Silent Death League Resources

These are the resources used in the Silent Death league.

Minor Resources

  • Ace of Aces: For each ship you destroy you gain 2 CP.
  • Aggressive Tendencies: You may pay 10 CP to issue two challenges in one week. The challeneges must be issued to different players.
  • Arms Dealer: For each weapon type you have that your opponent does not have (at the start of the battle), gain 3 CP.
  • Bloodthirsty: For each crewmember you kill you gain 2 CP.
  • Code of Honor: If you never used cannon fire on a vessel that could not use cannon fire on you, double all CP gained from minor resources for the battle.
  • Collateral Damage: For each critical you cause you gain 1 CP.
  • Counting Coup: If you hit a ship with cannon fire, but do no damage (do not mark off any boxes on the damage track), gain 1 CP.
  • Daredevil: Double any CP gained from minor resources at close range.
  • Diplomacy: Temporary. You may use this resource to trade up to 20 points worth of CP and resources with one opponent. (minor resources = 10 CP, major resources = 20 CP, and greater resources = 40 CP). Instead of losing this resource, give it to the player you traded with. They must use it with a different player.
  • Embargo: When you are involved in a battle, you may name any number of ship types with a combined BPV of no more than 20. No ships of those types may be flown in the battle. You must choose the ship types when the challenge is issued. You may not pay CP to avoid losing this resource.
  • Good Karma: Temporary. You may not choose this resource. Lose this resource and pay 5 campaign points to gain a major resource. You may not pay CP to avoid losing this resource.
  • Hot Shots: Each time you deal damage (mark of damage track boxes) from cannon fire with two dice gain 2 CP. This does not apply to damage done with All damage weapons.
  • The Meek Shall Inherit: Double any CPs gained from minor resources using low damage weapons.
  • Military Technology: Temporary. Use this resource to refit the weapons on one ship you have access to. You may not use weapons you do not have access to, and you may not add arcs of fire.
  • Miser: For each of your ships not destroyed after the battle, you gain 1 CP, 2 CP if you won.
  • Pacifism: For each weapon you destroy you gain 1 CP.
  • Political Favor: Each time you win a battle, gain 5 CP.
  • Political Maneuvering: In order to challenge you a player must pay 1d8 CP, in addition to using a challenge. In addition, each challenge costs you 1d6 less CP (minimum 0).
  • Research and Development: Temporary. You may not choose this resource. When you gain a major resource, you may use this card and choose the resource instead of making a resource roll (you may not choose Good Karma or Research and Development). You may not pay CP to avoid losing this resource.
  • Smuggler: At the end of the battle, steal 3 CP from your opponent.
  • Sniper: Double any CP gained from minor resources at long range.
  • Strategic Manuevering: After the dice are rolled for the Terrain Table, you may add or subtract up to 2 from the result (minimum 3, maximum 18). If both players have Strategic Manuevering, the challenger modifies the die roll first.
  • Underdog: If you destroy an opponent's ship using a ship with a lower TPV, gain 2 CP.
  • Vengence: If you defeat an opponent who defeated you earlier in the league, gain 10 CP.
  • Wealth: Add +10 to all resource rolls.

