Star Wars RPG - D20 - Silent Death.pdf

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Dogfighting Using the Silent DeathRules
BY ERIK A. DEWEY
elcome to S TAR W ARS Silent Death ,a
ship-to-ship combatgame based on
the Silent Death mechanics created by Iron
Crown Enterprises and owned by Mythic
Entertainment,Inc.The following is a con-
densed version of the Silent Death game,
with rules for playing outbattles between
X-Wings,TIE fighters,and other ships in
the Rebellion era.Although this is a stand-
alone game,feel free to use the rules,ship
displays,and poster-sized battle matto
play outcomplex starfighter battles in the
S TAR W ARS Roleplaying Game .
To play this game,you will need a setof
polyhedral dice.You also have permission to
photocopy the various Ship Displays and
Ship Tokens for home game use only.
Enjoy these rules,grab your favorite fight-
ers,and may the Force be with you!
from 1 (the lowest) to 10 (the highest).Each
pilothas a Piloting skill level (Plt) and a
Gunnery skill level (Gnr),while each gunner
has only a Gunnery skill level.
Each ship requires a pilotand possibly
one or more gunners to staff it.Pilotand
gunner skill levels are either setby a given
scenario or purchased for a pointcostwhen
designing your own scenarios.
Example: The Y-Wing has both a Pilotand
a Gunner,as indicated in the Crew Boxes.
The Skill Level Table below shows which
die to use for TightTurn Costs and ADBs.
Drive
A ship’s Drive is located in a box atthe bot-
tom of the Ship Display’s central hex.The
Drive of a ship represents how much engine
power is available.The higher the number,
the more powerful the ship’s engine.As a
ship gets damaged,its Drive is reduced.
How to use a ship’s Drive is discussed
below under Movement .
Example: The Y-Wing’s Drive,12,is located
atthe bottom of the central hex.
Crew Skills
A ship’s TightTurn costshows how well it
can perform radical maneuvers.This is
based on the pilot’s Piloting skill,with a
higher skill level indicating a smaller die.
Underneath the big hex on the Ship Display,
you’ll see the words TightTurn Costand a
blank line followed by “+3.”Find the pilot’s
Piloting skill on the “Skill Level Table”below
and write the pilot’s TightTurn Costdie on
the blank line in the Ship Display.
The Attack Die Bonus (ADB) is an extra
die thateach weapon gets to use when fir-
ing.The bigger the die,the larger the poten-
tial bonus.Which die rolled is determined
by the Gunnery Skill of the crewmember fir-
ing thatweapon.A higher Gunnery skill
provides a bigger ADB.Find the pilot’s or
gunner’s Gunnery skill on the “Skill Level
Table”and write the
ADB die in the appropri-
ate blank on the Ship
Display (either in the
PilotWeapon or Gunner
Weapon box).
Hitting and damaging
with weapons is
detailed in the Weapons
section.The Skill Level
Table shows which ADB
to use based on the
Gunnery skill level.
Defensive Value
Found in the upper leftcorner of the central
hex on the Ship Display,the Defensive Value
(DV) indicates how difficulta ship is to hit.
The Defensive Value represents the nimble-
ness of the ship and the strength of its hull.
The higher the Defensive Value,the more
difficultthe ship is to hitwith a weapon.
The Defensive Value is the basic number an
attacking ship needs to roll to hitthe ship.If
the total roll is less than the ship’s DV,the
attack misses.Defensive Value usually only
decreases due to Critical Hits.
Example: The Y-Wing’s Defensive Value,
located in the upper leftcorner of the cen-
tral hex on the Y-Wing’s Ship Display,is 14.
Ship Display
Every ship in the game has its own unique
Ship Display detailing the ship’s systems,
cost,weapons,crew,and resilience to dam-
age.Let’s look atthe Ship Display in greater
detail.
BPV/TPV
Atthe top of the Ship Display can be
found the ship’s type (X-wing,Y-wing,or
whatever) and BPV.The BPV is the ship’s
Basic PointValue:the pointcostof the
ship withoutany crewmembers added.
Inside the Ship Display is a box labeled
TPV,or Total PointValue.The TPV is the BPV
of the ship,plus the sum of all of the crew’s
skill levels.TPV is used to create balanced
forces on opposing sides of a battle.
