Chapter 2: Starship Combat / Armada Combat / Running Armada Combat
Source Starship Operations Manual pg. 62
When a fleet attacks another fleet, that action is resolved with a gunnery check during the gunnery phase. You make a fleet attack using the following procedure.
1. Range: Determine the range between the two fleets (counted in hexes). Attacks made against a target within a fleet’s short range take no penalty, whereas attacks beyond short range but within long range take a –2 penalty, and attacks beyond long range but shorter than extreme range take a –4 penalty. A starship can’t attack targets beyond its extreme range.
2. Gunnery Check: The fleet rolls a gunnery check and compares the result to the target’s AC. If the result equals or exceeds the target’s AC, the fleet hits and deals its listed damage. Otherwise, the attack misses or deals negligible damage.
Gunnery Check = 1d20 + fleet’s check modifier + officer bonus + range penalty
AC = 10 + fleet’s check modifier + officer bonus + shield bonus (front quadrant only)
3. Deal Damage: Apply damage from an attack to a fleet’s SP first, and any remaining damage to its HP. A fleet takes more or less damage from enemy fleets against which it’s weak or strong, respectively (page 58). If a fleet is reduced to 0 or fewer HP, it is disabled and floats in the direction it’s facing at half speed until repaired (after combat) or destroyed. If a fleet’s total HP damage exceeds twice its HP, it is destroyed.