Table of Contents

New Member's Guide to Fleet Ops

This guide is intended to teach and refresh Bad Bunny operators on the basics of fleet operations:

Abbreviations

Command

FC: Fleet Commander
WC: Wing Commander
SC: Squad Commander

Movement

HOC: Hold On Contact
JJJ: Jump Jump Jump
JOC: Jump On Contact
A: Align to
WWW: Warp Yourself To
MBS: Make Best Speed To

Identifiers

POS: Player Owned Structure
WT: War Targets
DD: Damage Dealer
EW: Electronic Warfare
T: Tackler
LOGI: Logistics

Mechanics

PVP: Player vs Player
PVE: Player vs Environment
AB: Afterburner
MWD: MicroWarpdrive
MJD: Micro Jump Drive

Pre-Fleet Checklists

Players who are very new to the game can and should do the following UI preparations before a fleet forms:

  1. Check overview setup. If you are new to the game, see the Overview Guide.
  2. Disable Auto Lock. If you are very new to the game, this setting must be tweaked. Press the Escape key to go into the game's configuration panel. Select General Settings tab > Inflight section > auto target back: select 0 target.
  3. Fix Auto-reject Invitations. If you are auto-rejecting “chat” invitations, you cannot be invited to a fleet. Press Escape, click on the chat tab, and be sure the CHAT Auto Reject Invitations is not selected. It is also a good idea to turn on auto-reject for Dueling, so that you are not interrupted during combat or fleets with a chat box asking for a duel.

Anyone should carry out the following preparations before and during form-up:

  1. Prepare for potential pod loss. If you have implants, either make sure you can afford to lose them or get into a clean jump clone. Some players like to keep combat jump clones with no implants at all If you have access to a player-owned Upwell structure, you can switch between jump clones in the same structure regardless of cooldown, so it is possible to jump into a clean clone for combat, then return and switch back after the fleet operation is over. You may be able to rejoin some fleets after being podded. Make sure you know how to try to save your pod after a ship loss.
  2. Decide which role(s) you can fill. The four primary roles in a typical fleet are Damage Dealer (DD), Tackle/Scout, Logistics and EWAR. The exact fleet makeup depends on its doctrine, so check the fleet announcement to see what doctrine the FC expects to fly. (See https://seat.badbunnys.space/fitting/doctrine for the corp doctrine listings.) In a typical fleet, there are roles suitable for very new players; if you're not sure what you're doing, let people know in fleet chat and they will try to help. The FC might need to decide roles before you commit to flying a particular ship. If you're starting out, the Bad Bunnys 90day starter is a great starting point for getting yourself ready to fly basic combat ships. You can simulate a fit in-game or in PYFA to see whether or not you can fly it.
  3. Secure a role. The FC will typically call on Discord for “x-ups” for different roles in turn, usually beginning with those roles most crucial to the fleet (e.g. scouts, logi). When the FC calls for x-ups for a role you would like to fly, type an “x” into fleet chat. Some FCs like to have the ship type you expect to fly listed too: “x Inquisitor”. Once you know what ship you'll be flying, get into the ship.
  4. Check your fit. Link the guns, load scripts and ammo, check that you have drones if you have a dronebay. Load nanite paste into any ancillary armour repairers, and cap booster charges into any ancillary shield boosters. Check for the presence of any combat drugs if relevant to your fit. If the fit worked in simulation but is over on powergrid or CPU in practice, check whether the rigs are mounted. If they are not mounted, they will be in the cargo hold; put them on. If you have used this particular hull before, check that it is repaired and that you still have enough ammo.
  5. Insure your ship. Tech 1 hulls have good insurance payouts which cushion you from serious loss. Tech 2 ships often don't yield much in insurance, but it is at least some repayment for the loss.
  6. Rename your ship. The default ship name are “<Player's Name> <Ship Name>”. This makes it much easier for enemies to identify and locate you when scanning, so you should rename it to something that will not be able to associate the ship to your name.
  7. Final pre-undock checks. Your FC might well remember to run through these, but whether or not they do, think “RRAPPIDD”: Rigs, Repairs, Ammo, Paste, Pod (clean clone), Insurance, Drones, Drugs.