Skill Level Table
Piloting Skill Tight Turn Cost Gunnery Skill ADB
1
1d10
1 1d4
2
1d10
2 1d4
3
1d8
3 1d4
4
1d8
4 1d4
5
1d6
5 1d6
Crew Boxes
Every ship requires crew.How many
crewmembers and how skilled they are can
be found in the Crew Boxes.All pilots and
gunners are rated by skill levels which range
6
1d6
6 1d6
7
1d4
7 1d8
8
1d4
8 1d8
9
1d4
9 1d10
10
1d4
10 1d10
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Silent but Deadly
Damage Reduction
This is found in the upper right corner of the
central hex on the Ship Display. Damage
Reduction (DR) gauges how heavily
armored or shielded a ship is. Any damage
done to a ship is reduced by Damage
Reduction before it is applied;thus it is pos-
sible for a ship to be hit but sustain no dam-
age. As a ship sustains damage greater than
its current Damage Reduction, the Damage
Reduction value drops.
Example: The Y-Wing’s DR, located in the
upper right corner of the central hex on
the Y-Wing’s Ship Display, is 3.
mount receives a bonus to-hit and damage
depending on the number and type of
weapons mounted. For example, twin Laser
Cannons receive a +1 to-hit and damage.
When firing a linked weapon, only one die
roll is made for each link. For example, if an
X-Wing is firing its four Laser Cannons all
linked together, then only one roll is made
at +3 to-hit and damage;if all four cannons
were fired separately, four separate rolls
would be made, each receiving no bonus to-
hit or damage. If the X-Wing fired the can-
nons linked two by two, then two rolls
would be made, each with a bonus of +1 to-
hit and damage. The decision to link a
weapon must be made before any dice are
rolled but can change from turn to turn.
Also on the second line is the weapon’s
firing arc, found in parentheses after the
weapon name. A ship cannot fire a weapon
at a ship outside the weapon’s designated
firing arc. The available firing arcs
are Front (F), Front Quarter Left
(FQL), Front Quarter Right (FQR),
Rear Quarter Right (RQR), Rear
Quarter Left (RQL), Rear (R), and All
Around (360°). These locations are
marked around the central hex on
each of the Ship Displays to help you
remember which hexside is which.
Each firing arc is a 60° cone that
extends out of a side of the vessel’s
hex in the direction indicated. The
arc covers all hexes between the
cone’s outer lines, as well as any hexes that
the line crosses into.
The one exception is the All Around firing
arc (360°), which allows a weapon to fire in
any direction. A weapon system that lists
two or more firing arc codes can fire into
any of the listed arcs. Pilot-mounted
weapons only have a firing arc of Front (F).
Example: The Y-Wing has two weapon
sytems installed. The Pilot fires a twin Laser
Cannon while the Gunner fires a twin Ion
Cannon. The Gunner’s weapon has a firing
arc of 360°.
The third line in the weapon box is the To
Hit indicator. Every weapon has two dice it
rolls, plus the ADB. These three dice are
totaled with any applicable bonuses to see
whether the weapon hits. If the total result
is equal to or greater than the target ship’s
Defensive Value, a hit is scored;otherwise
the shot misses.
Example: A Y-Wing pilot with a Gunnery
skill of 3 (ADB: 1d4) fires the ship’s twin
Laser Cannon at an enemy ship. The pilot
decides not to link the weapon, firing
twice instead. For each attack, the pilot
rolls 2d8 + 1d4 (ADB).
The next line in the weapon box is the
Damage indicator. The words (Low, Medium,
or High) indicate which die (or dice) to
count when determining damage. There
can be bonuses to damage based on the
number and type of the weapon.
The #D# format tells a player which dice
to roll and how many. Thus, 2D6 means roll
two six-sided dice, and 1D8 means roll one
eight-sided die. Occasionally, a modifier on
the end of the formula adds to or subtracts
from the total. For example, 3D8+4 means
roll three eight-sided dice and add four to
Weapons
The weapons boxes are found scattered
around the SHip Display. Each weapon box
represents a separate weapon mount that
can be used. The weapon box itself contains
all the information needed to fire the
weapon mount.
The first line of a weapon box indicates
which crew position may fire the weapon
(either Pilot or Gunner). Only that crew-
member can fire that weapon. If something
happens to that crewmember, the weapon
cannot be fired.
The second line indicates the number and
type of weapon. A single mount can house
multiple barrels of the same weapon. When
this occurs, the gunner has the option of fir-
ing each barrel individually or linking the
cannons together. When linked, the entire
Firing Arcs
Forward
Front
Quarter
Left
Front
Quarter
Right
Rear
Quarter
Left
Rear
Quarter
Right
Rear
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the result.“Low”
means take the
lowest number result,“Medium”means
take the middle result,and “High”means
take the highest result.If the dice come up
with doubles,add them together if the
damage is Low and they are the low num-
bers,same if the doubles are High and the
damage is High.If the player rolls doubles
with Medium, then use the High result.
guided weapons that maneuver on the
board and attempt to impact with targets.
