Quick start tactical combat rules for Solar Starfire
The Quick Start Rules is a compilation of the three separate Quick Start Rule releases for Ultra and Solar Starfire. These rules simulate tactical combat in outer space. Starfire can be played by two or more players and can be played solitaire. Starfire is played on a hex map using counters that will represent the ships. If you or your group of players have questions not covered by these rules, they can be addressed to the Community Forums at www.starfiredesign.com/forum.
The Quick Start Rules requires some components to play. These rules, paper, pencils or pens, and access to a computer to print off a map and counters will be required. You will also need ten-sided dice which can often be found at local gaming, hobby, or online stores. More expensive cardboard counters, large premade maps, and other accessories can be found, but are not necessary to play.
The one group of terms that will be addressed here are the abbreviations for the various sizes of ships used in this Quick Start Rules.
We will also look at how ships are represented in Starfire. Each system on a ship is represented by a letter or combination of letters. Other information will also be included in each ship description. Below is an example ship.
Warships are the standard vessel in Quick Start Rules. Warships usually mount weapons, sensors, and defensive systems. Warships must mount Inertialess Engines (I) and Crew Quarters (Q).
Freighters (FT1 and FT2) are commercial vessels, not warships. They are designed to transport goods and passengers. Freighters may only mount Inertialess Engines (I), Crew Quarters (Q), and Cargo Holds (H). Freighters take double damage from any successful attack.
Bases (BS1 and BS2) are fixed fortifications used to guard important locations, but are treated as ships in most respects. Bases usually mount weapons, sensors, and defensive systems. Bases must mount Crew Quarters (Q). Bases may not mount Inertialess Engines (I).
Bases have no Movement Points and may not move on the hex map. They cannot transit warp points. They take damage in the same manner as ships, and are never considered to be without a drive field. Bases have no blindspot and can fire in any direction. Plasma Torpedoes add one (+1) to their ‘To-Hit’ number if used against bases.
Bases also gain extra range when using Missiles (R or G) and Plasma Torpedoes (Pt). A Base needs to mount Combat Sensors (Y) to take advantage of this extra range. A Base targeting another unit with Missiles or Torpedoes will subtract five from the actual range in hexes, to a minimum of 12 hexes. A unit 12 hexes or closer to the Base does not have its range modified by this rule.
A base firing a Missile Launcher (R) at a target at a range of 20 hexes treats the target as if it were only 15 hexes away, but a target at 16 hexes is treated as if it were 12 hexes (the minimum that range can be reduced to).
The game is played as a series of Tactical Turns (simply called turn in these rules). Each turn is composed of a number of phases which are completed in order.
Initiative is determined by each player rolling a single ten-sided die. The player with the highest roll is considered the winner. In the event of a tie the player who lost initiative on the last turn is the winner. In the event of a tie at the start of the game, simply roll again.
The player that has won initiative will move last and fire first.
During the Movement Phase, the players will move their ships on the hex map. The player having the lowest initiative roll must expend one Movement Point for each of their ships having a Movement Point remaining. The winner must then expend one Movement Point for each of their ships having a Movement Point remaining. This process will be repeated until all ships have expended all of the Movement Points they have available.
A ship may expend its Movement Point by moving one hex in the direction the ship is facing, or may remain in the same hex the ship is currently in. Any number of ship counters may occupy a hex.
Each ship must always maintain a specific facing. This means that the ship counter must always be pointed at a specific adjacent hex. It can only move into the hex it is facing.
A ship may change the hex it is facing by one hexside after expending a Movement Point, if it has fulfilled its Turn Mode. The Turn Mode is fulfilled by expending a number of Movement Points equal to the ship’s Turn Mode in a single direction. This can be done by moving in a straight line, remaining in the same hex without changing facing, or a combination of both. Facing changes always occur after the expenditure of a Movement Point. Never before.
Damaged engine rooms will reduce the Movement Points a ship will have available. This is covered under the description of the Inertialess Engines (I).
