per 12 XP
Heavy 2 Bays + 1 Bay per 6 XP 1 Bay per 10 XP

This table shows how many Bays each type of Cargo takes up, and which Starship class can carry it:

Cargo Type Bays Occupied Starship Type
25 RP 1 Bay Commercial
25.000 Credits 1 Bay Commercial
Asset 1 Bay Commercial/Military
Light Starship 2 Bays Military
Ground Unit 2 Bays Military

Moving a Starfleet

Each Starfleet can move once a week.

A Starfleet grants IP Access to any System while it is located on it.

Fleets are by default equipped with a Class 4 Hyperdrive; they can move 3 Grids per week.

Fleets travel at this speed while traveling on hyperspace lanes, which are illustrated as lines on the Map.

Movement speed is calculated by the number of Grids a hyperspace lane passes through. Starfleets can only move on one hyperspace lane at a time – so if a Starfeet needs to switch lanes, it has to wait a week before proceeding.

Choosing to travel “off-lane” reduces your movement speed to 1 Grid a week, regardless of Hyperdrive Class. This way a Fleet can move to any System located in its eight adjacent Grids. Light Starships carried by another Starship are not counted when determining the Hyperdrive Class of a Fleet

Hyperdrive Class Movement speed per week
6 1 Grid
5 2 Grids
4 3 Grids
3 5 Grids
2 7 Grids
1 9 Grids
0.5 12 Grids

 

Illegal Hyperspace Travel

All hyperspace travel is being monitored. If a faction moves their fleet more than the allowed grids per week, a faction will be sanctioned with penalties ranging from the fleet being detained for weeks, to the fleet being indefinitely impounded in a New Republic naval yard.