FA Navy

About The Hangar

Everything you need to know about the home of the Freedom Alliance Navy

What is The Hangar?

The Hangar is the fleet registry of the Freedom Alliance Navy. It tracks every warship fielded by Alliance clans, and the Personal Ships owned by their members: their status, deployment history, and condition in real-time. As the Alliance grows, so does the fleet.

How do clans get ships?

Clans build their fleets by earning Fleet Points (FP) through active deployments. Every successful deployment earns FP for the clan pool. Spend them in the Fleet Shop to commission new ship classes and expand your roster.

Ships commissioned this way are Clan Ships: clan property, commissioned by leadership and permanently tied to the clan that built them. The ships that belong to you rather than to your clan are covered in Personal Ships.

From there, your clan works its way through multiple Clan Ship classes, from nimble Strigoi-Class Corvettes up to the mighty Jutland-Class Dreadnought. Bigger ships cost more FP to commission.

Each ship class has its own lore, role in the fleet, specifications, and customization options. Browse them all on the Ship Classes page, or visit the Fleet Shop to see what you can commission.

Personal Ships

Every player gets a free Super Destroyer, and it is the first of your Personal Ships: vessels that belong to you rather than to a clan. They follow you when you change clans, and you keep them even if you are not in a clan at all.

Each Personal Ship carries its own level, its own paint, and its own name. Levelling one does not level the others.

Unlocking more. New Personal Ship classes unlock by levelling the Personal Ships you already own. For example: reaching Level 80 on your Super Destroyer unlocks the Legion-Class. When you unlock a class, Melchior sends a message to your HD2Clans.com inbox, and the class becomes available in the Personal Ships section at the top of the Fleet Shop. Commissioning a Personal Ship is free: you will be asked to name it, and it then joins your Personal Hangar at Level 1.

Only one of your Personal Ships can be deployed at a time. To be clear, you can own every class you have unlocked, and each one keeps its level, paint and name while it sits in the hangar. The limit is on how many can be in the field at once, and that limit is one at a time. If you order a second one out, the Hangar will tell you which ship is already committed so you can recall it first.

Where to find them. Your Personal Hangar appears on your user profile page, listing every Personal Ship you own. Beside it, your Pilot Record shows your Pilot Level: the combined level of every Personal Ship in your hangar.

Note: Personal Ships do not earn FP directly. Deploying one raises your clan's Fleet Readiness instead, which is covered in Fleet Points & Fleet Readiness. Personal Ships also cannot join a Battle Group, because Battle Groups are for Clan Ships.

Deployments

Ships have a lifecycle. They deploy to planets, escort the DSS, support operations, and return to drydock for repairs. Clan leaders manage their Clan Ships from each ship's detail page, or from a Battle Group page to order several ships at once. Your Personal Ships, such as your Super Destroyer, are yours to deploy from each ship's own page, whether or not you are in a clan.

Ship States

If two or more clans have at least one ship Deployed to a given planet, all ships Deployed to that planet will have a slightly reduced risk of damage at that location.

Battle Groups

A Battle Group is a named formation of your clan's ships that you command as one. Give it a name, a tagline, some lore and its own logo, and it gets its own page in your hangar with its own roster, status and orders.

A Battle Group is a label, not a ship state. Ships put into a Battle Group keep whatever state they were already in, so a formation with three ships deployed, one in drydock and two anchored is completely normal. Putting a ship in a Battle Group never changes what that ship is doing.

Any of your Alliance or Auxiliary ships can join, and a ship belongs to at most one Battle Group at a time. Personal Ships can never join one, because Battle Groups are for Clan Ships. Your clan can hold up to 16 Battle Groups at once; disbanding one frees up both the slot and the name for a future formation.

To create one, go to your Clan Hangar, press Edit Hangar at the top right, then use the + New Battle Group button above the fleet registry. Add ships to it from the Battle Group's own page.

One order moves the whole formation

Battle Groups take the same orders you already give single ships:

Group departures use the same one-hour preparation window as single ships, so your members still get their chance to sign up as crew on every ship in the formation.

Nothing happens until you have seen what it will do

Every group order shows you a review screen first, with each ship sorted by what the order would actually do to it:

A group order is just a batch of ordinary single-ship orders, so everything else about your fleet behaves exactly as it always has. Hull wear, XP, FP, crew and operation links all work per ship, and you can still command any individual member from its own page at any time.

Who can order a Battle Group

A Captain or First Officer does not get to order the formation their ship belongs to, and that is deliberate: it would hand the officer of one destroyer command of every other ship in the group. They keep their own ship, and they deploy it from its own page as usual. See the roles section for how Commodores fit in.