Major Resources

  • Ace of Aces: For each ship you destroy you gain 1d6 CP.
  • Aggressive Tendencies: You may pay 5 CP to issue two challenges in the same week, or 10 CP to issue three challenges in the same week. The challenges must be used on different players.
  • Alliance: Shared. Choose another player. Each time you win a battle, he gains half as many points as you gain based on FTPV. Each time he wins a battle, you gain half as many points as he gains based on FTPV. Any time you fight a battle with that player, you lose this resource before the battle, and you may not pay CP to avoid losing it. If you and the other player later share a Bloodfeud, this resource is lost and you may not pay CP to avoid losing it.
  • Arms Dealer: For each weapon type you have that your opponent does not have (at the start of the battle), gain 1d8 CP.
  • Blood Feud: Shared. Choose another player when you gain this resource. Each time you lose a battle, he gains half as many points as your opponent gains based on FTPV. Each time he loses a battle, you gain half as many points as his opponent gains based on FTPV. Anytime you fight a multiplayer battle allied with that player, you lose this resource before the battle, and you may not pay CP to avoid losing it. If you and the other player later share an Alliance, this resource is lost and you may not pay CP to avoid losing it.
  • Bloodthirsty: For each crewmember you kill you gain 1d6 CP.
  • Code of Honor: If you never used cannon fire on a vessel that could not use cannon fire on one of your vessels, double all CP gained for minor and major resources for the battle.
  • Collateral Damage: For each critical you cause you gain 1d4 CP.
  • Counting Coup: If you hit a ship with cannon fire, but do no damage (do not mark off any boxes on the damage track), gain 1d4 CP.
  • Daredevil: Double any CP gained from major or minor resources at close range.
  • Diplomacy: Temporary. As the minor resource Diplomacy, but up to 40 points may be traded.
  • Diversion: Temporary. Use before a battle starts. Gain 3 CP for every round the battle lasts.
  • Embargo: When you are involved in a battle, you may name any number of ship types with a combined BPV of no more than 40. No ships of those types may be flown in the battle. You must choose the ship types when the challenge is issued. All players may still fly a full fleet, they just may not include those ship types in their fleet.
  • Good Karma: Temporary. You may not choose this resource. Use this resource and pay 10 CP to gain a greater resource. You may not pay CP to avoid losing this resource.
  • Hot Shots: Each time you deal damage (the marking off of damage track boxes) from cannon fire with doubles gain 1d4 CP. This does not apply to damage done with All damage weapons.
  • Internal Audit: Temporary. Use this resource when a challenge is accepted. Your opponent must gain at least 10 CP based on FTPV, or he loses all campaign points gained in the battle.
  • Major Engagement: Temporary. Use this resource when a challenge is accepted to make the battle be fought with 400 point fleets. Multiply TPVs by 0.75 for FTPV calculations.
  • The Meek Shall Inherit: Double any campaign points from major or minor resources gained using low damage weapons.
  • Mercenaries: Temporary. Use this resource to bring any one ship type into your next battle (it is not lost until the end of the battle, but may only be used once per battle). Someone in the league must have access to the ship. You may have up to four of that ship. If you pay to keep this resource, you may only use it to bring in the same ship type, and only a number of them equal to the number that survived their last battle.
  • Military Technology: Temporary. Use this resource to refit one weapon on a ship you have access to. You must either have access to the weapon, or a player you have defeated must have access to it. You may not add arcs.
  • Minor Engagement: Temporary. Use this resource when a challenge is accepted to make the battle be fought with 200 point fleets. Multiply TPVs by 1.5 for FTPV calculations.
  • Miser: For each of your ships not destroyed after the battle, you gain 1d4 CP, 1d6 if you win the battle.
  • Pacifism: For each weapon you destroy you gain 1d4 CP.
  • Political Favor: Each time you win a battle, gain 1d12 CP.
  • Political Maneuvering: In order to challenge you a player must pay 2d8 CP, in addition to using a challenge. In addition each challenge costs you 2d6 less (minimum 0).
  • Research and Development: Temporary. You may not choose this resource. When you gain a greater resource, you may use this resource and choose the resource instead of making a resource roll. You may not pay CP to avoid losing this resource.
  • Shipyard: You may add one ship to your roster. This ship must be from the roster of a player you have defeated in battle.
  • Smuggler: At the end of the battle, steal 1d8 CP from your opponent.
  • Sniper: Double any CP gained from major or minor resources at long range.
  • Strategic Manuevering: After the dice are rolled for the Terrain Table, you may add or subtract up to 4 from the result (minimum 3, maximum 18). If both players have Strategic Maneuvering, the challenger modifies the dice roll first.
  • Subterfuge: Temporary. Use this resource to force the loss of a resource belonging to an opponent you just defeated in battle.
  • Underdog: If you destroy an opponent's ship using a ship with a lower BPV, gain 1d6 CP.
  • Vengence: If you defeat an opponent who defeated you earlier in the league, gain 2d12 CP.
  • Wealth: Add +20 to all resource rolls.