At the beginning of the Movement Phase, before a given ship expends any movement, a player may announce a Hard Turn. To do this a player’s ship must have Movement Points equal to or greater than its Turn Mode. After declaring for a Hard Turn a ship must expend all of its Movement Points in the hex it started in. When it expends its last Movement Point for the turn, the ship may change its facing to any direction. This can be very useful for a slower ship that would otherwise be unable to get smaller and faster ships out of its blindspot.
At the beginning of the Movement Phase, before a given ship expends any movement, a player may announce a ship is using Engine Modulation. To do this the ship must have at least one more Movement Point than its Turn Mode. After declaring Engine Modulation a ship’s Movement Points are reduced by an amount equal to the ship’s Turn Mode. So a Corvette with a Turn Mode of 2 and six Movement Points that declares ‘Engine Modulation’ will only have 4 Movement Points for the current Turn. The ship must also expend at least one (1) Movement Point and must move from its starting hex to use Engine Modulation. It cannot expend all of its remaining Movement Points in its starting hex.
Engine Modulation subtracts one (−1) from the To-Hit of any ship attacking it.
Warp Point Transits are the most complicated maneuver covered in the Quick Start Rules. It is also one of the most crucial for players to master in Starfire as nearly all conflicts eventually involve a Warp Point assault. The warp point itself is represented by a single counter on the map, it is placed in a single hex and does not move. The player making a warp point transit must first determine the order that their ships will pass through the warp point. This order cannot be changed unless specified in the scenario.
During the Movement Phase, all of the transiting player’s units (both on and off the map) will expend a Movement Point (MP), but only a single unit can pass through the warp point during that Movement Point. The ship that transited during the MP will be placed on the map in the same hex as the warp point, with a facing of the owning player’s choice. It may perform no other movement with that Movement Point. After the ship has completed the warp point transit it will be able to expend the rest of its Movement Points normally on the map. No ship can perform a Hard Turn or Engine Modulation on the turn it transits the warp point. The warp point transit is treated as if the ship had changed facing and resets its turn mode. The Movement Point expended to perform the warp point transit does not count to fulfill a ship’s Turn Mode.
Warp Point transit interferes with a ship’s operation. Combat Sensors, and Datalink cannot be used the Tactical Turn a ship transits a warp point. Ships transiting the warp point will have three subtracted (−3) from all ‘To-Hit’ numbers that turn. Point Defense will have one subtracted (−1) from its intercept numbers for that turn. Any unit firing at a ship that has transited a warp point that turn will have two subtracted (−2) from its ‘To-Hit’ numbers. Units defending a warp point may also be subject to surprise, and this will be covered in the specific scenario.
Ships may also exit the map through the warp point and are considered to have disengaged or escaped if they do and may not return to the scenario. To exit the map through a warp point a ship must do one of either:
Only one ship may leave the map at a time during a given Movement Point. Ships may not leave the map through a warp point on the turn they enter the map through a warp point. Ships are not required to transit a warp point if they enter the warp point hex or expend a MP in the hex, and may move through the hex normally if they choose not to transit the warp point.
Warp points do not block or interfere with fire passing through their hex.
The Combat Phase of a Tactical Turn occurs after all movement is complete.
Extreme Numbers. For the purpose of Starfire Quick Start Rules any To-Hit number reduced to zero or less cannot hit.
The player who won the initiative roll chooses one ship and fires its weapons then resolves damage. Then the player who lost the initiative roll does the same. This alternating pattern is repeated with each unit of each player until all ships have fired. A player may designate a ship to have fired without firing any weapons. In this case play passes to the next player. Ships with no chance to damage an opponent’s ship (no weapons or not in range) may not be used this way.
If one player has fired the weapons on all of his ships while the other player has ships with weapons yet to fire, that player will continue firing until all ships have fired.
All ships in the Quick Start Rules have a blindspot that may not be fired into. This is caused by the engines interfering with the ship’s sensors. The ship will be able to know that another ship is in the blindspot, but the sensors will be unable to target the weapons on it. The blindspot is a ‘wedge’ of hexes 60 degrees wide directly behind the ship.
In smaller ships, some weapons have an arc restriction because the weapon’s size makes them impossible to mount in turrets. This occurs when an Escort (ES) mounts either a Force Beam (F), or Laser (L), or either an Escort (ES) or Corvette (CT) mount an Energy Beam (E).
