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If you have a 3rdR clarification that you think should be added here to help other players, let me know and tell me to add it to the clarification page.


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Starfire Printed Product Updates


Clarifications

- Die Roll Modifiers - All modifiers are added/subtracted before the die is rolled (04.02, 2nd paragraph, last sentence). The timing is not important because it is the final number that counts.

- Shields - When a rule (i.e., 04.04.5) refers to Shields being skipped (or ignored, etc.), the rule applies to all future types of shields (i.e., S, S1, S2, S3, S4, etc.) unless the new shield or weapon rule specifically mentions that it doesn't. The same is true for armor, cargo holds, quarters (Q, Qs), magazines, hangers, point defense (D, Di, Dx, Dxz, Dc, Dcx, Dcz, etc), datalink, etc.

- 02.04.04 Determining Initiative during Warp Point assaults - During the first turn of a warp point assault, the attacker always wins initiative. This is due to having tactical surprise. However, pods always lose initiative. The forces which are to make transit in the following turn are determined before the initiative is rolled. On the first turn of a warp point assault, the forces to make transit in that turn as well as the following turn are determined in the initiative phase of the first turn. No ship may decline to make transit unless a returning CD or ship tells them not to.

- 03.06 - It costs 1 movement point to transit but it may be the one used to enter the WP's hex. If transit is made when starting in the hex, it still costs 1 MP. A vessel must LEAVE the WP hex in order to re-enter the WP, or turn around 180 degrees within the hex. Since Starfire vessels cannot go in reverse, this is a required limitation. No unit may make two transits in the same tactical turn.

- 03.06.02 - ANYTHING that makes simultaneous transit takes its lumps as per 03.06.02 and subsections. Also note that each "non-allied" player moves in his own half of the movement phase and cannot interact with an enemy ship (or other object) transiting the warp point during the same movement phase as his own ship. Objects are still matched on a size basis: Largest to smallest; Ships, EAV, Pods, Small Craft by Bb Pts, drones.

- 03.06.02.2 - Note that the percentage of ships lost to interpenetration in a simultaneous transit is mis-stated. It is 15%, not 30%.

- 04.00 - Datalinked ships MAY fire independently without "dropping" the datalink. However, they must fire by themselves in a separate combat impulse.

- 04.02.02 - When critical damage is allocated, it still counts as damage from the type of weapon which fired (i.e., If an energy beam is fired, then the additional damage still skips H, Q, Mg, etc.). The same is true for primaries and any other weapons.

- 04.06.07 - If a unit fires when it is using asteroid cover, its position is revealed at that point, and it is no longer considered hidden. Spacecraft cannot hide from any unit which can currently detect them with its scanners. Also, units which have switched off their drives can launch fighters without revealing their positions.

- 07.00/24.00 - Initial/Original units are Average grade.

- 27.02.04 - Commercial freighters do require a cargo hold.

- 27.04.02 - DSB are carried at a rate of 25 cargo stowage points not 15.

- 27.11.01 - Anytime a system or craft, in a ship, is carrying/storing an anti-matter warhead and that system is destroyed, then that ship will blow up unless it was a primary hit in which case you should treat the warhead as being in a Mg (1-3 to BLOW UP).

- 27.13.08.5 - Nothing prevents a ship from mounting and operating multiple ECM (27.09.03) on a ship; however, the maximum subtraction from ECM is -3 to the die roll (-1 for attacks with fighter beam packs, -2 for stand-off fighter missiles).


Rules Corrections

Warp Point Corrections: The Stars At War

Alkazahr - Add WP#4, type 8; Rad/Dis 6/18, To Cimaron
Askalon - WP#3 goes to Torkham
Blackfoot - WP#1 goes to JF-12
Kompakutor - WP#2 is type 12 CLOSED WP, Add (c) indicator
Liawak - Add WP#3, type 14c, Rad/Dis 5/29, To Getharnak
Lorelei - WP#6 goes to Thebes
Malkhor - Add WP#3, type 9, Rad/Dis 1/10, To Liawak
Orphichon - WP#4 goes to Malkhor
Rigel - WP#12 goes to Lampracu
Roscru - Add WP#3, type 15c; Rad/Dis 9/4, To Elynica
Tannerman - WP#1 goes to Lourdes; WP#2 goes to Treve; WP#3 goes to Zredo

VX-134 Medial & XCX-39 (Medial Station) are the same system

Warp Point Corrections: Crusade

Basil - WP#2 is dist 20 and goes to Griffin

- 01.04 - Game Maps should include the following paragraph: "This product, as the Tactical component of the complete Starfire game system, requires only tactical movement and uses a smaller map for it. Imperial Starfire will contain additional maps to provide a larger tactical combat area and room to display entire star systems, as well as for movement above the tactical scale."

- 04.02.02 - The last sentence refers the reader to 27.05.07. The reference should be 27.07.05.

- 04.06 - The second line in 04.06.01.1, Fields of Fire, which begins "The clear hexes may not be targeted..." should instead read "The shaded hexes may not be targeted..."

- 08.01.03 refers to rule 08.02.04.1. Please ignore this reference.

- 09.00 - The reference to 15.08.03 should be to 15.09.03.

- 15.06.05 - Change the '2' to a '3' in "..Since the HD is 2 ..."

- 26.02 - The Fighter Missile (fM) costs 0.5MC, not 5MC. (This is a correction from Crusade.)

- 27.03.10.4 - Change the first sentence of this rule section to read: "Multiple (SYx) may not be assigned to the same construction, refit, or repair project, except when used to work on space station or asteroid fort hulls, see (15.09.06), but ....".

- 27.13.18 - The SBMHAWK3 carries 8 SBMs, not 5.

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