Starfire 3rd-Edition Clarifications
These are clarifications for the original Starfire 3rd-Edition. Some of these clarifications may be written, or altogether changed, in the Starfire REVISED 3rd-Edition Rules.
- 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).
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