Each circle or pip indicates a single torpedo
or missile,which is marked off every time
one is fired.
Players with warheads may launch one or
more at any target at any range,as long as
the target is in the firing ship’s front arc.All
warhead launches are simultaneous,and all
targets must be openly declared after
launch decisions are made.
Any living,undazed crewmember may
fire a warhead.
When you fire a warhead, place the
appropriate warhead figure on the map in
the firing vessel’s hex. It must face the
same direction as the ship. During all sub-
sequent Movement Phases, the warhead
moves toward its designated target. A
Proton Torpedo has a Drive of 12, and a
Concussion Missile has a Drive of 14. A
warhead remains on the board until it is
either destroyed, dodged, or detonates.
Example: The Y-Wing carries six Proton
Torpedoes.
as they are inflicted.Below is a summary of
the special damage symbols and what
effects they represent.
Damage Track Codes
: Reduce the ship’s current Drive number
to the highest unmarked boxed number
currently on the Damage Track.
: Reduce the ship’s Damage Reduction to
the highest,unmarked diamond value
currently on the Damage Track.
w: Eliminate a weapon system of the
defender’s choice.
W: Eliminate a weapon system of the
attacker’s choice.
t: Eliminate one remaining warhead.
* : Roll 2d6 on the ship’s Critical Hits Table.
Apply the damage effect immediately.
X: This is the last box on the damage track.
If it is marked off, the ship is destroyed
and removed from the map.
Dice Roll Result
3D8 Low 2,4,6 2
3D8 Medium 2,4,6 4
3D8 High 2,4,6 6
3d6 Low 3,3,5 6 (3 + 3)
3d6 Medium 3,3,5 5 (becomes High)
3d6 High 3,5,5 10 (5 + 5)
The next line indicates the range modifi-
cations of the weapon.This is broken into
three sections:short,medium,and long
range.The numbers indicate how many
hexes away the target can be and still lay in
the indicated range.For example,a Laser
Cannon has a range of 3/9/10;a target
within 3 hexes is in short range;a target
within 4 to 9 hexes is in medium range;and
a target 10 hexes away is in long range.Any
ship more than 10 hexes away cannot be
targeted.If a target ship is in short range,
the to-hit roll is modified by +1,while if the
target ship is in long range, the to-hit roll is
modified by –1.There is no modifier if the
target ship is in medium range.
Critical Hits Table
On the far right of the Ship Display is the
ship’s Critical Hits Table.Whenever an aster-
isk ( * ) is marked off of the Damage Track,
the attacker needs to roll on the Critical Hits
Table.Any effect is applied immediately.If a
ship has all of its crew members killed from
critical hits,but the ship is not destroyed,it
remains on the map.
Below the Critical Hits Table on some of
the Ship Displays are additional damage
notes for certain weapons.
Damage Track
At the bottom of the Ship Display,below
the ship’s Drive,is the Damage Track.Each
type of ship has a unique Damage Track.As
the ship takes hits,mark off boxes on its
Damage Track,starting at the top left corner
of the track,moving left to right.
As hits are marked off on the Damage
Track,a ship’s performance deteriorates.
Special damage symbols and numbers are
used in the Damage Track boxes to indicate
exactly what happens.The various results
are cumulative and take full effect as soon
Warheads
Some Ship Displays have Proton Torpedoes
or Concussion Missiles.These weapons are
collectively called warheads.These are self-
Sequence of Play
Each turn is broken down into five parts,
called phases .The activities of each phase
should be finished before moving on to
the next phase.When all the phases of a
turn are completed, a new turn begins and
the procedure is repeated until the game
is over.The activities performed in the var-
ious phases are described in the following
sections.
Turn Sequence
1.Warhead Launch Phase
2.Movement Phase
3.Warhead Result Phase
4.Cannon Fire Phase
5.Damage Control Phase
1. Warhead Launch Phase
There are two types of weapons:cannons
and warheads.Cannons include various
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types of Laser Cannons,Blasters,Ion
Cannons,and other direct fire weapons,
while warheads include Proton Torpedoes
and Concussion Missiles.
Most cannons can fire continuously
throughout the game;warheads,on the
other hand,are used up as they are fired.
Their entries on the Ship Display should be
marked off as they are expended.
Players with warheads may launch one or
more at any target at any range,as long as
the target is in the firing ship’s front arc.All
warhead launches are simultaneous,and
targets must be openly declared after all
launch decisions are made.
Any living,undazed crew member can
fire a warhead.
