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Torpedoes

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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 />

79

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