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Campaign Rules

for

Silent Death: The Next Millennium

 

by

John "Knight Indigo" Thompson

 

Revised and Expanded

by

Stephen R. Wilcoxon

with assistance from

Tony Lavalle

Part One: Unit Creation

Player units will all be terran; the Night Brood are only available to the referee or with the ref’s permission. When selecting your units, keep in mind the unit structure rules below and your ship availability rosters.

Unit Structure

Players will be given sufficient points to purchase a combat force, including gunboat and escort craft and full personnel. Noncombat support personnel are free, as they have basically no combat value. You are supplied with sufficient support personnel to keep your force operational.

For those of you unfamiliar with the Silent Death ship ranking hierarchy, a Wing can range anywhere from 16 to 128 vessels, varying in size from 50-ton SPACs to 10,000-ton destroyers. They are ranked below:

    • Single: individual fighter or small gunboat
    • Element: 2 Singles or one large gunboat
    • Flight: 2-4 Elements or one escort (with optional fighter cover)
    • Squadron: 2-4 Flights
    • Wing: 2-4 Squadrons; a fifth, command squadron may be attached
    • Starfighter Force: 2-10+ Wings; total of 32-1280 vessels

Record Keeping

Each player will be issued a set of blank Turn Activity Sheets, Duty Rosters, and a blank set of Carrier Rosters. One copy each of the Duty Roster and Turn Activity Sheet must be turned in to the referee each turn (barring suspension of game play for finals, etc.). Once all sheets are turned in, the next turn begins. Each turn should take one week or less of real time.

Duty Rosters simply state what your allocations of troops will be for the turn, up through the Movement Phase.

Turn Activity Sheets are to keep track of what went on recently.

Carrier Rosters are very important; they represent the distribution of your forces. Each squadron has its own carrier, and therefore its own Carrier Roster.

Play Procedure

Players will decide at the beginning of each turn what they will do for their activities for the turn, by stating what each Element of their force is doing (moving to Sector A14-2.3, scouting Sector C32-4.2 for Grub activity, etc.), and submitting it on the Duty Roster. This may take some planning with the referee.

Once everyone has submitted their Duty Rosters, the referee will carry out your troop movements on the campaign map and calculate mission results. He will then report your mission outcomes to you, including letting you know when you have encountered enemy forces and engaged in combat. Should you choose to break off an engagement and retreat from battle, you should say so now. If you choose to engage in battle, the referee can either calculate your success for you, or you can set up a time to play out the battle using the miniatures rules.

Any battles to take place are then played out using the SD:TNM miniatures game. Such games are the focus of this campaign’s play. For miniatures battles, you will need to secure, from either your own collection or from the referee, sufficient miniatures, dice, record sheets, and star maps for the game. A copy of the Next Millennium rule book, Space Junk, and any house books being used would also come in handy.

Battle results are noted, and recovery processes are set in motion. For this step, the victor of the game should retain all record sheets, to find out what is recovered from scavenging.

The turn ends; everybody notes their activities for the turn on the Turn Activity Sheet, and hands it in to the referee.

Starting Points

Each player will begin play with $10,000 worth of ships and crew. All ships must be drawn from your roster or custom designs. BPVs and house rosters may be found in various source books. Note that one Cash Point ($1) is equal to one crew skill point or one ship BPV point. Starting Cash Points may be spent on the TPVs of all of your ships and their crews. You may purchase extra crew, for use as replacements later. You may also purchase reserve, crewless ships for use later. Up to $1,000 may be retained as your starting Cash Pool.

Each player will also begin play with $4,000 to be spent on satellites, outposts, and mines (from Space Junk), reserve ammunition or parts in the form of Replenishment Points, and pilot Luck points. Any Cash Points remaining are added to your Cash Pool. Note that any of your squadrons may draw from the Cash Pool, regardless of location, because it is an abstract credit network.

You will receive a number of Cash Points each turn from planetary holdings and your military superiors, based on performance of your unit. Note that starting purchases are not influenced by the Merchant Wares Cost Table; they are made at basic, book value. Each player may have up to three custom designs, but may only start with 1 of each since they are prototypes (these do not suffer from Poor Mechanical Reliability).

