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SKY MARSHAL #2


Updates of Sky Marshal #2

Page 2 -- Definitions (the word All was removed for clarity).
(FRU) - Fractions Round Up -- All fractions round up to the next highest whole number (integer)
(FRD) - Fractions Round Down -- Throw away all fractions.

Page 2 -- Example Updated
For example:: A CA's maximum engine speed using "I" is 6 (from 28.07b). Now if this ship mounted 8 engine rooms of (II) without any being designated as a tug room, it still exceeds 1/2 its maximum speed when more than 3 engine rooms are operating (not 4). Likewise, if 3 engine rooms had failed under 03.11.02b, then the maximum speed would drop to 5 and exceeding a speed of 2 would cause more rolls under 03.11.02b. Exceeding 1/2 the maximum speed for a ship puts great strain on the engines that are being operated in addition to the delayed maintenance.

Page 3 -- General Kinetic Projectile Interceptor rules
Removed -- Numbers over 9 are automatic intercepts.

Page 4 -- 27.13.08 ECM3 (word made changed to mode)
ECM3 cloaking mode operates normally for tactical and jump carrier engines. ECM3 deception mode and drive signatures: You cannot emulate a signature that you aren't "currently" generating.
           -- Tactical Engines "J" Rules (change added)
· AD p. 33: A "j" for 1/4 or 1/5 requirements generates 2 MP, which applies to speeds 7 and 12 for 1/5 and speeds 6 and 10 for 1/4.

Page 12 -- HTL 8 - Added EDM

Page 14 -- The FT numbers for LN and JG should be 14 and 15, not 15 and 17.
             -- The correct designator for the Leviathan is LN, not LM.

Page 17 -- The first design of a new class costs 20% more, not 50% more.
**** Additionally, it is now recommended that prototype hull costs are only x3, not x5.

Page 22 -- 27.10.04 Replacement sentence.
EDM do NOT function against -LT warheads. -LT do NOT make the same mistake about the distance to the target as other missiles do, and therefore fire before they are confused by the EDM.

Page 27 -- Last part of 04.05.01.2b
   Replace: (This includes datalinked point defense but not things especially excepted like HAWK).
   With: (Exceptions are specifically noted in the 27.xx rules like HAWK and Dx/Dxz).

Page 40 -- Replacement paragraph
04.02.00b Addition: Weapons fire allocation and resolution of damage against point defense.
Each group of interceptable weapons fired in a sequence is resolved as a single salvo for point defense purposes (or O overload); UNLESS that sequence is interrupted by weapon fire which can NOT be intercepted. When a volley of interceptable weapons are fired, resolve all hits and then resolve all interception attempts (or O overload) before any damage is allocated from the weapons. This always applies weapons which are interceptable (by any means) even if the target lacks such means.

Page 41 -- EX 1 under H indicated that repairs are done at double rate. It should have been single rate (however, 3rdR revised this again <sigh>)

Page 47 -- 15.04.10b: Arming the CFN(Optional): (Sentence should read)
The level of armament cannot exceed 3 spaces per 7 H or 1 space per 2 Q.
              -- The definition of Distance for the example table should be...
· Distance may be greater than the distance between the Start and final end location due to the necessity of finding a large enough CFN terminal to end at (see 15.04.03.1b).
              -- One Method of how to handle the CFN, add the following step.
· #5 Add any extra shipping costs due to 15.04.03.1b to #4a. Always use the base shipping cost even if PTUs were shipped (don't use the colonization shipping costs). Any 15.04.03.1b extra distance after delivery shipments should be noted in a separate section of the Shipping Form.
              -- FINAL COMMENT should read
When building (SYx) or making other big investments, a player should remember that the real cost of operating something is usually considerably higher than just paying maintenance on it. The reason this is true is that whenever the player spends money, he must consider the money he would have made had he invested in something else. For example: At very low tech levels (where building rates are low and ships other than jump carriers are cheap), if a player builds warships
in an (SYx) rather than using planetary industry, the money saved will in most cases be less than the money he could have earned had he invested in colonization or IU rather than building with the shipyard.

