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<strong>Torpedoes</strong><br />
You may make the intended targets of<br />
all torpedoes secret. When a torpedo is<br />
launched, note its target on a bit of scrap<br />
paper. Only reveal the true target when the<br />
torpedo finally catches up with its quarry.<br />
Remember, ships can only jam, decoy or<br />
use point defenses against warheads targeted<br />
against them. Any ship can try to<br />
defeat any torp, but only if the efforts are<br />
successful does the torp’s owner have to<br />
reveal whether the defending ship is actually<br />
a particular torp’s target.<br />
Asteroids<br />
Battles within the depths of an asteroid<br />
field can be challenging and exciting. The<br />
following rules detail how to distribute asteroids<br />
on the playing surface, what happens<br />
when an asteroid and a starcraft collide<br />
and how asteroids affect attacks.<br />
When asteroids are to be used in a scenario,<br />
one player should take all 20 asteroid<br />
miniatures and, with eyes closed,<br />
sprinkle them over the playing surface from<br />
a height of about three feet. Place the asteroids<br />
in the hexes they most fully landed<br />
in (1 per hex maximum). Go through the<br />
sprinkling process again with any asteroids<br />
which bounced off the map or stacked up<br />
beyond the 1 per hex limit.<br />
Once the game begins, asteroids drift by<br />
moving one hex per turn in a direction randomized<br />
at the beginning of the scenario.<br />
Refer to the numbered compass rose in the<br />
corner of each map section. At the beginning<br />
of the scenario, roll 1D6 to determine<br />
the direction in which all of the asteroids<br />
will be drifting throughout the entire game.<br />
Asteroids drift all at once, at the end of every<br />
turn, right after the Missile Results<br />
Phase. If, due to this drifting action, an asteroid<br />
exits off the edge of the playing surface,<br />
it reenters on the side of the map directly<br />
opposite.<br />
If a starcraft, during its Movement Phase,<br />
enters a hex with an asteroid, that starcraft<br />
immediately takes 10D12 (all) points of<br />
damage. If a starcraft and an asteroid drift<br />
into each other, the vessel takes 5D12<br />
points of damage. Asteroids have no effect<br />
on missile fire, but asteroid collisions immediately<br />
destroy launched torpedoes. Asteroids<br />
cannot be destroyed.<br />
Asteroids directly between an attacker<br />
and a target block cannon fire. To determine<br />
if the fire is blocked, draw an imaginary<br />
line from the center of the of the firer’s<br />
hex to the center of the target’s hex. If the<br />
line passes through any part of a hex containing<br />
an asteroid, the attack cannot be<br />
made. A firing line that runs along the edge<br />
of a hex occupied by an asteroid is not<br />
blocked unless there are such edges on both<br />
sides of the line. If the firing line is blocked,<br />
the firer is free to select another target.<br />
Wormholes<br />
A wormhole is a tunnel in the fabric of<br />
our traditionally linear reality that connects<br />
two distant points of space together in a<br />
nonlinear fashion. Such phenomena are<br />
related in some way to black holes, although<br />
whereas wormholes actually take<br />
ships that have been sucked into them from<br />
one point in space to another, black holes<br />
simply crush the ship into next to nothingness<br />
(at least theoretically).<br />
When used in Silent Death, wormholes<br />
often require the use of two separate maps:<br />
one for the area on each side of the wormhole.<br />
With a complicated array of wormholes<br />
leading from one place to another,<br />
though, several maps could be employed.<br />
To represent the wormholes, use the<br />
white chips included in the game. These<br />
need to have the alphabetic stickers attached<br />
to them. They make up two sets, one<br />
with capital letters and one with lowercase<br />
letters. A ship enters a wormhole when it<br />
enters the hex occupied by a wormhole<br />
chip. It exits the wormhole by moving from<br />
its current position to the hex occupied by<br />
the wormhole chip with the corresponding<br />
letter. The wormhole can move ships<br />
between maps, or it can simply move ships<br />
between separate points on the same map.<br />
Separate starmaps cannot generally be<br />
reached by moving through normal space<br />
(at least not in game terms—such journeys<br />
could take years).<br />
It costs no movement points to move<br />
into a wormhole. All the ship has to do is<br />
enter the hex the wormhole chip occupies.<br />
It is impossible to enter such a hex and not<br />
enter the wormhole in it. Entering the<br />
wormhole happens automatically, even if<br />
the ship ends its regular move in that hex.<br />
haunting the hallowed<br />
halls of other, more<br />
abstract deities. No! We<br />
are movers. We are<br />
shakers. We act rather<br />
than react.”<br />
Klaustein was warming<br />
up to his subject<br />
nicely. “We do not waste<br />
so much time on talk or<br />
on negotiations.” He<br />
spat out the word as if<br />
its passage had somehow<br />
fouled his tongue.<br />
“Our people do not<br />
turn the other cheek<br />
when slapped. We make<br />
sure that no one will<br />
slap us in the first place.<br />
And those who dare try<br />
to harm us know that<br />
they do so at peril of<br />
their lives.”<br />
He paused a moment<br />
here to let the import of<br />
his words sink in. “We<br />
are a warrior people.<br />
Would the warriors in<br />
the congregation please<br />
stand? Show yourselves<br />
to those you have<br />
pledged your lives to<br />
protect. Revel in their<br />
appreciation. Accept<br />
their thanks.”<br />
Everyone in the pews<br />
leapt to their feet at<br />
once. Not a single one<br />
of them remained<br />
sitting. They were all<br />
ready to fight for their<br />
cause, and they wanted<br />
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