Munitions Purchases

You must purchase reloads for weapons, as well as a reserve of spare parts for your various ships. Spare parts are measured in Replenishment Points. Your RP reserves and ammunition are normally stored in the squadron carrier’s cargo bays, to keep them safe from most attacks; however, you may choose to move them to other locations, such as planetary bases, by stating your intentions to the referee on the Duty Roster for the turn. Bear in mind that while some planetary garrisons are safer by far than your squadron carrier, the RP cargo may be intercepted by pirates, and you’d also have to bring the damaged or ammo-low craft to the garrison world for repairs/replenishment.

Crew Purchases

You may purchase as many crewmen as you like; if you purchase extras, you’ll have a reserve in case of crew deaths. If you purchase fewer than required, you’ll be unable to field all your ships at once, but you can still rotate your crews around to fly ships suited to particular battles. Note that if you purchase starting Luck for a pilot, it may not exceed his starting Piloting skill value.

Escort crew (gun or torp room) skills are purchased as a whole – you do not have to pay for each crew member’s skill seperately.

Free Equipment

Each squadron will have one squadron carrier, a mobile base the size of a very large Escort. Basically unarmed, squadron carriers are only used to transport their fighter contingents. They rely on the unit’s Escort-class vessels and the fighters that they carry for protection, in addition to their own armor plating. Each squadron carrier will have the following, in addition to a full set of fighter bays:

    • 3 Cargo Shuttles with Crew
    • 1 Translight Ship Mover with Crew
    • 2 Salvage Tugs with Crew
    • 1 Life Pod Recovery Crew with Recovery Sled
    • 1 Repair Bay with Crew (unlimited capacity per turn)
    • 1 Medical Bay with Crew (unlimited capacity per turn)

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Replenishment Points

Replenishment Points represent the spare parts that every starcraft requires to maintain and repair itself. They may only be purchased using Cash Points at the time of unit creation or from merchants (or worlds designated as having supply depots) during play. Each RP costs 5 Cash Points and can be built/procured at any space dock. Each occupies 1 unit of cargo (5 slots).

These are considered to be a different form of RP from those in Escort-class vessels’ fighter bays, and as such are not interchangeable. Escort Replenishment Points are for rapid reloads, while campaign RP’s are more compact, but not self-loading.

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Faction

You should choose a faction, a unit name, motto and insignia, and possibly a color scheme. These will help to add flavor to the game. Each faction’s ship roster can be found in Rules of Warfare, Fighter Tactics Manual, or Rules of Warfare II plus any later source books. All factions have access to all outposts, satellites, and the Dain unless barred from such by weapon selection.

Available factions are ASP Technocracy, Data Sphere*, Draconian*, Espan, Hibernian Freehold*, House Colos*, House Devon/Primates*, House Red Star*, House Tokugawa*, Kashmere Commonwealth, Luches Utopia*, Q’Raj Void Protectorate, Sigurd Archdiocese, Sunrunners, Unkulunkulu Archipelago*, Yoka-Shan Warworld, and Universal Night Watch. Those factions marked with * do not have their own house book at this time.

Part Two: Turn Sequence

If you’re gonna play the game, it helps to know how.

Scenario Phase

1. Roll for Echelon Missions - Echelon missions are missions assigned by your military commanders; the referee will roll this for you and inform you of the results. Note that specific units may be requested by command staff. Roll percentile dice 4 times, there is a 10% chance to receive an Echelon Mission.

Echelon Missions Table: Roll 1d6

  1. Raid: go to location A and kill this thing.
  2. Offensive Strike: go to location A and kill things in general.
  3. Support Duty: send troops to reinforce main-line units elsewhere.
  4. Armed Escort Duty: escort a ship from location A to location B.
  5. Picket Duty: patrol campaign sectors for x turns; destroy any encountered ships.
  6. System Assault: attack and destroy a target unit, then maintain garrison.

2. Select Unit Missions - Simply assign your troops to do whatever you wish them to. This need not be a set mission type. For example, if you wish to know what is in a particular campaign sector, send a pair of Pit Vipers to scout it. Simply moving from one location to another qualifies as a mission. Note that all troops must be given a mission, although it may be to simply continue repairs or remain stationary until given further orders.