When you fire a warhead,mark off that
warhead’s pip on your Ship Display.Then
write down the target right next to the pip.
This will help you keep track of which war-
head is going after which ship.
If,during its move,a
ship enters the hex of a
warhead that is tracking
it,that warhead imme-
diately detonates and
resolves its damage.Do
not wait for the
Warhead Results Phase
in this case.The target
ship does not get to
dodge.
2. Movement Phase
Each ship has a Drive
number on its Ship
Display (located at the
bottom of the large cen-
tral hex) that represents
the maximum number
of movement points the
vessel has available to spend that turn of
the game.As a ship takes damage,its Drive
may be reduced.Note such changes right
on the Ship Display.When the Drive number
is reduced to zero,the vessel cannot move.
Example: Player A’s highestPiloting skill is
8,while Player B’s is 9.They both roll 1d10,
with Player A rolling an 8 and Player B rolling
a 5.Player A’s total is 16 and Player B’s is 14,so
Player B mustmove a ship first.No matter
how many ships each side has,Player A must
waituntil all of Player B’s ships have moved
before moving his lastship.
Warhead Tokens
The cut-out tokens at the end of this arti-
cle include tokens for Proton Torpedoes
and Concussion Missiles.Place these on
your Ship Display so you know which war-
heads the ship carries.
When you fire a warhead,place that war-
head’s token on the map in the firing ves-
sel’s hex,facing in the same direction as
your ship.If you are firing multiple war-
heads,it might help to number them,so
that you remember which is which.
During all subsequent Movement Phases,
a warhead moves toward its designated tar-
get,using 12 movement points per turn if it
is a Proton Torpedo and 14 movement points
per turn if it is a Concussion Missile,until it
is either destroyed,dodged,or detonates.
A warhead moves immediately after its
target.It pursues its target,always moving
(hex by hex) so as to get closer to its quarry
by the shortest path.The player who fired it
determines the exact flight path of each
warhead.See the Movement rules for how
to move a warhead.
Upon entering its target’s hex,a warhead
ends its move and detonates.The target has
a chance to dodge it,but if the dodge fails,
the warhead damages its target.In either
case,the warhead explodes and the war-
head counter is removed at the end of the
Warhead Results Phase.
Movement Order
During the Movement Phase,all ships with
a current Drive of zero do not count in the
movement order.
The movement of ships alternates
between vessels on each side of the battle.
To determine the order in which the ships
move,the players roll for initiative at the
start of each Movement Phase.Roll 1d10
and add the Piloting skill of your best pilot
on the map.In case of a tie,roll again.
The player with the lowest result must
move a ship first.Players then alternate
moving ships until all ships have had a
chance to move.If one side runs out of ships
to move before the other side,the side with
the extra vessels then completes the moves
for all remaining ships.
If there are uneven sides,things get a lit-
tle more complicated.If one side has twice
as many ships as another,it must move two
ships at a time.If it has three times as many
ships as another,it must move three ships
at a time.If the number of vessels do not
divide up evenly,the extra ships can be held
back until their player’s last move.
Note that the person who wins the initia-
tive always gets to move the last ship,no
matter what.
Movement
Ships expend movement points to enter
hexes and make turns on the map.When
you move a ship,you can use as much of its
Drive as you wish,from zero to the ship’s
current Drive number.How fast the ship
moved the pervious turn has no bearing at
all.If available movement points are not
spent during a Movement Phase,they are
lost.They may not be transferred from one
ship to another or saved from turn to turn.
A ship must complete its entire move
before another vessel can begin moving.
There is no restriction on passing through
hexes occupied by other ships,but a vessel
cannot turn in a hex occupied by another
ship nor end its move in a hex occupied by
another ship.
A ship expends 1 movement point to
enter the hex immediately to its front,and
it expends extra movement points to turn
(change facing) in a hex.Ships cannot
move backward or sideways.
There are two types of turns:a normal
turn and a tight turn.In either case,you can-
not turn twice in a row (you mustmove for-
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ward between
turns, no matter
which type you happen to be making).
Warhead Movement
Whenever a ship or warhead completes it
move, any warheads currently tracking it
make their moves immediately before any
other ships or warheads move. As explained
in Warheads, they must spend their move-
ment points to get to their targets by the
shortest route possible.
Every turn costs a warhead 3 movement
points per hexside turned, but unlike ships,
a warhead can turn an unlimited number
times in a single hex. Warheads do not
make Tight Turns; a 180° (or three hexside)
turn, for example, would cost 9 movement
points.
