Leadership (LD)
Under Core Statistics · Section 19 of 608
Part II — Fabled Star Core Rules System · Core Statistics
Leadership (LD) measures a ship's command discipline: how reliably it can issue Orders, seize Initiative, interact with objectives, and recover from disruption.
Format: Target Number / Dice — written as LD 5/4.
▪Target Number: the result each die must equal or exceed to score a success.
▪Dice: the number of dice rolled when the unit makes a Leadership test.
Making a Leadership Test
1. Roll the unit's LD dice pool.
2. Each die equal to or greater than the Target Number is a success.
3. Natural rolls of 1 and 2 always fail, regardless of modifiers.
4. Compare total successes against the required Difficulty. Meeting or exceeding it passes the test.
Leadership is used for:
▪Initiative — both players roll their selected unit's LD; the higher number of successes takes Initiative.
▪Orders — each Order has a Difficulty; the issuing ship must pass a Leadership test to resolve it. Orders are issued during the unit's activation, cost no AP, and do not use Command Bursts.
▪Objective interactions and scenario actions.
▪Recovery and special abilities that call for a Leadership test.
Ranges
▪Best: 3/8
▪Worst: 10/2
▪A characteristic shown as — indicates the unit has no Leadership and may never issue Orders, contribute Tonnage to objectives, or make Leadership tests.
Command Scale
▪Destroyers provide limited tactical command.
▪Cruisers and Battleships coordinate battle groups.
▪Capital Ships and Carriers direct multiple elements simultaneously.
▪Dreadnoughts act as fleet command vessels, issuing multiple high-Difficulty Orders each activation.
A destroyed unit immediately loses the ability to issue Orders; Orders already resolved remain in effect.
Source: Fabled Star manuscript, 30 July