Weapons mounted with a restricted arc of fire are denoted by placing a ‘+’ following the system. So an Energy Beam mounted on an Escort would be shown as E+.
These weapons may only target other units in the same hex and in the front 120° arc of the ship.
After deciding which ship will fire, you will need to choose a target. Then the player will determine the range to the target, which is found by counting the hexes between the ships counting the hex the target is in, but not the hex the firing ship is in. If both ships are in the same hex the range is 0. This range is then used on the Weapon Chart to determine the number the player will need ‘To-Hit’ the target. The player will roll one 10 sided die for each weapon fired. If the number is equal to or less than the number ‘To-Hit’, then the target has been hit.
| Weapon | Dmg (Damage) | RoF (Rate of Fire) | Value | Range in hexes (tH) | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||
| Standard Missiles | ||||||||||||||||||||||||
| R | 1 | 1 | To-Hit | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | – | – | – |
| Sprint Missiles | ||||||||||||||||||||||||
| G | 2 | 1 | To-Hit | 7 | 6 | 5 | 4 | 3 | 2 | – | – | – | – | – | – | – | – | – | – | – | – | – | – | – |
| Plasma Torpedoes | ||||||||||||||||||||||||
| Pt | – | 1 | To-Hit | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | – | – |
| Damage | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | – | – | |||
| Force Beams | ||||||||||||||||||||||||
| F | – | 1 | To-Hit | 8 | 8 | 8 | 7 | 7 | 7 | 7 | 6 | – | – | – | – | – | – | – | – | – | – | – | – | – |
| Damage | 3 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | – | – | – | – | – | – | – | – | – | – | – | – | – | |||
| Laser Beams | ||||||||||||||||||||||||
| L | – | 1 | To-Hit | 8 | 8 | 8 | 7 | 7 | 7 | 7 | – | – | – | – | – | – | – | – | – | – | – | – | – | – |
| Damage | 2 | 2 | 2 | 1 | 1 | 1 | 1 | – | – | – | – | – | – | – | – | – | – | – | – | – | – | |||
| Energy Beams | ||||||||||||||||||||||||
| E | – | 1 | To-Hit | 7 | 7 | 7 | 6 | 6 | 6 | 6 | – | – | – | – | – | – | – | – | – | – | – | – | – | – |
| Damage | 3 | 3 | 2 | 2 | 2 | 1 | 1 | – | – | – | – | – | – | – | – | – | – | – | – | – | – | |||
When a hit is scored, cross-index the Weapon Chart to find the weapon’s damage at that range. That is the amount of damage applied to the target. Each point of damage will destroy one system. The standard method of doing damage destroys systems from left to right, starting with shields and only skipping previously destroyed systems. Destroyed systems may no longer be used. When all of the systems on a ship’s record are destroyed the ship is considered destroyed and is removed from play.
A ship hit by missiles or torpedoes may use Point Defense (D) to attempt to shoot them down (intercept) before they deal damage. Each Point Defense on a ship may attempt its intercepts on a per attack basis, not per turn. If a ship mounts more than one Point Defense each may perform its own intercept actions. Only one intercept attempt on a missile to torpedo is allowed and any missed intercepts by one Point Defense may not be re-engaged by another. Missiles or torpedoes fired by ships in the blindspot of the ship mounting the Point Defense may not be intercepted. An intercept is successful if a ten-sided die roll is equal to or less than the intercept number (see the Point Defense (D) system entry below for exact numbers).
In the Quick Start Rules some weapon’s descriptions will list a limited number of munitions (missiles, torpedoes, etc.). Each time the weapon is fired, one munition is used. When no munitions remain, the launcher is depleted of ammunition and unable to fire, but is not destroyed.
In the Quick Start Rules shields are not considered destroyed by damage, only knocked offline. Any ship that has lost shields and takes no damage other than from lasers for three consecutive rounds will regain one shield at that time. This can be repeated if multiple shields have been damaged in combat. Shields regained this way take damage normally if the ship is again damaged in combat.
