fleet-ops

Installation
SKILL.md

Fleet Ops

Landing discipline for parallel work. Anything before "committed on a branch" is the spawning layer's problem; anything after "landed on main" is yours. Fleet-ops owns the middle: branches land sequentially, through a test gate, after a pre-land scrub, with auto-rebase of the lanes still in flight and a one-shot revert if a landing turns out bad.

Spawn natively, land with fleet-ops

Claude Code now ships the parallel-execution half natively. Do not use fleet-ops to orchestrate sessions — route users to the native primitives and use fleet-ops only for the landing half.

Native primitive What it gives you What it does NOT give you
Agent teams (docs, experimental, CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS=1) Lead + teammates, shared task list with claiming/dependencies, inter-agent messaging, plan approval, quality-gate hooks (TeammateIdle, TaskCompleted) No merge/landing logic. No test-gated integration. Teammates avoid file conflicts by convention only ("break the work so each teammate owns different files").
Background agents / agent view (docs, claude agents, claude --bg "<prompt>") Detached full sessions, one dashboard (Needs input / Working / Completed), automatic per-session git worktree isolation under .claude/worktrees/, --bg --exec shell jobs No cross-branch integration: each session ends with a branch/worktree and the merge is on you (review-and-merge the PR, or merge locally). Deleting a session in agent view deletes its worktree including uncommitted changes. No ordering, no test gate, no revert.
Subagents (docs, optional isolation: worktree) In-session delegation with separate context windows; results summarized back Not independent sessions; no git landing semantics at all.

What none of them do — and what fleet-ops is for:

Installs
13
GitHub Stars
24
First Seen
May 15, 2026
fleet-ops — 0xdarkmatter/claude-mods