Your hangar, your layout

Once you have Battle Groups, Edit Hangar gives you more control over how your Clan Fleet Registry reads:

You can also reorder your Battle Group sections with the arrow buttons, the same way you rearrange blocks on your Clan Profile page. There is a Hide Reserve Ships toggle too, for clans whose registry is mostly ships at rest. Hiding them only hides the cards: every count, status bar and summary still includes them.

Battle Groups in Discord

Melchior can deploy Battle Groups as well, through the Fleets module's /deploy command and the Fleetboard menus. It is a more limited experience than the website simply because of what Discord can reasonably show, so for the full review screen we recommend ordering your formations from their Battle Group page.

Shipmasters, Commodores, Captains & First Officers

By default, only your clan leaders can issue Deployment orders. That's fine for small clans, but if you've got a big clan, you might want to offer some more engagement for your members. There are four roles your leaders can hand out, from the widest authority down to the narrowest:

A user can only hold a Captain or First Officer slot on one ship at a time. If you want a clan member to be able to deploy more than one ship, you have two options: make them a Commodore of a Battle Group to give them a defined group of ships, or promote them to Shipmaster to give them the whole fleet.

Captain and First Officer slots can be assigned to anyone in your clan, including your existing clan leaders. Leaders can already deploy any ship, but you might want to give a specific person a per-ship title to recognize who actually flies it. Shipmaster is still reserved for non-leaders, since clan leaders already have clan-wide deploy authority.

Shipmaster, Captain and First Officer assignments can each optionally include Paint Shop access, so you can choose whether to also let a Shipmaster customize all your ships, or whether you want your Captains and First Officers to be able to customize the ships assigned to them. Commodore is a command role only and carries no Paint Shop access, so if you want a Commodore to be able to paint as well, give them a Captain slot on the ship you want them customizing.

How to manage these roles

Clan leaders have two paths to the role manager:

On that page you can search clan members, promote or demote Shipmasters, appoint or remove Commodores on each Battle Group, assign or replace Captains and First Officers on a per-ship basis, and toggle Paint Shop access on any assignment that supports it. Changes save instantly and show up on the Clan Hangar.

Battle Groups themselves are created on your Clan Hangar rather than here: this tab decides who commands them, and the hangar decides which ships are in them.

Shipmasters, Captains, and First Officers all get displayed on your Clan Hangar page, and each Battle Group lists its Commodores on its own page.

Hull Integrity

Every ship has hull integrity that degrades during deployment and recovers during drydock. Hull wear is unpredictable, so you'll need to check on your ships regularly to decide when to dock them for repairs.

As hull integrity drops, the risk of a hull breach increases. A breach forces the ship into emergency drydock: the ship is locked from use, and any XP and FP earned during that deployment is forfeited. Emergency drydock only lasts 24 hours and quickly gets your ship into a somewhat-repaired state, so after the 24 hour period expires, it's your choice if you want to send it back on a Deployment and take the risk, or send it into another Drydock to continue with a more extensive repair.

Hull status is displayed as a 5-segment bar. You'll see labels like Combat Ready, Operational, Battle Worn, Compromised, and Critical.

Ship XP & Customization

Ships earn experience through successful deployments. XP is awarded when a deployment ends cleanly, whether the full duration completes or you recall the ship early. A forced drydock due to hull damage forfeits the run entirely, and takes 24 hours to get your ship into a somewhat-repaired state, after which time you can choose whether to Deploy again, or send the ship to Drydock again for a more complete repair.

As a ship levels up, it unlocks customization elements in the Paint Shop: hull accents, engine glows, weapon bay colors, and more. The Paint Shop lets you colorize each unlocked element individually with full RGB control, intensity sliders, and blend mode options. Every ship can look unique.

Fleet Points & Fleet Readiness

Alliance ships earn Fleet Points (FP) for your clan when they complete deployments successfully. FP is the currency used in the Fleet Shop to commission new ships, so every successful deployment grows the fleet. All Alliance classes earn FP at the same base rate, and DSS escort earns at a reduced rate compared to full deployment. Coordinating with allied clans on the same planet reduces everyone's damage risk there, so popular planets are a good place to deploy alongside the rest of the Alliance. A hull breach forfeits all FP and XP from that run.

Your clan's FP balance has a cap; to purchase bigger ships, you'll need to Deposit FP toward the ship several times on the journey to being able to afford it. Be sure to spend your FP regularly toward new ship commissions, as your clan completes Deployments. As soon as you've Deposited enough FP to afford a ship, you'll be able to purchase it. If you have enough FP to purchase a ship without making a Deposit, you can also simply purchase it outright.