Page 49 -- under 15.03.01b COMPUTING GPV
The reference near the end should be to 15.04.09.2b.

Page 50 -- 15.06.01.0b Environment Definitions: (should read)
     Habitable means life bearing, either T or ST.
     Compatible means Habitable and same type either T or ST.
     Benign means Habitable & within 2 HD, same type T/ST.
     Harsh means Habitable with a HD more than 2 from yours, same type T/ST.
     Hostile means a world which supports life, but not of your type, T to ST or vice versa.
     Desolate means lifeless (O2 worlds, moons, & asteroids).
     Extreme means lifeless worlds with difficult environments, such as I world's O1 moons, and O1      planets.

Page 50 -- 14.02.02b Population Size Table
     The "V" for very large is with the 91+.
     The 2nd part of the table should read
HTL Civilization           +10 per HTL
Pre-Ind                        Divide PU by 4 (FRU)
                                   Minimum size 150 PU
Ind-1                          -50
Ind-2                          -20
            -- 14.03b System Exploitation Table should read
400 PTUs (Maximum of 1 Small with exactly 176 PTU {160 PU})
            -- The note below the table should read
All PTU placed under this rule must be placed on the most compatible worlds in the largest Population sizes allowed .i.e. An outpost allows 16 PTU so you must have at least 17 PTU to place 2 outposts.

Page 52 -- Last paragraph of 15.06.02b should read
      The cargo requirements for a PTU vary depending on the environment. Regardless of where the PTU comes from, all colonization equipment must be built and shipped from a small or larger population. The cost for emplacement also varies, as environments that are more difficult require additional equipment needed to support life in arduous conditions.

Page 54 -- the DSB-ncd rule number should be 27.06.08.

Page 55 -- 06.04.02.2.1b should read
     Divide the Missile fund total by the number of Mg in the entire *empire* to get the average cost of missile per Mg in the empire. This is the Maximum amount of the cost of the missiles in each magazine on all units during that entire turn and is called the Loadout Cost.

Page 57 -- Player starting resources, overall should read
· 5,000 MC Survey Operations (ships may be armed, must have X, and a maximum of 60 ships). NOTE: Science instruments cost 50 MC.
· 5,000 MC Battle Fleet (Ships must be ES or larger, must be armed, and cannot mount X). Bases can be built. PDC and SS can not be built. One Exception: Jump Carriers built from this fund do not need to be armed.
· 5,000 MC Other: This fund may NOT be used to increase colonization, buy IU, or ships with X smaller than 21 HS. Can be use to pay the start-up fee for the next tech level (receives 1d10 roll max.), buy armed bases, and FTs

17.01.04b revised wording for one of the modifiers
· -01 for every enemy ship (or if known, 30 hull spaces of ships) other than the first that is in current detection range and not already withdrawn from the star system via WP or at least 10 StMP away from the Star (17.01.03.3b)

Page 71 -- 17.02.00b Treaty Violations should read
If a race violates a treaty, all other races who "know" about the treaty violation have a RC modifier of +10 RC. Treaty violation penalties do accumulate!
"Knowing": A race knows if it had the treaty that was violated. A race knows of a violation if it has a trade or higher agreement with the violated race AND the relationship with the violating race is lower than the one with the violated race.

Page 72 -- 17.02.00.1b Political Acceptance Roll 2nd paragraph should read
If an offer is rejected, the RC is increased by +05 for each new offer that is made (see 17.04b for peace treaties with conquered populations). A "cooling off" period in which no new offers are made, may offset this increase. The RC of an NPR drops by 02 per month, to a minimum of its original base RC.

Page 75 -- 17.02.06b Military Alliance -- Start of 2nd paragraph should read
No NPR will accept a military alliance of any type(M, T&M or partnership) if the other race (usually a player) is at war Vs a HT race unless it rolls less than or equal to its initial contact number from the Government Type table (roll once per war).

