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Starfire I/II Ship Design Analysis

Ship Construction Procedure

  1. Choose a hull size.
  2. Decide number of engines and therefore speed. (Unlike other systems, engines vary in the number of spaces they require. See table below.)
  3. Purchase other systems.
    1. Must have 1 Bulkhead for every 4 Holds (H).
    2. A freighter may only carry weapons equal to one less than its number, e.g. the Freighter 4 can carry 3 weapons.
    3. A duplicate of a previously purchased ship gets a 10% discount in price.
  4. Arrange systems in following left-to-right order:
    1. all Shields (S)
    2. all Armor (A)
    3. any Datalink (Z)
    4. other systems
Hull Cost Chart Hull Type Efficiency Analysis
Hull
Type
Spaces
Available
Hull
Cost
Turn
Mode
Max
Speed
Engine
Cost
Space
Req'd.
Percentage
of non-engine
systems*
% Ratio of
non-engines
to hull cost*
Escort (ES)10$332650.57021
Corvette (C)13$602650.57717
Frigate (FG)18$7226616717
Destroyer (DD)25$13026717615
Cruiser, Light (CL)35$1853681.57414
Cruiser (AC)50$30036827613
Carrier, Light (CVL)50$40036+182769.5
Battlecruiser (BC)70$465361028312
Battleship (BB)80$600451237610
Carrier (CV)85$70036+11028610
Dreadnought (DN)120$800451548012
Freighter 1 (FR1)20$6042419030
Freighter 2 (FR2)35$10042519433
Freighter 3 (FR3)55$15043619535
Freighter 4 (FR4)90$2503481.59334
Base 1 (B1)20$250n/a
Base 2 (B2)40$500n/a
Base 3 (B3)75$500n/a
Base 4 (B4)100$750n/a
Hull
Type
Spaces
Available
Hull
Cost
Turn
Mode
Max
Speed
Engine
Cost
Space
Req'd.
Percentage
of non-engine
systems*
% Ratio of
non-engines
to hull cost*
Hull Cost Chart Hull Type Efficiency Analysis
*Assuming all possible engines are purchased.

Fighter Construction Procedure

  1. Base characteristics of a fighter:
    • 4 Load Points
    • 6 Movement Points
    • 6 Assault Movement Points
    • Cost of $5
  2. Items can be added to a fighter at the following schedule:
    Item Cost Load
    Points
    Reduction to
    Assault Movement
    Notes
    Gun Pack$221like a ship gun; 1 available on each CV bay
    Laser Pack$521like a ship laser
    Missilen/a11like a ship missile; add at launch time; 6 on each CV bay
    Rocket Podn/a11add at launch time; 10 on each CV bay
    Recon Pack$200for campaign scenarios

System Cost and Space Requirements
OffenseCodeCost Space Req'd. Notes
Energy BeamE354ignores A and H
Force BeamF254destroys systems from left to right
GunG53destroys systems from left to right
Laser BeamL254destroys left to right, ignoring shields
Multiplex TrackingM2301ship can have 2 targets in 1 turn; only one M per ship
Multiplex TrackingM3401ship can have 3 targets in 1 turn; only one M per ship
Multiplex TrackingM4501ship can have 4 targets in 1 turn; only one M per ship
Presser BeamPb92?
Primary BeamP504fires every other turn, ignores shields/armor; roll die to determine how far in destroyed system is
Missile LauncherR103destroys systems from left to right
Missile+Gun LauncherW203each turn can fire as either gun or missile
Missile HoldMh152?
DefenseCodeCostSpace Req'd.Notes
ArmorA21
BulkheadB21need 1 per every 4 Holds
ECM?603?
HoldH11may not be more than 10% of ship except freighters
Overload DampenerO201see combat charts
Point DefenseD252die roll to intercept missiles in a volley: first on 1-5, second on 1-4, etc.; also attacks fighters
Point Defense, Improved Di302die roll to intercept missiles in a volley: first on 1-4, second on 1-3, etc.; also attacks fighters
ShieldS41must outnumber armor
PropulsionCodeCostSpace Req'd.Notes
Ion EngineIsee Hull Cost Chartmost are usually placed at far right
Advanced Maneuvern/a10% hull cost, 0 sp.Reduces turn mode by 1.
Assault Movementn/a2 per hull sp., 0 sp.Requires speed 6 and at most 1 primary, energy or force beam.
MiscellanyCodeCostSpace Req'd.Notes
Carrier BayV51Each bay can hold one fighter.
DatalinkZ400at most one per ship
Long Range ScannerXr302for campaign scenarios
Science InstrumentsX101for campaign scenarios
Shearing PlaneC152?
Tractor BeamT92?
Transit InstrumentsY101for campaign scenarios

See also: combat charts

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