Silent Death League Rules

Each player starts with 300 points to build their fleet. Only ships that appear on their house's roster can be used. No more than four of any one miniature may be used in any fleet. Crewmember skill levels will always apply to the TPV of a ship. Note that tractor beams are not allowed. If you have a ship with tractor beams, you may replace them with other weapons of the same size or less. You may not add arcs of fire in this fashion, or use a weapons system your house does not already have acces to.

Each player may choose two starting resources from the minor resource table. Each player also starts with 25 campaign points (CP) and two challenges.

To fight a battle, one player issues a challenge to another player. Each player may only issue one challenge per week, but there is no limit to the number of battles they may fight. The challenged player may decline the challenge, but if they do so they lose 10 campaign points. Note that if a player has already scheduled two battles that week, they may decline a challenge at no campaign point loss. If a challenge is declined, it is not lost. The challenger may still issue a challenge that week, but not to a player he has already challenged that same week.

Two players may fight a battle without using a challenge, but both players must pay 10 CP before the battle begins.

After a battle, the winner gains CP based on their final TPV. Final TPV (FTPV) is equal to the winner's TPV at the end of the battle minus the losers TPV at the end of the battle.

FTPV  CP
250+ 30
200-249 25
150-199 20
100-149 15
50-99 10
49 or less 5

After the battle, the winning player may gain a minor resource, or pay 10 CP to gain a major resource . For every 5 CP the winner spends, he gets a +10 to his resource roll. The loser may pay 10 CP to gain a minor resource.

After the battle, compare CP gained from the battle. The player who gained the least CP from the battle gains a challenge.

Challenges may be purchased for 15 CP.

The league will run for one week for each player in the league, minus one. At the end of the league, the player with the most campaign points wins the league and is crowned emperor. In the case of a tie, the player with the better win/loss ratio wins. The player with the highest win/loss ratio is appointed commander of the armed forces. In the case of a tie, the player with the most campaign points wins.

Multiplayer battles may be fought. When the challenger issues the challenge, he states that it will be a multi-player battle. If the challenge is accepted, both players have at least 24 hours to recruit allies for their side. Each ally must spend a challenge to enter the battle. Players on the winning side all gain points based on their final TPVs minus the average TPV of the losers.

Resource Rules

Resources come in three types. The lowest type is minor, the next higher type is major, and the highest type is greater.

Whenever a player gains a resource, they must make a resource roll. To do this roll a d100, add any appropriate bonuses, and consult the appropriate table. If the player's house is listed in the preferred column for the result above or below the one rolled, they may choose the preferred resource instead. If the player's house is listed in the reroll column of the table for the result rolled, that resource is not gained. Reroll the dice until a resource is rolled that does not list that player's house in the reroll column. Check for preferred resources before checking for reroll.

If a resource roll is greater than 100, the player may either choose a resource or pay 10 CP to roll on the table for the next highest level of resource. If a resource roll is less than 0, the player may either choose a resource of the next lowest type, or pay 10 CP to reroll.

Whenever a player chooses a resource, they may pick one from the appropriate table. No roll is required, but a resource may not be picked that is listed as a reroll for that player's house.

Permanent resources stay with the player. Temporary resources are generally one use. After the battle in which they are used, they are lost. When a temporary resource is lost after use, a new resource of the next lower type is gained (no resource is gained after the loss of a temporary minor resource). A player may pay 5 CP to avoid losing a temporary minor resource, 10 if it is a major resource, 20 if it is a greater resource.

A player may upgrade by voluntarily losing two resources of the same type to gain a resource of the next type. If a player has two resources of the same name, he may trade the lower one in for a new resource of the same level, or pay CP to trade it in for one of the next level (5 CP for a minor resource, 10 CP for a major). You may not pay CP to avoid losing temporary resources lost in this manner.

Shared resources are considered to belong to both the player who gained it and the other player it affects. Only the player who played the resource may upgrade it.

Terrain resources always give an even number of terrain items to place. When you use a terrain resource, your opponent places half of the terrain items, and then you place the other half.

Resources are not cumulative with other resources of the same name. Two minor Bloodthirsty resources will not gain you four CP for each pilot you kill. If you have a major Bloodthirsty resource, a minor Bloodthirsty resource will have no effect on you.

You may not gain CPs from damage done to your own ships.

Any rolls made for resources should be made in front of your opponent. This includes rolls for gaining resources, or getting CPs from resources. If the rolls are made outside of a battle, such as the one for Aggressive Tendencies, it must be made in front of the score keeper for the campaign.

Battle Rules

Before ships are set up, the challenger rolls on the Terrain Table, to determine what (if any) terrain will be used in the battle. Some terrain types may add optional rules for the duration of the battle. If defender's choice or challenger's choice is rolled, the indicated player may either choose one terrain type, or roll twice on the the table and apply both results.

Each player should place half of the terrain (the defender places if there is only one piece of terrain). If a range is indicated, roll the appropriate dice for the number of terrain pieces.

The challenged player decides whether the players will enter on the long side or the short side of the map. The challenger sets up his ships first.

If a ship leaves the map it is considered destroyed, but not by the opponent. If a ship leaves the map on the opposite side it entered it is not considered destroyed (for FTPV), but it may not reenter the game.

The following optional rules are in use:

  • Damage Control
  • Decoys
  • Point Defense vs. Missiles
  • Point Defense vs. Torpedoes
  • Destroyed Starcraft Debris
  • Drive 0 Turns
  • Firing Multiple Weapons Systems
  • Life Pods
  • Multi-player Games (see above)
  • Sideslips

 [ Home ]

[ HoG ]

 

[ Silent Death ]

Last Modified 9/6/99

 

 [ Resources | Tables ]

 [ Nothing ]

Created 8/29/98

 

Page by Ichabod