Personal Ships (like the Super Destroyer) don't earn FP directly. Instead, deploying a Personal Ship raises your clan's Fleet Readiness, a multiplier on all FP earned by your Alliance ships. As long as your members' Personal Ships are in the field, they're boosting your Readiness tier. What matters is the raw count of members with a ship out, not the fraction of your fleet: a clan with three deployed earns the same Readiness bonus as a clan ten times its size with three deployed. Note: each member can have one Personal Ship deployed at a time, so Readiness grows as more of your clan deploys, not as one player deploys more.

Auxiliary Ships

Alongside the official Alliance fleet, every clan can commission its own Auxiliary Ships: custom vessels with your own art, class name, lore, crew size, and commissioned date. They live on your clan's hangar page as part of your fleet's identity, perfect for a flagship, a commemorative ship, or a lore vessel from your clan's history.

Auxiliary ships are fully deployable. They run the same Deploy, DSS Escort, and Drydock lifecycle as Alliance ships, take the same hull damage, and your clan members can sign up to crew them. They can also gain XP and level up, too.

Because you can add or remove your Auxiliary ships at any time, Auxiliary ships are isolated from the official fleet economy: they don't earn FP, don't appear on the Galactic Map, don't unlock Paint Shop elements, and don't contribute to the Co-Deployment damage-reduction bonus. They're deployable purely for the feel of having your own ship out in the field.

Every clan starts with 3 Auxiliary slots. Need more room? Additional slots can be purchased in the Fleet Shop using Fleet Points, with prices starting at 1,000 for your 4th slot and subsequent slots available for a little more each time. Like Alliance ship commissions, you can deposit FP toward your next slot over time. Clan leaders commission a new one from the Create Auxiliary Ship button on the clan's hangar page (visible while the page is in Edit Mode).

To remove an Auxiliary, clan leaders or Shipmasters open the ship's detail page, enter Edit Mode, and use the Danger Zone at the bottom. Removal is permanent: any earned XP and the ship's level are forfeited, but the slot frees up so you can add a different Auxiliary in its place.

How to Add an Auxiliary Ship

  1. Go to your Clan Hangar page.
  2. Click Edit Hangar.
  3. Tap the gold Create Auxiliary Ship button (next to Manage Roles, near the top of the page).
  4. Fill in the ship class, name, image, crew size, and optional lore, then accept both confirmations and submit.

Crew

Each ship class has a crew capacity. During the one-hour preparation window before any departure, any member of your clan can sign up for that voyage: first come, first served, up to the ship's limit.

Personal Ships take crew the same way, from the members of the owner's clan. Note: a Personal Ship belonging to a player who is not in a clan has no crew pool to draw from, so it deploys alone.

Crew assignments are deployment-specific. When a ship returns from deployment or DSS escort, the roster clears entirely. The next departure will be open for new sign-ups.

If you're crew when a mission ends, that deployment is permanently recorded on your profile under Fleet Service: a running service record of the ships you've served on. Leaving crew mid-deployment is allowed, but that deployment won't appear in your record. Your history only reflects missions you finished.

Activity Log

Every change to your clan's fleet is recorded in your clan's Activity Log, the full audit trail of clan actions your leaders can review at any time. The log is visible only to clan leadership, and it covers the entire history of your clan's management actions, not just fleet activity.

What's tracked under Fleets

The same log also tracks clan profile edits, blacklist activity, division changes, award administration, admin role grants, and content moderation. Visit Manage Clan → Activity Log to view the full history and filter by category.

Leading more than one clan?

Some leaders hold authority across more than one clan: a partner clan, a secondary clan, or anything in between. In the Hangar, you operate as the clan you're affiliated with: the one your Discord profile is currently registered to. Your Fleet Shop, your Fleet Points balance, and your fleet view all reflect that one clan.

The other clans you lead aren't locked out. You keep full leadership over each clan's profile, divisions, awards, and admin tools. The Hangar just won't try to merge multiple clans into a single fleet view; one player flies under one flag at a time.

If you need to act on a different clan's hangar, switch your clan affiliation first. Your Personal Ships follow you regardless.

API Data

If you want to query the endpoint with hangar data, read here.

Get Melchior

Install the bot to your clan's Discord server to start participating in Alliance events.

Browse the Fleet

See all ships currently in service across the Alliance.

Need help? Support Server | Business: [email protected]

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Full clan index: all clans A-Z

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