Page 81 -- 17.05.01 Pillaging the planet's industry should read
When a population is conquered, the conqueror receives a bonus of five times the number of PU remaining. This bonus is only adjusted for environment and tech level. This bonus may not reoccur for any population until 10 turns have passed during which the population is unoccupied or has a peace agreement (see 17.04b) with the conqueror. To prevent abuse, this bonus is only available to races that are considered actively at war under 15.07.04.1 (considering losses during the current turn). For the purposes of determining actively at war, the race may not count the income on the conquered planet. Instead, the conquered race must count 2 MC per PCF destroyed and 1 MC per PU or IU destroyed.
However, low-tech races always provide the bonus.

Page 84 -- The Campaign Hull Table forgot to include PDC information
Special Types                 Range in HS   Cost/       Maint     Tech
                                                            Space       Cost     Level
PDC (Benign/Harsh)       Unlimited          2.0         10%     IND-2 &
PDC (Hostile/Desalate)   Unlimited          3.5       5-15%   IND-2 &
PDC (Extreme.)              Unlimited          3.5         15%     HT 1 &
PDC (Asteroid Fort)       1-1000             3.5          5%      HT 1 &
SS                                   Unlimited         2.5          2%       IND-2

Page 85 -- Note (3) should have read
(3) CVB and CVA: Creating a hull of this size capable of "Carrier Speed" required breakthroughs in metallurgy and synthetic materials. Offensive Weapon Systems are triple price, point defense and XO racks have double costs. All of the other costs, abilities, and restrictions of carrier hulls (2) apply.

Page 87 -- Clarification
· fR causes 2 points of damage, fRAM (now HTL 9) causes 4 pts while fRAAM (new HTL 11) causes 6 pts.
             -- 28.03b Fighter Kill Tables had some errors
One line read Dc/Dcx/Dcz and another read Dcx/Dcz; the first line was only for Dc and the numbers should have been 1 1 2 2 3 3 - -


   Many of these Questions and Answers refer to the previous editions of Starfire tactical rules. Please contact me if you don't think a question/answer no longers applies to the current edition of Starfire OR if you have a new question. Then we can put them up for all to see.

06.01 Once a ship reverts from GQ to a lower readiness state, may it return to GQ when an enemy is detected in the interim? Also, may a ship remain at GQ 1/2 of the time as indicated by 06.01?

Answer: "Once they revert from GQ to a lower readiness state, units must remain at the lower readiness state for at least 3 system turns unless a potential enemy is detected in the interim." Since 3 system turns is 36 hours (the maximum time you can remain AT GQ), this clearly indicates that a ship cannot spend more than 1/2 its time (i.e., 15 days a month) at GQ.

06.01 Units on Alert readiness make the first point defense roll at a penalty of -4? What about the second, etc?

Answer: The wording is awkward. All point defense rolls are at a -4 modifier for missile defense, until the point defense become fully active.

08.02.02.2 Can tugs pull ships faster than speed 6?

Answer: Rule 08.02.02.5 states that the additional engines in a tug's engine room "provides the tug itself with no movement points and cannot push it above the maximum speed of its class. Point (4) of 08.02.02.2 says: "which means that SOME [caps added] ships in a chain may actually move at speeds higher than the "Max Speed" columns of the SPACECRAFT HULL TYPES AND CAPABILITIES CHART." This does NOT mean that a ship can go faster than speed "6", which is the maximum speed for ANY class of ship without engine tuners; it means - exactly as it says - that SOME of the ships (i.e. those with a normal max. speed of LESS than "6") can be boosted TO "6" if there are enough tugs available.

08.06 Does a ship with a tractor or presser helping to load/unload another ship have to lower its drive field in order to help load/unload the other ship?

Answer: Yes. Presumably, the engineering for the fine co-ordination of moving bales of cargo requires the dropping of the drive field.

15.03.06 - The table seems incomplete in that there are no EVM values given for Ind-1 and Ind-2 small populations.