Greater Resources

  • Ace of Aces: For each ship you destroy you gain 1d8 CP.
  • Aggressive Tendencies: You may issue two challenges a week. You may issue three challenges in a week if you pay 5 CP, four challenges if you pay 10 CP. The challenges must be issued to different players.
  • Alliance: Shared. Choose another player. Each time you win a battle, he gains half as many points as you gain. Each time he wins a battle, you gain half as many points as he gains. Any time you fight a battle with that player, you lose this resource before the battle, and you may not pay CP to avoid losing it. If you and the other player later share a Bloodfeud, this resource is lost and you may not pay CP to avoid losing it.
  • Arms Dealer: For each weapon type you have that your opponent does not have (at the start of the battle), gain 1d10 CP.
  • Blood Feud: Shared. Choose another player when you gain this resource. Each time you lose a battle, he gains half as many points as your opponent gains. Each time he loses a battle, you gain half as many points as his opponent gains. If you and the other player later share a Alliance, this resource is lost and you may not pay CP to avoid losing it.
  • Bloodthirsty: For each crewmember you kill you gain 1d8 CP.
  • Code of Honor: If you never used cannon fire on a vessel that could not use cannon fire on one of your vessels, double all CP gained from resources for the battle.
  • Collateral Damage: For each critical you cause you gain 1d6 CP.
  • Counting Coup: If you hit a ship with cannon fire, but do no damage (do not mark off any boxes on the damage track), gain 1d6 CP.
  • Daredevil: Double any CP gained at close range.
  • Diplomacy: Temporary. As the minor resource Diplomacy, but up to 80 points may be traded.
  • Diversion: Temporary. Use before a battle starts. Gain d10 CP for every round the battle lasts.
  • Embargo: When you are involved in a battle, you may name any number of ship types with a combined BPV of no more than 80. No ships of those types may be flown in the battle. You must choose the ship types when the challenge is issued. All players may still fly a full fleet, they just may not include those ship types in their fleet.
  • Hot Shots: Each time you deal damage from cannon fire with doubles gain 1d6 CP. This does not apply to damage done with All damage weapons.
  • Internal Audit: Temporary. Use this resource when a challenge is accepted. Your opponent must gain at least 20 CP based on FTPV, or he loses all campaign points gained in the battle.
  • Major Engagement: Temporary. Use this resource when a challenge is accepted to make the battle be fought with 500 point fleets. Multiply TPVs by 0.6 for FTPV calculations.
  • The Meek Shall Inherit: Double any campaign points gained using low damage weapons.
  • Mercenaries: Temporary. Use this resource to bring any one ship type into your next battle (it is not lost until the end of the battle, but may only be used once per battle). Any published ship may be used. You may have up to four of that ship. If you pay to keep this resource, you may only use it to bring in the same ship type, and only a number of them equal to the number that survived their last battle.
  • Military Technology: Temporary. Use this resurce to refit one weapon on a ship you have access to. Any published weapon may be used, but you may not add firing arcs.
  • Minor Engagement: Temporary. Use this resource when a challenge is accepted to make the battle be fought with 100 point fleets. Multiply TPVs by 3 for FTPV calculations.
  • Miser: For each of your ships not destroyed after the battle, you gain 1d6 CP, 1d8 CP if you won the battle.
  • Pacifism: For each weapon you destroy you gain 1d6 CP.
  • Political Favor: Each time you win a battle, gain 2d8 CP.
  • Political Maneuvering: In order to challenge you a player must pay 2d10 CP, in addition to using a challenge. In addition each challenge costs you 2d8 less (minimum 0).
  • Shipyard: You may add one ship to your roster. This ship may be designed using the ship design rules. The new ship may not use any weapons your other ships do not have. You may not use quirks in designing this ship, and the 1st week you use the ship it suffers from mechanical unreliability.
  • Smuggler: At the end of the battle, steal 1d10 CP from your opponent.
  • Sniper: Double any CP gained from major or minor resources at long range.
  • Strategic Manuevering: After the dice are rolled for the Terrain Table, you may add or subtract up to 4 from the result (minimum 3, maximum 18). If both players have Strategic Manuevering, the challenger modifies the dice roll first.
  • Subterfuge: Temporary. Use this resource to steal a resource belonging to an opponent you just defeated in battle.
  • Underdog: If you destroy an opponent's ship using a ship with a lower TPV, gain 1d8 CP.
  • Vengence: If you defeat an opponent who defeated you earlier in the league, gain 2d12 CP.
  • Wealth: Add +30 to all resource rolls. 

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Last Modified 9/6/99

 

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Created 8/29/98

 

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