Concussion Missile does 1d12. All warhead
attacks occur in the Warhead Results Phase
and are considered simultaneous. If a target
is hit by more than one warhead during a
single Warhead Results Phase, resolve the
damage as one combined attack.
Example: A player rolls poorly and fails to
dodge two Concussion Missiles tracking her
ship. The two Concussion Missiles hit, each
doing 1d12 points of damage. Her opponent
rolls 2d12 and totals them, getting a 5 and 11.
The total damage comes to 16. Smack!
Normal Turns
A normal turn is a turn of one hexside in
either direction from the ship’s present fac-
ing, and it costs 3 movement points. If you
want to turn more than one hexside at a
time, you must perform a tight turn.
If a vessel has a current Drive of less than
3 (but greater than zero), it is allowed to
turn one hexside as its sole action for the
Movement Phase. This turn takes all of the
ship’s movement to complete.
Damage
Just because a ship is hit does not necessar-
ily mean that it is damaged. Most ships have
sheilds in addition to some sort of ablative
armor to protect them against attacks. To
reflect this, each ship has a Damage
Reduction value. This appears in the upper
right corner of the Ship Display’s central hex.
Once the base amount of damage from
an attack is determined, subtract the tar-
get’s current Damage Reduction. Mark the
remaining number of hits off of the target’s
Damage Track. Note that due to Damage
Reduction, some hits will actually fail to
cause any damage.
Example: A Proton Torpedo hits a TIE
Fighter for 15 damage. The ship has a
Damage Reduction of 1, so it “only” takes
14 damage.
Tight Turns
A tight turn is any turn of more than one
hexside at once. A tight turn costs 3 move-
ment points plus the result of a random die
roll, regardless of the number of hexsides
turned. This modified random roll (called
the Tight Turn Cost) is determined by the
Piloting skill of the vessel’s pilot and can be
found on the Skill Level Table.
Example: A player with a TIE Interceptor
wants to turn 180° to attack the X-Wing
following him. The pilot’s Piloting skill is 5,
so the player rolls 1d6 and adds 3 to deter-
mine the cost of the Tight Turn. The player
rolls a 2, for a total cost of 5. Assuming the
TIE Interceptor has not suffered Drive loss
due to damage, the player still has 13
movement points remaining of the ship’s
original 18.
If a tight turn ends up costing more
movement points than the ship has left this
phase, the craft stalls, failing to execute the
turn. The ship’s move ends immediately,
leaving the vessel facing in the direction it
was heading before it attempted to make
the tight turn.
3.Warhead Results Phase
A warhead hits its target once it enters the
target’s hex, unless the ship manages to
dodge it. Warheads do not use the same
Attack Dice procedure that cannons use.
They simply explode when they get close
enough to their targets. Still, warhead tar-
gets can attempt to dodge during the
Warhead Results Phase and thus avoid
destruction.
Dodging Warheads
To dodge warheads, your ship must have a
current Drive equal to or greater than 10. If
so, roll:
1d10 + Piloting skill – number of
warheads detonating – 10
The result of this roll is the number of war-
heads the pilot dodges. If only some war-
heads are dodged, Concussion Missiles are
always dodged first.
Example: A ship is targeted by two
Concussion Missiles. During the Movement
Phase, both warheads enter the ship’s hex.
During the Warhead Results Phase, the pilot
attempts to dodge the warheads. The player
rolls 1d10, adds her pilot’s Piloting skill of 7,
and subtracts the number of warheads
attacking, which is 2. If the player rolls a 1,
the modified result is 1 + 7 – 2 – 10 = –4. All
the warheads hit. If the player rolls a 8, the
modified result is 8 + 7 – 2 – 10 = 3, so up to
three warheads are dodged.
Destroyed Ships
When a ship is destroyed, remove it from
the battle mat, as it no longer has any
effect on the game. If a ship is not
destroyed but all of its crew members have
been killed, it should be left on the board.
It can still prevent other ships from stop-
ping or turning in its hex.
Standard Turn
Jamming Warheads
To reflect the use of electronic countermea-
sures, all vessels are capable of jamming
warheads that are presently tracking them.
At the end of the Warhead Results Phase—
after all warhead detonations are
resolved—each ship that currently has at
least one warhead tracking it can attempt
to prematurely detonate (“jam”) one of
those warheads.
To jam a warhead, the player selects a
warhead tracking his or her ship and
declares the jamming attempt. The player
Tight Turn
Warhead Hits
When a ship fails to dodge a warhead, it is
hit. Now it is time to check for damage. A
Proton Torpedo does 3d12 damage, while a
74 VOLUME 1, NUMBER 3
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Zgłoś jeśli naruszono regulamin