Last modified on March 21, 1997

1997 Tournament Rules

UPCOMING EVENTS

Starfire is a registered tournament for ORIGINS 1997 (Still working on GENCON 1997). ORIGINS 1997 dates are Thursday July 17th-Sunday July 20th.

Starfire event times for ORIGINS 97 are:
Friday 12:30 PM Admiral's Tournament Qualifier -- Session #1 in Round #1.
Friday 04:30 PM Admiral's Tournament Qualifier -- Session #2 in Round #1.
Friday 08:30 PM Admiral's Tournament Qualifier -- Session #3 in Round #1.

Saturday 08:30 AM Admiral's Tournament Qualifier -- Session #4 in Round #1.

By advancement only-
Saturday 08:30 PM Admiral's Tournament Semi-final -- Session #1 in Round #2.
Saturday 04:30 PM Admiral's Tournament Final -- Session #1 in Round #3.

The BYO tournament will be run at the same time as the Semi-Finals and the Finals of the Admiral's Tournament.

Special Rules

Weapon Modifications for the Tournament

(This gives a range increase to L and E to make up for F being sooo good. L gets a slight damage increase also).
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Beam T T 9 9 9 8 8 8 8 7 7 7 7 7 6 6 6 5 5 5 5
L 3 3 2 2 2 2 1 1 1 1 1 1 1
F 5 4 3 3 2 2 1 1 1 1 1 1 1 1 1 1
E 5 4 3 2 2 1 1 1 1 1 1 1 1

Missiles to hit numbers

Range012345678910 11121314151617181920
Std. Missile-234788888 88887776655
- from XO [max range 16, -2 to hit]
Sprint Mode99887654321
CAM99888876543
ADM011267777777 776665544

***RULES NOT IN USE.***

Tourney rule note:

Victory requires that the winning force be able to make it to another star system intact. This requires a surviving starship, otherwise the victory is pyrrhic; a force composed of just fighters will die, even though it "wins". Such a tournament result is a "draw", even though the fighter force survives.

General Build Your Own fleet restrictions

1997 BYO restrictions

Reposted From Electronic Communique 12.5

OFFICAL TOURNMENT Point Defense (January 1997)

HTL Type Size Cost Intercept Max Shot Specials
2Db2153 on 7Singlenone
3D2254 on 7Doublenone
4EDM13 XO1.530-50%Singlekills inbounds (say Wild Weasel ;-)
6Dc3355 on 8Doublenone
7Dz2504 on 7DoubleDatalink (Z or Z1)
9Di2355 on 6DoubleAnti-Fighter
10Dx2755 on 7TripleDatalink (Z or Z1)*
10Dcx31006 on 8TripleDatalink (Z or Z1)*
11Dxz21205 on 7TripleDatalink (Z, Z1 or Z2)
12Dcz31606 on 8TripleDatalink (Z, Z1 or Z2)(Vs. fighters 1,2,2,3,4,5,5)
3Dk53153 on 3Single+1/10 full hexes of range; link
6Dk43303 on 3Double+1/7 full hexes of range; link
9Dk33503 on 3Double+1/5 full hexes of range; link
12Dk3z3753 on 3Triple+1/5 full hexes of range; link

Sz/Cost = Size in spaces and cost in Mc.
Intercept = x on y = x number of shots needing y or less to hit
Max shot level = Maximum number of shots taken at a single missile. Note: This does not permit multiple die rolls against the same missile.. Specials - Datalink (These types of point defense may engage missile volleys fired at other ships in the same datagroup)

General

All missiles are engaged in the order of the defender's choice (firing order is irrelevant since they all either arrive at the same time or are considered different volleys).

No point defense system may engage leakers, ever.
No missile may be engaged more than once, period.

All CMs are intercepted at a -1 and point defense does not have to hit twice (I.e. No double rolls).
ADM is -3 to be engaged.

The volley is intercepted with each D system using its shots (either singled, doubled, tripled) vs. the entire volley. Once each D system is done with its shots, it is DONE for the rest of the volley. Order resolved by D system (I.e. No rotation bull....)

Targeting Bonus

One extra shot gives a +1 to intercept with a maximum based on the type of point defense engaging.
NOTE: You can always double up if you desire even if it means some missiles are not engaged. It should be noted that extra shots are permitted against individual mines.

Extra shots must come from either the same D system or a system of the exact same type and must be pre-allocated.

Laser Torpedoes: All point defense can engage it. Probably a -1 pen aid, free plus the mod of the mount. (I.e. CM-LT is -2)

EDM never receives bonus/minuses.
EDMs are launched and take effect AFTER D systems fire.
LT are immune to EDM

There is no penalty for datagroup defense fire.

>Question reference E-c#12.5: I am still lost on the new D chart. Single, >Double & Triple refer to shots per volley. What the devil is "3 on 3"?

EXAMPLE: If you have two inbound missiles in a volley and your point defense is 3 on 3 with a maximum of Triple shot (which is per MISSILE not volley).

Then you can either fire a single missile using all three shots with a +2 or 5 to hit. Or you can fire at one missile with 2 shots (+1 ~~ 4 to hit) and the other missile with 1 shot (3 to hit). Or you can fire at each missile with 1 shot (3 to hit) and use the other shot on another missile of the same volley (assuming there were more than 2 hits).

OFFICIAL TOURNMENT NON-AUTO HIT/MISS RULE

The following rule applies to both interception numbers and TO HIT numbers of all types (even base unmodified 10s on the to hit table, beams at 0 can miss). If the adjusted number is 10 or more and you rolled a 10 then, you have to make another roll to see if you actually intercept.

Method

Subtract 5 from the adjusted number to determine the reroll number. An adjusted 11 would mean that, after rolling a 10 on the die, that you have to roll 11-5 = 6 or less on the reroll. This reroll is limited to a maximum of 9; A 10 cannot intercept/hit on the reroll.

If an adjusted number is less than 1 and a 1 is rolled, then you have to make another roll to see if you actually hit.

Method

Add 5 to the adjusted number to determine the reroll number. An adjusted -1 would mean that, after rolling a 1 on the die, that you have to roll -1+5 = 4 or less on the reroll. This reroll is limited to a minimum of 1.

Marvin Lamb
Starfire Design Studio
Electronic Communique Editor
E-Mail: mrlamb@sojourn.com


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