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Military Fleets

Military fleets are composed of a multitude of vessels ranging from fighters to capital ships.

To be operative, each military fleet must have: a home port in the form of a Fleet Zone and optionally a supply fleet (this is an trade fleet).

Levels of activity

A military fleet has three levels of activity, also known as its readiness. A fleet changes its level of activity with the Change Readiness action.

Combat-Ready

A combat ready fleet is prepared for any type of operation. Combat-Ready fleets have the largest set of options available to them, but have the highest upkeep.

Defensive

A standby fleet can only take defensive actions. Defensive fleets are capable of defending themselves and the assets of their faction, and have a lower upkeep than Combat-Ready fleets.

Inactive

An inactive fleet is operating below skeleton-crew level. In fleet battles Inactive fleets are not allowed to attack, and can only use the Standard Formation.

Home Port

A fleet's Home Port is its supporting Fleet Zone. A fleet must have a home port to be able to Change Readiness.

If a fleet's home port is destroyed, or if it loses its home port in any other way, the fleet immediately becomes Inactive.

Ratings

Each world has three offensive ( / / ), and three defensive ratings ( / / ) corresponding to the rings of defence.

Each fleet has an effectiveness track with the following distribution: -0: ☐, -1: ☐☐, Incap.: ☐☐☐.

A new fleet has attack // and defence //.

A fleet's ratings are influenced by:

The bonus granted by a Jedi depends on their training: Having a Force Level 7+ Jedi attached to your fleet offers a +1 bonus to all six rings, and a Force Level 10+ Jedi offers a +2 bonus to all rings. The Battle Meditation force power can give further bonuses.

However, each faction can only have one jedi be effective in any given combat! So having two jedi will only give bonus on the fleet that the most effective jedi is attached to – but you do have a backup in case the first jedi falls in combat.

Construction

Constructing a military fleet entails setting up both the fleet, and its associated infrastructure.

The construction of a military fleet takes 5 and costs 1000 and 600; construction requires a free Fleet Zone, and all must be transported to the system of the zone, as the fleet is assembled there. Once construction is finished, the fleet is inactive, its home port is the fleet zone where it was assembled, and it is positioned in the sector it was created in.

A new fleet has attack // and defence //.

Finishing construction counts as a completion on the home port.

Upgrades

Upgrading a military fleet takes 5 and costs 500 and 200 + (50 × current number of upgrades).

A military fleet can only be upgraded while it is inactive and in the same sector as its home port. It must remain inactive and in the same sector for the duration of the upgrade. If the fleet changes readiness, leaves the sector for any reason or undertakes Strategic Fleet Operations, the resources spent on the upgrade are lost.

An upgraded military fleets gains + on an attack ring of your choice, and + on a defence ring of your choice.

The maximum number of upgrades on any single ring is 3 for a total score of ●●●●. (So, any fleet can have at most 9 upgrades)

Finishing an upgrade counts as a completion on the home port.

Upkeep

Military fleets require a significant amount of resources to stay operative.

A fleet has upkeep based on the amount of upgrades it has, its current distance from its home port and its combat readiness.

The base upkeep of a fleet is calculated by the amount of upgrades it has.

  • Base upkeep is 75 per
  • Upgrades 1,2,3 cost +25 per
  • Upgrades 4,5,6 cost +50 per
  • Upgrades 7,8,9 cost +100 per

This leads to the following upkeep table:

  • 0 upgrades: 75 per
  • 1 upgrades: 100 per
  • 2 upgrades: 125 per
  • 3 upgrades: 150 per
  • 4 upgrades: 200 per
  • 5 upgrades: 250 per
  • 6 upgrades: 300 per
  • 7 upgrades: 400 per
  • 8 upgrades: 500 per
  • 9 upgrades: 600 per

Then we add this to the upkeep for the readiness of the fleet

  • Inactive fleets cost base upkeep regardless of where they are
  • Defensive fleets cost ( base upkeep + 100 × (distance in trade factor) ) per
  • Combat-Ready fleets ( base upkeep + 200 × (distance in trade factor) ) per

The distance in trade factor is the costs of transporting a single good through the sector; usually 1.0, 0.1 on the bozzy spine, 0.5 with a quality 2 hyperspace lane, etc.

Home: If the fleet is operating in the same sector as its home port, no further upkeep is required.

Away: If the fleet is operating away from its home port (i.e. not in the sector with its home port), one of your trade fleet needs to be assigned as supply fleet. The supply fleet must be capable of transporting 100 of goods to the military fleet, and is not available to operate trades during this time. If, for any reason the supply line can not reach the military fleet, the fleet becomes inactive.