Discord

You must be on discord for fleet operations. If you're not on discord, you cannot join or follow the fleet. The FC does not have time to type everything out or issue broadcasts. You do not need to have a microphone for some fleet roles, but you must be able to listen.

If you have a mic, make sure your push-to-talk button is set up, and is not any button you would use for anything else.

Once you are in a fleet, move yourself to the appropriate channel in order to hear communications with your fleet. Identify the comms context of your fleet:

Joining a Fleet

Operational security

Bad Bunnys is a fairly open and low-stakes entity compared to a SOV alliance, but our policy is that members should:

Forming up

Forming a fleet can take a while, usually around 15 to 30 minutes depending on how well organized the command is. The FC needs to figure out how to set up their wings and squads, ensure everyone is in an appropriate ship, and potentially send out scouts and analyze reports. Be patient, listen carefully, and ask questions textually in fleet chat while forming up: the process can be educational itself.

For small and medium sized fleets, and some strategic operations:

For very large or complex fleets we may use a fleet-external x-up system. If this happens, it will work as follows:

Fleet Interface

Fleet hierarchy view

The fleet roster should be changed to“ hierarchy view”. This can be done by opening the Fleet section in the NeoCom. Click the arrow at the top left of the window, and select “view as hierarchy”. If there is only the “view as flat list” option available, the roster is already displayed as a hierarchy.

The squad number displayed in the fleet window title bar is sometimes wrong, due to a persistent bug. Make sure that you always check the fleet hierarchy to make sure you know which squad you are in.

Keep this window open on the History tab. There may be broadcasts that appear here that you will need to follow.

Watchlist

The watchlist is often vitally useful in a fleet. Your fleet or squad commander will let you know if they want you to put anyone specific in the watchlist. Typically, fleet members might be asked to add the FC, second-in-command pilots, and scouts. You will then be able to warp to these people from the watchlist by right-clicking on their names, provided you are in the same system.

Add people to the watchlist by right-clicking their names in the fleet overview window, and then selecting “Add to Watchlist”.

During Fleet

Maneuvers and Commands

While in fleet, pay close attention to and follow the fleet commander's (FC) commands.

Warp Yourself To The FC will tell the fleet to click the “Warp To Zero” button themselves (or sometimes say “Warp to your optimals” meaning right-click on the destination and select “Warp to → Within x KM where “x” is the optimum distance for your role) instead of aligning and being warped by a Commander. This is usually used from the POS or warping to an engaged fleet member.

Align The FC will tell the fleet to align to celestials (e.g. stargates or stations) or other fleet members, and once everyone is aligned, will warp the whole fleet. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two.

Jump Jump Jump Jump into next system via stargate.

Jump On Contact or Gate Is Green This means when you drop out of warp on the stargate, immediately jump into the next system.

Hold On Contact or Gate Is Red This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts. If you do accidentally jump, hold cloak and inform your squad commander of your lemming.

Make Best Speed or Freeburn This order means the fleet is no longer trying to move as a coordinated fleet through each system. When chasing WTs, the FC could give tacklers the order to make best speed for a destination to catch them, before the slower ships can catch up. The Make Best Speed order can also be given when the op is finished, and destination is set for home.

Scatter or Starburst This is for when things go wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out. This order can also come in the form of “get out”, or “warp out”, etc. The FC should normally repeat the order and clarify if it applies to the whole fleet to avoid confusion.

There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up. If you're not sure about this, check in fleet chat before you find yourself in a fight.

Hold Cloak When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else. In most fleets, most of the time, the default order if nothing is said after jumping through a gate is to hold cloak.

Rolling Safe This order is given to make it harder to probe down fleet and attack it. A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is 150 km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp (150 km) is reached.

EWAR Only Aggress the target called, but only with tackle and EWAR modules, not with any damage-dealing modules or drones. Gangs and fleets normally do this if the combat situation is stable and they want to make sure that less combat-focused ships, such as logi, are able to get onto the killmail.

“Fleet, warp to ALD.” “Fleet, warp to ALD and hold.” Select the stargate with a name beginning “ALD” on your overview and click the “Warp to” icon on the overview. Your ship will warp to the stargate. At any time in mid-warp, press CTRL + Space a few times to register a stop command, to stop your ship at the end of its warp, at the stargate: this cancels a jump if you accidentally clicked on the “Jump through” button instead, preventing your ship from accidentally jumping into the next system, and scaring off the target. By default, warp to the exit gate and hold.