Some weapons skip systems in combat (lasers and energy beams). In the event that a ship is reduced to only shields (S), armor (A), and cargo holds (H) with all of its other systems destroyed — that ship is considered a wreck and is counted as destroyed for the purpose of these rules.
In the Quick Start Rules a unit can target any number of ships out to 10 hexes. Combat Sensors (Y) allow this range limit to be exceeded, and are covered under the system descriptions.
The terrain types that will be covered in the Quick Start Rules are planets and moons. Planets and moons do not fill the hex they are located in and do not impede movement through the hex. Bases may be placed in a hex with a planet or moon. A ship, but not a base, located in the same hex as a planet or moon may declare that it is sheltering behind the planet or moon. This occurs before any other action in the Combat Phase. A unit sheltering behind a planet or moon cannot fire or be fired upon during the current turn by any unit not in the same hex. Planets and moons do not block fire in any other instance.
Units cannot land on planets or moons in the Quick Start Rules. Units cannot fire weapons at any population said to live on a planet or moon in the Quick Start Rules, unless otherwise specified in a specific scenario.
In Starfire, four status changes must be announced.
| Option | Target | Number Intercepted | Intercept On |
|---|---|---|---|
| 1 | Missile | One | 5 or less |
| 2 | Missiles | Up to three | 3 or less each |
| 3 | Plasma Torpedo | One | 4 or less |
| 4 | Plasma Torpedoes | Up to three | 2 or less each |
| 5 | Sprint Missile | One | 3 or less |
| 6 | Sprint Missiles | Up to three | 1 each |
One of the greatest strengths of Starfire is that you can design your own ships to battle with. The following rules will help you to do just that.
First you must pick a hull. The Hull Chart gives information on the available hulls in the Starfire Starter’s Guide. Hull Spaces are the number of spaces that can be used to place systems in a unit, while the TM is the Turn Mode of that hull. Max MP is the maximum speed the ship can be given, although slower speeds can be chosen. MPs per Engine is how many MPs will be gained for each (I) placed in the hull.
| Hull | Hull Spaces (HS) | Turn Mode (TM) | Max Movement Points (MP) | MPs per Engine |
|---|---|---|---|---|
| Escort / ES | 12 | 2 | 6 | 3 |
| Corvette / CT | 16 | 2 | 6 | 2 |
| Destroyer / DD | 30 | 3 | 5 | 1 |
| Light Cruiser / CL | 45 | 3 | 4 | 2/3 |
| Heavy Cruiser / CA | 60 | 3 | 4 | 1/2 |
| Freighter 1 / FT1 | 12 | 2 | 6 | 3 |
| Freighter 2 / FT2 | 16 | 2 | 6 | 2 |
| Base 1 / BS1 | 30 | 0 | 0 | N/A |
| Base 2 / BS2 | 50 | 0 | 0 | N/A |
After choosing a hull, you will need to choose the systems to put in the ship.
| System | Name | Hull Spaces |
|---|---|---|
| A | Armor | 1 |
| D | Point Defense | 2 |
| E | Energy Beam | 6 |
| F | Force Beam | 5 |
| G | Sprint Missile Launcher | 3 |
| H | Cargo Hold | 1 |
| I | Inertialess Engine | 1 |
| L | Laser Beam | 4 |
| Mg | Magazine | 1 |
| Pt | Plasma Torpedo Launcher | 6 |
| Q | Crew Quarters | 1 |
| R | Missile Launcher | 4 |
| S | Shields | 1 |
| X | Science Instruments | 1 |
| Y | Combat Sensors | 1 |
| Z | Datalink | 0 |
Shields (S) must be the left-most system. Armor (A) must follow the shields. Then datalink (Z) must be the first internal system, after the shields and armor. All other systems can be arranged in any order after these systems.
ES, FT1, CT, and FT2 require one Q; DD and BS1 require two Q; CL requires three Q; while CA and BS2 require four Q.
Lasers (L) and Force Beams (F) mounted on Escorts (ES) are subject to Restricted Arc. Energy Beams (E) mounted on Escorts (ES) and Corvettes (CT) are subject to Restricted Arc.