Answer: Add the following values to the table:

Population LevelIND-1IND-2
Small50100


15.03.06 When a small population increases from Pre-IND to IND-1, there is a chance that the population increases from Small to Medium population size. In this case roll percentile dice. If the roll is less than or equal to the Racial Determination of the population in question, then they will increase to Medium population size. If the roll is greater than the population's Racial Determination, then the population remains small.

15.07.01 If research is performed in more than one system at once, do you add the d10 rolls for the empire or keep separate totals for each researching planet and the first one finished gets the prize and the other research is lost?

Answer: Keep them separate. The benefit for conducting research on multiple planets is make the "spreading of the word" of the new technology faster - you have two places where the ripple effect is going and faster average research. It also allows you to develop the technological items under a given tech level faster, by developing each of them independently at different locations. (As there is a pre-requisite number of items to be developed before the next technology level is available, this can be important.)

15.09.03.2.1 In a binary star system, do all the asteroid belts apply toward production multipliers, or just those around the same primary (A or B)?

Answer: The asteroid belts are counted on a PER SYSTEM basis, not PER PRIMARY basis.

15.10 In the maintenance rules ... it states that Stand-By has a multiplier of .2 and Alert 1.2... But if a starship goes to GQ at any time you must pay 1.33 maintenance costs next month, and if in battle 1.5 maint cost. The question is what is the readiness state the next month when you pay this 1.33 or 1.5 multiple? Or is this in addition to the readiness state you choose for the next month?

Answer: The higher maintenance cost is the only one that is paid. Actually, the amount of maintenance costs paid during turn 2 is based on the readiness level of the ship on TURN ONE. The current turn's readiness level is determined independently of the maintenance fee paid during phase 1c. The maintenance paid on turn one of a campaign game is based on a readiness state of the players choice (usually Standby).

15.10.03.1 If extra maintenance is carried along due to extra hold capacity, is it paid in advance (in which case you don't have to pay their maintenance later) or as normal maintenance which doesn't need to be shipped to the fleet?

Answer: It must be paid in advance.

19.02.02 "...To determine the time for multiple ships, divide the time listed by 1 plus 1/2 of the total number of ships used." Shouldn't this be: "...number of ships used greater than one" or something like that? If there is only one ship, you don't divide by 1.5 do you?

Answer: The term multiple ships precludes one ship from using this rule. Your wording is a bit clearer, however.

24.01.01.1 A). Do all player races get a +20% to system exploitation rolls or just those in systems with more than one habitable planet. B). If all get this roll, do systems containing two habitable planets get an additional +20% (per the last paragraph above the chart in 14.03)?

Answer TO A: Only systems with multiple habitable worlds get the +20% bonus.

Answer TO B: No. The bonus is only counted once. This really should have been annotated as a cross reference.

24.01.01.3 "...but no cost multipliers for spacecraft construction on planetary surfaces or habitability differences for habitable worlds apply." Does this mean that setting up an outpost on an O2 planet or moon costs the normal 700% (100% + 50% X 12 HD)?

Answer: Correct. During the start up of a Campaign, setting up the outpost on the O2 world would cost the flat, basic cost on the chart. No multipliers of any sort. Please note that settling in a larger habitation would cost the sum of ALL the basic costs on the chart.

27.02.02 Can a Rc fire a BM?

Answer: Yes.

27.02.04 What effect does the destruction of H's and Q's have on any PCF's being carried? I would assume that they are handled like V hits (03.04.01), with 'empty' H's and Q's being hit first, and the defender's choice of exactly what's been hit (specific cargo/PCF), rather than like Mg hits which require a record of what's kept in each Mg (27.02.09 para 2). Is this the case? If so, this could lead to some PCF's having their equipment destroyed, but keeping their personnel, and vice versa. I assume that PCF's with equipment but without personnel would need to be rebuilt via the standard rules, and would need two months' training, but wouldn't cost anything, while PCF's with personnel but no equipment would need to be 'bought again,' but with no time requirement. Is this the case?