“Fleet, jump jump jump ALD and hold cloak.” Select the stargate in your overview and click the “Jump” icon at the top. Your ship will jump into the next system and your ship will be automatically cloaked for 1 minute. Do nothing at this point and stay cloaked, following the FC orders. If another ship or object is within 2000m of your ship, your cloak expires and your ship becomes visible. If you are accidentally or purposefully uncloaked, execute an emergency warp to any celestial on your pod saver-click open the Warpout tab and warp to anything on that list as fast as you can. Note your ship's alignment time (2sec, 3sec, 7sec) and be ready for emergencies.

“Fleet, jump ALD and warp to scout at 10.” Select the stargate in your overview and click the “Jump” icon at the top. Once inside the system, select your scout pilot name on your watch list, or fleet list, then right-click “Warp to member | at 10 km”. Your ship will align to and warp to your scout at his/her position in space at the moment you clicked “Warp to” and your ship will land within 10 km of your scout's last position in space. If your scout is at a site or inside a site, due to dead space mechanics, all ships warping to your scout will land at the acceleration gate outside the site. Warping to your scout at 10 km in this situation results in a safe distance from the acceleration gate. If your ship warped to your scout at 0km, there is a chance your ship could land inside the acceleration gate, get stuck, and cannot activate the gate, or escape, if bad guys are also at the acceleration gate.

“Sliding” That person's ship landed at the site acceleration gate, is within 2500m of the acceleration gate, activated the accleration gate, and is warping to the site's beacon at 0km inside the site. Fleet members outside the site will warp to the acceleration gate outside the site only due to dead space game mechanics. See the “warp to scout at 10.” command.

“Fleet, slide the gate, slide the gate on contact.” When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click “Activate Gate” icon at the top. Your ship will align and jump into the site for combat.

“Lock the Merlin, EWAR only guys.” Lock on and target the flashy merlin in your overview, then click your ewar module(s) only (warp/guidance/tracking disruptors, warp scrambler, webifier, target painter-modules that hinder the target but do not cause damage to the target). The reason for “ewar only” is to buy time for the rest of the fleet to appear on grid with the target, allows all fleet members to lock and apply their ewar modules to the target, to become registered in the target's killmail after the target is destroyed.

“Deaggress, deaggress” Turn off all of your ship's offensive modules and recall your drones. Deaggressing allows your ship's 1-minute 'aggression timer' to decrease. Being deaggressed for a full minute allows a pilot to dock, jump through stargates, and escape while their attackers must wait a full minute before chasing. Every hit on a target resets your ship's aggression timer back to 1:00 minute. Aggression includes drones, tackle, and EWAR.

“Burn back to gate / Crash gate” When your ship enters a new system via a stargate, “Burn back to the gate” means select the stargate your ship just entered system from, then click the “Align” icon, activate any propulsion module (afterburner, microwarp drive), and reapproach the gate you just came through. This action is used to bring the fleet back to the safety 2500m jump distance of the stargate for escape from attacking ships.

Rookie Tackling

EWAR

Target painters

Weapon disruptors

Sensor dampening

ECM

Fleet Conclusion

If you picked up loot or salvage, it is your responsibility to put it in the correct place:

Often, the FC will debrief on Discord after a fleet, reviewing what went well and what didn't. If things happened during the fleet which you didn't understand, feel welcome to ask for more details. If the fleet went well, you can discuss what worked. If the fleet went badly, resist the temptation to distribute blame, and restrain yourself from saying anything harsh if you feel yourself getting heated. In such situations it is sometimes best to take a break from comms and return to pick over what went wrong dispassionately later.

The FC will sometimes write a report in the #aar-reports discord channel. Such reports can offer a lot of useful perspective on what was happening, especially if the fleet was too busy or too high-stakes for the FC to make it clear what was going on during combat.

Two administrative things to do:

If the FC asked you to change autopilot settings to “shorter” or “prefer less secure”, make sure you change it back to your preferred setting. If you have returned to high security space from lowsec, nullsec, or wormhole space, you might have a training clone which you want to hop back into after combat.