Starfleets
Starfleets (elsewhere “fleets”) are groups of spaceship builds that can fight, explore and haul cargo. Builds submitted to a Fleet see persistent use throughout the Season. Faction Leaders can stay up to date with active Fleets in the Master Index.
Starships
Your build entry should include one model of a spaceship. Starships earn XP, but not Credits, RP, or IP.
Starships receive a Commercial or Military type designation. Commercial starships excel at carrying Cargo, Military starships excel at Space Battles.
Starship Class | Examples |
Light | Starfighters, transports, and light freighters |
Medium | Corvettes, freighters, and frigates |
Heavy | Cruisers, bulk haulers, and capital ship |
Creating a Starfleet
- Deploy the starfleet in a System your Faction Controls (100+ IP).
- Submit at least one Medium or Heavy-class Starship with a posted Score.
- Assign RP to the starfleet equal to the total Score of the fleet.
- If your starfleet ever has less RP than its total score, it can only use ships whose combined scores are equal to or less than its total assigned RP.
- The relevant Faction Leader fills out the Fleet Deployment form.
Starfleet Conversion
Starfleets created before the Starfleet Update (September 1st 2024) will have to be converted into the new Starfleet system. This means that the faction owning one or more deployed fleets will have to ensure sufficient RPs are assigned to the fleets before they can deploy more fleets, assign new ships, or assign assets. Factions do not have to pay the additional credit cost for starships assigned to Starfleets and deployed before the Starfleet Update.
Starfleet Customization
Starship Class | Slots Required |
Light | 1 |
Medium | 2 |
Heavy | 3 |
Each starfleet has 8 slots. You can mix and match to fill out your fleet as you like. The Faction leader uses the Exchange form to make these changes. 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, an Asset, or cargo to a starfleet, it must be in the same system as the starfleet.
Upgrade Assets can be used to improve or modify a fleet. Upgrades are assigned directly to starships owned by your Faction. Assign additional RP to your Fleet as required by each Upgrade. Action Assets can be carried by a Fleet and used at any time, except during a battle.
Cargo
Cargo is loaded and unloaded by the Faction Leader using the Exchange Form. Starships carry Cargo in their Cargo Bays.
This table calculates the amount of Cargo Bays for your ships, rounding down:
Size Class | Commercial | Military |
Light | 1 Bay per 10 Score | 0 Bays |
Medium | 1 Bay + 1 Bay per 8 Score | 1 Bay per 12 Score |
Heavy | 2 Bays + 1 Bay per 6 Score | 1 Bay per 10 Score |
This table calculates how many Bays each type of item takes to carry, and what starship type can carry a specific type of cargo:
Cargo Type | Bays Occupied | Starship Type |
25 RP | 1 Bay | Commercial |
25.000 Credits | 1 Bay | Commercial |
Asset | 1 Bay | Commercial/Military |
Starfighter | 2 Bays | Military |
Moving a Starfleet
Each Fleet can move once a week. The Faction Leader moves their Starfleets with a Course Command. Starfleets grant IP access to any System they are in as long as they remain there.
Fleets are by default equipped with a Class 4 Hyperdrive; they can move 3 Grids per week.
Fleets travel at full speed when they travel on hyperspace lanes, which are illustrated as lines on the Galactic Map.
Movement speed is calculated by the number of Grids a hyperspace lane passes through.
Choosing to travel “off-lane” reduces your Movement Speed to 1 Grid, regardless of Hyperdrive Class. This way a fleet can move to any System located in its eight adjacent grids.
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.