Answer: You are correct. Like "V" hits, empty H's and Q's are hit first. When filled H's and Q's are hit, the ships owner decides what is lost. If (for any reason) a PCF's loses/has destroyed/becomes separated from its equipment, it must acquire another set of equipment. New equipment must be paid for at the same cost as buying a new PCF of its type and HT level. No training time would be needed. If a PCF's personnel is unable to be reunited with its equipment, the equipment must be shipped back to a planet where a new set of personnel can be trained to use it. No cost for the new PCF is required in this case.

27.02.05.1 Can a partially occupied "Q" house Flight crew and Regular crew and/or Marines and/or a PCF?

Answer: No. The "Q" used to house either flight crew, PCF or Colonists cannot be used to house anything else. The only two that can share a Q are Marine crew points and Regular crew points.

27.03.01 Can Bases be built with Atmospheric Capability?

Answer: No, only starships may be equipped with (AC).

27.03.02 (Boat Bay requirements) Do military spacecraft include Freighters?

Answer: Yes, the wording here is awkward. Freighters larger than 30 hull spaces require a support boat bay for their cargo shuttle, not for an admiral's cutter, but it is still required). Space Stations are military spacecraft for purposes of requiring a boat bay, as are asteroid forts and Bases.

27.03.05 Can a Wc fire a SBM? A SM? A BM?

Answer: It should be able to fire all of these; it still cannot fire the SM or BM in sprint mode.

27.03.06 Must any small craft be purchased for just-built ships with boat bays?

Answer: Yes. At least a Cutter is required if the ship mounts a boat bay. In a campaign operation, a ship cannot go on its "shake-down" cruise without at least a cutter, but they are built and purchased separately.

27.04.01 How fast can courier drone launchers be reloaded?

Answer: They can be reloaded like XO racks (27.04.03).

27.04.03 Can an SM on an XO be fired as a GM?

Answer: An SM on an XO rack may be fired only in regular mode, not sprint mode. A GM cannot be fired from an XO rack.

27.04.04 Can a W (or Wa) fire a BM? A BM in sprint mode? A GM?

Answer: Yes, although only in standard missile mode. It cannot fire a BM in sprint mode. It cannot fire a GM which are for "G" only.

27.05.07 Can you explain how D's and Di's are supposed to rotate? For example, if I have a ship with DDiD does that mean that I have 1-9,1-7,1- 9,1- 7,1-5,1-7 hit probability for the first six missiles fired at me?

Answer: You may active the point defense systems in any order you desire. If you wish to wait until one has completed its firing cycle, and then active the other two, that is fine. However, once they begin firing they must continue to fire.

27.05.07 How does the rotation on a battle group with a mixed set of D, Di,Dx, and Dxz work?

Answer: There would be no co-ordination (i.e., standard rules) for the older D's and Di's. The Dx's would be able to co-ordinate their datagroups. The Dxz's would be able to use their enhanced co-ordination of the datagroups. They still activate the same.

27.05.07 This rule seems to indicate that units with more than one "D" fire in rotation, so I would guess that all point defense must fire once before any other point defense can fire again. For example, if I have D and Dx on the same ship and 5 missiles are fired against me, I can't try 5 times with the D and then use the Dx to engage the leakers. That is I must use the D then the Dx then the D again etc. b) Can I change the rotation? For example, if I have 5 point defense of varying types, can I fire them in 1 2 3 4 5 5 4 3 2 1 order if I want to?

Answer: Yes, you are allowed to hold point defense guns out of sequence for later firing. However, any point defense that is held back cannot be used to shoot down leakers with a higher hit probability. You are not allowed to change the sequence once started. (This is primarily important when dealing with large salvoes of missiles, and wanting to hold something back for killing fighters.)

27.07.05 Do fighter bays collapse from primary beams like Mg?

Answer: Yes, both collapse despite the poor wording in 27.07.05.