3. Assign troops to Missions - Decide which troops are going where to kill whom. You need to note mission assignments on the Duty Roster for the turn. Mission assignments should include starting location on the campaign map, destination, cargo, crew and ship allocations, and mission objectives. You will need to fill out a Duty Roster for each squadron in your wing every turn. If you do not turn in a Duty Roster, your troops will be considered inactive and simply holding positions for the turn.

4. Submit completed Duty Rosters - Turn in your filled-out Duty Roster sheets to the campaign referee. He will then reference all missions being carried out by all units in the campaign. Players will be notified by the referee if they need to show up for battle; otherwise, the referee will provide a list of mission successes and failures for each player.

5. Play Battles - This is the turn phase when actual Silent Death combat games are played. If your forces run into trouble while on assignment, or if they are looking for trouble, you will have four options for combat. First, you can elect to play a game of Silent Death to resolve the conflict. Second, you can have the referee determine success using the Combatant Reference Formula below, if the fight is not sufficiently important for you to actually participate in game play. Third, you can have your force retreat. Or, fourth, you can attempt to bypass the source of trouble entirely. The methods for determining success for any of these methods are given below. Unless stated otherwise, all such determinations are made by the campaign referee.

Combatant Reference Formula

Chance of success is equal to the TPV (include Luck for this) ratio of the combatants. Round to the nearest ten when determining values for ratio. So, a 596-point force against a 1,344-point force is considered to be 600 to 1340. Both are divisible by 20, so they become 30 to 67, or 30:67.

Once you have the minimum ratio, find the nearest die size and roll. In this example, 1d100 should work nicely. Any roll of 01-67 is a victory for the larger force, while any roll from 68-97 means that the smaller force wins. Any other roll is ignored.

Alternately, you can determine a less-precise ratio by dividing each side’s TPV by 100 and rounding to the nearest whole number. Then simply roll an appropriate die. Exceptionally large forces (a 25,000-point coalition force versus a 10,000-point Wing, for example) may require divisors larger than 100 for this method to work properly.

Retreat Success

When one force attempts to retreat from another, there are two factors to take into consideration. The first is speed. The second is personal interest. If a superior force chooses to flee in the face of a single fighter, the fighter pilot will probably simply turn around and go home, glad to avoid tangling with an Escort-class vessel. However, personal interest should be fairly obvious during the campaign’s game play.

Speed is also relatively simple. Just compare the speed of the retreating force with the speed of the pursuing force. If the fleeing unit is faster, it gets away cleanly. If the pursuing unit is faster, it will catch up and force combat. (Note than any craft with translight drive will automatically be able to retreat from non-translight craft with a 100% chance of success.) If both units have the same speed profile on the campaign scale, compare their speeds using the game book entries on the craft. If they are still identical, compare the Piloting skills of the best pilot in each force. The highest value wins. If they are still the same, make a piloting roll for each unit and compare results. The highest roll wins. If a tie is rolled, reroll until one die rolls higher. Luck may not be spent on these rolls.

Bypassing Combat

When one force attempts to sneak past another, total the following modifiers that apply to the sneaking force and roll 2d10. If the roll result is greater than the totaled modifiers, the force has successfully bypassed its opponent. If the result is less than or equal to the modifier total, they have been detected.

Situation Modifier

Per SPAC in the sneaking force +1

Per TPAC in the sneaking force +2

Per MPAC in the sneaking force +3

Per Escort in the sneaking force +5

Per Squadron Carrier in the sneaking force +10

Note that fighters docked in an Escort or Squadron Carrier do not count against a sneaking force, as their drives are usually shut down for transport.

Recovery & Cleanup Phase

1. Ship Recovery - Salvage tugs work to find usable parts and ships in the aftermath of battle. You must have been the victor to claim salvage, unless the other side(s) waive their right. A salvage operation will locate any relatively usable ships and return them to you. You may then repair them and put them into active duty during the Repair & Reload Phase. If more than one battle has been fought by a squadron in the same turn, you must decide which two the squadron’s salvage tugs will be sent to scavenge. Each tug may scavenge one battlefield. Salvage tugs return to their squadron carriers at the end of the Recovery & Cleanup Phase. They may be dispatched to any sector within a ten-light-year radius of their squadron carrier. Only ships with a remaining Drive of three or higher are salvageable. Only spare parts will remain from any other ships.

