Garrisons hold reserve squads which can be deployed defensively.
Garrison capabilities:
Ships docked within the garrison can be added to the garrison reserve by the owner or commander , or a character with "Assign" privileges in the faction which owns the garrison base. The character must be owner, commander or pilot of the ship being added. The character must be present in the garrison command room or cockpit to add ships to the garrison reserve.
Ships can be removed from the garrison by the owner, commander of the garrison base or with the "Modify Garrison" privilege.
Each garrison type has a maximum size for the garrison reserve. This size is counted as:
When a ship is first added to the garrison reserve, the restock timer is applied to this ship. This prevents it from being launched immediately.
A garrison squad can be launched from ships within the garrison reserve. Squads formed have a maximum slot size of 12 (like regular ship squadrons). Garrison squads are controlled by the character that launched them.
Garrison squads have the following capabilities:
Notably, garrison squads cannot:
A character may launch a squad from a garrison if they are owner or commander of the garrison, or they have the faction privilege Launch Garrison Squad.
A character does not need to be present at the garrison to launch a squad.
Characters can:
There are some situations where launching is prohibited. These situations will need to be resolved before new squads can be launched:
Each garrison squad has a maximum loiter time, this is the amount of time the squad can remain controllable after being launched. When this time expires, the squad is automatically sent back to base. The squad will travel to base, dock, and re-add themselves to the garrison reserve.
While returning to base, the controller cannot issue orders to the squad. Squad scanners are visible while returning to base.
When the squad returns to base, a restock timer is applied. During this time ships from the squad cannot be relaunched. If the squad returns to base within 20 mins of initial launch, then the restock timer is not applied.
Additionally, any character with launch permissions can order any launched squad to return to base.
The following skills are used for calculations involving garrison squads, based on the squad controllers skill levels:
Skill calculations for station based garrisons:
|
Pilot/Combat Skill |
Space Command | |||||
|---|---|---|---|---|---|---|
| 0 | 1 | 2 | 3 | 4 | 5 | |
| 0 | 0 | 0.6 | 1.2 | 1.8 | 2.4 | 3 |
| 1 | 0.3 | 0.9 | 1.5 | 2.1 | 2.7 | 3.3 |
| 2 | 0.6 | 1.2 | 1.8 | 2.4 | 3 | 3.6 |
| 3 | 0.9 | 1.5 | 2.1 | 2.7 | 3.3 | 3.9 |
| 4 | 1.2 | 1.8 | 2.4 | 3 | 3.6 | 4 |
| 5 | 1.5 | 2.1 | 2.7 | 3.3 | 3.9 | 4 |
Skill calculations for ship based mobile garrisons:
|
Pilot/Combat Skill |
Space Command | |||||
|---|---|---|---|---|---|---|
| 0 | 1 | 2 | 3 | 4 | 5 | |
| 0 | 0 | 0.3 | 0.6 | 0.9 | 1.2 | 1.5 |
| 1 | 0.6 | 0.9 | 1.2 | 1.5 | 1.8 | 2.1 |
| 2 | 1.2 | 1.5 | 1.8 | 2.1 | 2.4 | 2.7 |
| 3 | 1.8 | 2.1 | 2.4 | 2.7 | 3 | 3.3 |
| 4 | 2.4 | 2.7 | 3 | 3.3 | 3.6 | 3.9 |
| 5 | 3 | 3.3 | 3.6 | 3.9 | 4 | 4 |
Additionally, each point in space command increases the loiter time by 5%, and decreases the rearm time by 5%.
When a ship garrison is launched from a mobile platform such as a ship then there are extra restrictions.
If at any time while the garrison squad is deployed, these requirements are not met, then the garrison squad will issue a return to base order after 30 minutes. If the garrison squad attempts to return to base, and the base is destroyed, or unreachable, then the squad will immediately disband in place.