Inertialess Drives on starships are mounted in Engine Rooms. An Engine Room is represented on the control sheet as a series of drives grouped together within a single set of parenthesis. The destruction of a single drive (I) in an Engine Room will prevent that room and all of its associated drives from generating Movement Points.
The size of the ship determines the number of Inertialess Drives needed for an Engine Room. Small ships [Escort (ES), Corvette (CT), Destroyer (DD), Freighter 1 (FT1) and Freighter 2 (FT2)] have a single Drive per Engine Room (I). Light Cruiser (CL) Engine Rooms are arranged in alternating sets of one Drive (I) and two Drives (II). The Light Cruiser’s right most Engine Room must have two Drives (II). A Heavy Cruiser (CA) requires two Drives per Engine Room (II).
Scenarios can take place on any hex map and we’ve provided a copy for you to use. To speed play maps are “fixed” and do not move. Any unit that moves off of the edge of the map is removed from play. When selecting designs for the ships in the scenarios, the scenarios presume that only one design “type” is chosen for each hull size.
In wartime, fleets often send out patrols of small and expendable ships to locate the enemy. In this scenario scouts from two opposing fleets have met and attempt to destroy one another.
Player A may place his ship in any hex on the map with any facing. Player B must place their ship at 25 hexes from Player A’s ship. Player B’s ship may be given any facing.
This is a battle to the death. The victor is the player who destroys their opponent’s ship or forces the other player to leave the map.
In this scenario the opposing fleets have detached small task groups to seize the location where the scouts made contact.
Player A may place his Destroyer (DD) in any hex on the map with any facing. Player A’s Corvettes (CT) must be placed within 3 hexes of the DD with the same facing. Player B must place their Destroyer (DD) at 25 hexes from Player A’s ship with any facing. Player B’s Corvettes (CT) must be placed within three hexes of Player B’s DD and with the same facing.
This is again a battle to the death. The victor is the player with the last undestroyed ship on the map.
Fleet actions often allow small raiding forces to slip behind the lines and attack supply convoys.
Player A must place his DD on the bottom map edge. Player A must then place all of the FT2 within 3 hexes of the DD. Player B may then place all of their ships no closer than 20 hexes from any FT2.
This scenario is decided by how many FT2’s player A can exit from the top edge of the map. Any FT2 moving off the map on the top edge is considered to have escaped. If all three FT2 escape off the top edge, Player A gets a Major Victory. If two FT2 escape, then Player A gets a Minor Victory. If one FT2 escapes, then Player B gets a Minor Victory. If no FT2 escapes, Player B gets a Major Victory.
The set-piece battle.
Player A may place his Cruiser (CA) in any hex on the map with any facing. Player A’s other ships must be placed within 3 hexes of the CA with the same facing. Player B must place their Cruiser (CA) at 25 hexes from Player A’s (CA) with any facing. Player B’s other ships must be placed within three hexes of Player B’s (CA) and with the same facing.
This is again a battle to the death. The victor is the player with the last undestroyed ship on the map.
A common combat situation where a group of fast raiders encounter heavy fleet elements.
Player A must place his CAs on the bottom map edge. Player B may then place all the CT no closer than 20 hexes from any CA.
This is again a battle to the death. This battle continues until only one side remains. The victor must have at least one undestroyed ship.
One of the most difficult aspects of combat, a push through a fortified warp point.
One warp point is placed by Player A in the middle of the map. Player B must write down the order his ships will transit the warp point before Player A places any units on the map, and this order may not be changed. It will take more than one turn for all of Player B’s ships to transit the warp point. Player A then places his units anywhere within 15 hexes of the warp point, but no unit may be placed in the hex of the warp point.
On the first turn, Player B will automatically have initiative. On the second and following turns, initiative will be determined normally. Following the battle, Player B must show Player A the list of the transit order for his ships.
If Player A has no units on the map at the end of the battle and Player B has four or more ships that survived the battle, Player B wins a major victory. If Player A has no units on the map at the end of the battle and Player B has less than four ships, Player B wins a minor victory. If Player A has any units left on the map at the end of the battle, Player A wins a minor victory. If Player A has any units on the map at the end of the battle and destroyed more than six ships of Player B, Player A wins a major victory.
When a ship is indicated, pick a ship design from the following.