27.08.03 Can Fc be placed in IDEW?

Answer: At this time, no one can build capital IDEW. This may become available at higher TLs.

27.08.05 Can the number of patterns in a minefield be determined without entering the minefield?

Answer: No.

27.09.03 What are the effects of ECM against IDEW and minefields?

Answer: ECM has its full effect against ANY weapon system.

27.10.08 Can a ship mount and fire any type of fighter weapon?

Answer: No.

27.10.13 If a "(Dec)" equipped unit explodes while firing, does the explosion take place before or after the beams/projectiles have left the unit?

Answer: All of the Lx systems on a unit which are fired are resolved before the explosion (if any) destroys the unit. Also any weapons designated to fire before the Lx(s) are to fire (04.02 first paragraph) are resolved normally.

27.11.01 If a small craft is carrying AM warheads and rams an enemy unit, do the AM warheads detonate?

Answer: If ANY unit loaded with anti-matter warheads carries out a successful kamikaze attack, its anti-matter warheads detonate. It doesn't matter if it was a small craft or monitor. (Small craft used this way should be outlawed by the Space Master.)

27.11.01 Can I add an AM warhead to a mine? Doesn't this give me the same effect of a AMMF but at a cheaper cost?

Answer: No, the AMMF is the only way.

27.11.10 What is the maximum range for a SBM fired from a SBMHAWK Pod.

Answer: The maximum range for any missile fired from an SBMHAWK pod is normally 20 tactical hexes. But there may be instances - as, for example, when pods are used offensively, tractored to a mother ship - when they would have the advantage of any sensors aboard their mother ship. In THAT case, they would have the full range capability of the SBM.

27.12.01 Can a Dx work with a command datalink (and if so what is its range)?

Answer: Yes it can; range 3. Dxz range is still 2. They are different functions. Note: Two ships could be command datalinked at range four but the Dx protection benefit would be lost.

27.12.04 Does an AMBAM get the +2 vs. immobile targets (even though they are the only targets they can hit)?

Answer: No.

27.13.01 Can I add an AAM warhead to a mine? Doesn't this give me something even better than a AMMF at an even cheaper cost?

Answer: No, mine warheads are very different from missile warheads. The reference in 27.13.01 to mines is foreshadowing a higher technology minefield.

28.01 Can BM, SM, CM, etc. hit at range 0 if they use improved multiplex tracking? How about against immobile targets (+2)?

Answer: No. The missiles guidance does not activate until after range 0. However, if the ship is BEING tractored (08.02.01.5), then missiles can hit and do damage.

28.02 The damage table for Imperial Starfire lists an AMMF as doing damage out to range 1.

Answer: The chart is mistaken. It should be a '-'.

28.05 vs. 27.09.07 The description of the PINNACE in rule section 27.09.07 states that the pn has the ability to haul 150 stowage points of cargo, while the table on page 66 of STARFIRE states that the cargo capacity is 200 points. Which is correct?

Answer: The "pn" has a cargo capacity of 200 stowage points.

28.05 What is the fire arc for small craft "Di"?

Answer: The arc of fire for small craft "Di" is the same as a starship (27.13.11).

28.07 Are XO racks on CV-type hulls doubled in cost?

Answer: Yes, as per Crusade.

Imperial Starfire Campaigns: When rolling the warp points on my home system are the locations known to me at the start of the game, or do I have to survey for them? Also if the warp points roll up as closed does that mean that the open end or the closed end is in my system? Can I detect them?

Answer: All open warp points are assumed to be surveyed when rolled for your home system. Closed warp points that are rolled have the closed end in your system. Please note that the modifier in 13.06.03 means that your initial system rollup will have no closed warp points indicated; further systems developed might have warp links back to your system when surveyed. THOSE would be closed warp points. Closed warp points, by their definition, cannot be detected, save by coming through them from the other side, or observing a ship come through them from the other side.

Imperial Starfire Campaigns: Where may ships be placed on the map at the start of turn 1?

Answer: In any position you like in your home system(s).

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