FleetOps

How to play · Guide 03

Fleets and
modules

Assemble the fleet in the hangar, fit the loadout into L1/L2/L3 slots, and respect fleet cost and grid — then launch the mission.

Concept

A fleet is more than ships

Each fleet has a berth at the station, a purpose (mining, transport, escort, or attack), hulls in the hangar, and a loadout — the module doctrine applied to each ship type.

Mosquito
Mosquito · Fighter
Pike
Pike · Corvette
Sentry
Sentry · Frigate
Havoc
Havoc · Destroyer

Step by step

From hangar to space

  1. 1

    Create fleet

    Name, purpose, and a station with a free berth. Starts docked.

  2. 2

    Compose

    Pull ships from the anchor hangar. Only works while docked.

  3. 3

    Loadout

    Set doctrine per ship type. Modules come from the hangar.

  4. 4

    Validate

    Fleet cost, hull skills, slots, and grid must all check out.

  5. 5

    Mission

    Launch the plan or undock. Empty fleet or invalid fit blocks you.

Capacity

Three different limits

Do not confuse berth (where the fleet docks), active missions, and the “weight” of hulls in the fleet.

Berths

How many fleets can exist/dock at the station. Starts with 2 free at home; extras are bought with credits (progressive price).

Active fleets

Missions running at the same time. Skill Fleets: 1 + level (max 6 at L5).

Fleet cost

Sum of each hull's cost × quantity. Skill Fleet size: 100 + 30 × level (100 → 250).

Example cost per hull: fighter ~10 · light miner / mule ~15 · corvette ~20 · frigate ~40 · destroyer ~60 · cruiser ~90 · battlecruiser ~150.

Loadout

L1, L2, L3 slots and Grid

There are no separate high/mid/low or CPU. The hard limit is the hull's grid (plus module bonuses). Module size (P / M / G) must match the hull (light / medium / heavy).

L1 · Weapons

Kinetic, energy, or explosive cannons. On miners: only mining crystals.

Kinetic cannon Energy cannon Explosive cannon Basaltine crystal

L2 · Defense

Plates, shield/armor extenders, resistance amplifiers.

Armor plate Shield extender Omni resistance

L3 · Utility

Afterburner, cargo expander, grid, target computer, warp stab/destab, scanners.

Afterburner Cargo expander Grid Target computer Warp stabilizer

Doctrine

All ships of the same type in the fleet use the same fit. Hangar module quantity must cover qty per ship × number of ships.

Grid

Sum of module grid ≤ hull base grid + bonuses (plates, grid capacitors, etc.). Over = invalid loadout.

Mining

Ore crystals

Each crystal is tied to an ore (Basaltine, Pyroxite, Ombric…). Fitted in a miner's L1, it gives +5% yield for that ore (stacks by fitted quantity). Requires the ore skill at least I.

  • → Only fit on Mining-family ships
  • → Size P / M / G follows the hull
  • → Craft + market — starter includes Basaltine P
Basaltine
Basaltine
Pyroxite
Pyroxite
Ombric
Ombric

Transit

Travel between systems

Time ≈ jumps × 60 s × slowest ship multiplier × Navigation skill (−5% per level). Afterburners speed travel; cargo expanders can increase time. “Warp” in combat is a different mechanic — not the mission plan hop.

Plans

Free vs pass

Premium / Founder does not increase berths or fleet cost. What changes for operations: up to 9 mission steps (free cap 6), +15% mining, more craft/lab slots, and agent contracts with no daily ceiling.

Continue

Fit and launch

With the fleet ready, return to missions or craft the next module.