For example, a defensive 0 upgrades fleet away from its home port (with a distance of 2.5: 3 sectors, 1 of which has an accesible q2 hyperspace lane) will cost 325 per , and will require a supply fleet with a capacity of at least 250.

Strategic Fleet Operations

If the fleet is not engaged in battle, it can take one strategic fleet operation per . A strategic fleet operation usually takes up the whole (with the exception of some longer operations). Strategic Fleet Operations can not be combined with upgrading the fleet.

Every strategic fleet operation is associated with one or more levels of activity, and can have different effects depending on the fleet current readiness.

Declare Home Port

Only while Inactive

This action declares a new home port for the fleet.

  • The home port must be a Fleet Zone controlled by your faction,
  • The new home port must not support another fleet,
  • the fleet that is declaring must be in the same sector as the fleet zone.

Change Readiness

Only while Inactive, Defensive or Combat-Ready

Switching from one level of activity to an adjacent level.

  • Changing readiness from Inactive to Defensive costs 2 ,
  • Changing readiness from Defensive to Combat-Ready costs the normal 1 ,
  • Changing readiness from a higher to a lower level takes the normal 1 (even when going from Defensive to Inactive)

Move

Only while Inactive, Defensive or Combat-Ready

Moves the fleet to another sector.

  • A military fleet can move 2.0 per ,
  • This amount is affected by hyperspace lanes in the same way a trade fleet is affected (rounded down),
  • A Move operation trumps actions that influence you (such as the Engage action).

For example: if you have a military fleet on the bozzy spine, it could move up to 19 (not counting its starting sector) sectors in a single turn, as the bozzy spine has a trade factor of 0.1 (make sure that you have the permission of a faction to use their private hyperspace lane!)

Attach/Detach Army

Only while Inactive

Attaches an army to the fleet.

  • The fleet must be in the same sector as its home port,
  • The army must be from the same system as the home port
  • Only one army can be attached to a fleet at a time

See deployment for the benefits of attaching an army.

Engage

Only while Combat-Ready

Enters into Fleet Battle as the attacker.

  • You can only engage military fleets, survey fleets or worlds,
  • Once engaged in combat, the fleet can no longer take normal fleet actions.

Join Battle

Only while Combat-Ready

You can join an ongoing battle.

  • Joining a battle will have the fleet join the battle in the next round.

Patrol

Only while Defensive or Combat-Ready

Patrols the sector to prevent attacks, blockades or other aggresive actions. Depending on the level of activity, patrolling can be used to defend your own assets, or any assets.

While Defensive:

  • Whenever someone in the sector Engages or Blockades something of your own faction you can intervene
  • If you intervene on a blockade, this starts a battle before the blockade is in effect
  • If you intervene on an engage, you join the battle with all other parties involved
  • It is not mandatory to intervene, but if you choose not to do so you must use Join Battle or Engage if you change your mind

While Combat-Ready:

  • As with defensiven, but allows you to intervene regardless of the allegiance of the attacker or defender

Blockade

Only when Combat-Ready

A military fleet can blockade a system or hyperspace lane; making it inaccesible for trade fleets.

  • You need an 'anchor' to blockade (such as a System, Outpost, Space Habitat or a Hyperspace Lane),
  • You can opt to allow some trade fleets to pass, based on observable qualities (such as faction or transported goods),
  • Which trade fleets are allowed to pass must be declared when the blockade action is taken,
  • Like all things, a blockade comes into effect the after it is declared

Piracy Patrol

Available in all levels of activity

Piracy patrol keeps the pirates at bay by flexing your military muscle.

  • Reduces Piracy in the sector that the fleet is in and any or all sectors next to it (the selection of neighbouring zones must be declared in the turn report)
  • Keeps the patrolled sectors free of Piracy for the next turn
  • The upkeep of the fleet is increased by +150 per while executing the operation

Repair

Only when Inactive

Damaged fleets require downtime to be repaired.

  • Fleets can only be repaired when they are in their home port sector,
  • A fleet can be repaired with a speed of 1 effectiveness level per ,
  • Repairs are always done on the heaviest levels first (i.e. first incapacitated, then -1, followed by -0),
  • Repair does not have to be done in a single consecutive streak, but can be done level by level.
  • -0 levels are repaired without cost,
  • -1 levels require 250,
  • incapacitated levels require 250 and 100

For example, repairing a fleet that lost all it's -0 and -1 levels, and an incapacitated level will take a total of 4 , 750 and 100 .

 
rules/military_fleets.txt · Last modified: 2017/03/16 18:03 by Brend
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