2. Life Pod Recovery – Use the rules in the books for survival – all surviving pods can be found.

3. Cargo & Item Recovery - Your salvage tugs will also recover cargo and scrap components, for use by the repair bays. Your salvage crews will find enough bits and pieces to give you Cash Points that total one tenth of the BPV of all terran ships destroyed in the battle. Note that Night Brood ships and items may not be recovered.

Experience Phase

1. Tally Experience - This campaign system uses the optional experience rules from SD:TNM. Pilots and gunners may raise their Piloting or Gunnery skill by one point if all of the following apply at the end of a battle scenario:

Crew Experience Conditions:

  1. The crewman and his or her vessel survived the scenario.
  2. The crewman personally fired a cannon weapon system or missile salvo or torps that caused a crit on an enemy.

2. Calculate Unit Performance Award and Resource Gains - If your unit wins or loses a battle, it gains resource awards as rewards from the higher-ups. Subtract the TPV of units that you lost from the TPV of units that you destroyed. The result / 2 is the number of Cash Points that go into your Cash Pool. Note: if the number is negative, you have been penalized by your superiors for poor performance. They don’t actually dock you money, they just make it harder to get what you need for a while; regardless, if the number is a negative, you must subtract it from your winnings in other battles this turn – 0 is the minimum gain for the turn.

You will also gain 20 Cash Points from each system or asteroid belt you control (plus an additional 20 from your capital system) and 5 Cash Points from each terrain (except wormhole) you control.

3. Calculate Luck - This campaign system uses the optional Luck rules from SD:TNM. Luck points are accumulated by pilots for inflicting damage on enemy vessels. A pilot may only collect Luck points for delivering damage using cannons and missiles that he fires (or torps, if the pilot is in a SPAC fighter). Luck stat totals are adjusted immediately after the points are gained or spent. Luck points are gained as follows:

    • Deliver 50% or more of the damage points which result in the ultimate destruction of an enemy starcraft: +1 Luck
    • Single-handedly deliver all of the damage points which destroy an enemy SPAC or Night Brood (1-75 BPV): +2 Luck
    • Single-handedly deliver all of the damage points which destroy an enemy TPAC or Night Brood (76-150 BPV): +3 Luck
    • Single-handedly deliver all of the damage points which destroy an enemy MPAC or Night Brood (over 150 BPV): +5 Luck
    • Deliver a hit that inflicts a crit on any Night Brood ship: +1 Luck

Luck points may be spent to influence circumstances affecting the pilot’s ship, at your discretion, during combat. Note that a critical hit or attack can only be influenced by Luck once. In case of a reroll, the new result stands. No further Luck points may be spent to force additional rerolls. Any reroll of attack dice must be forced before the exact results of the attack’s damage are determined (e.g., before critical hits are rolled for). Luck may be spent as follows:

    • Force an opponent to reroll one attack die (your choice): -1 Luck
    • Force a reroll of a critical hit result: -2 Luck
    • Force an opponent to reroll two attack dice (your choice): -3 Luck
    • Automatically dodge one incoming torp, even after a dodging attempt or after firing a point-defense weapon system. Your choice which torp is dodged, but your current drive must be greater than 0: -5 Luck
    • Inflict a second crit roll on a critical hit to an enemy: -10 Luck

 

Repair & Reload Phase

1. Damage Control Repairs - As it is being returned to the squadron carrier’s hangar bays, a fighter’s damage control systems will begin working to repair it. These repairs are permanent, and will remove the effects of crits. Roll 1d10 for each ship that survives the battle; if the number falls within it’s damage control success spread, it receives that many points of free repairs. These will repair any effects except the loss of crew or ammunition. Only one damage control roll may be made per craft after any given battle.

2. Repairs – Every Cash Point will repair one damage box (but not what is in the box or intrinsic armor). 1 Cash Point will repair one box’s intrinsic armor. 5 Cash Points will repair a crit. Drive, DR, and Escort PDBs are repaired by subtracting the cost of the remaining system from the cost of the original/new system. Weapons cost 2/3 of their book value. Crews are "repaired" by replacing them. Torps and ammunition must be purchased specifically while the Cash Point expenditures for repairs listed above are in the form of RPs.

3. Routine Maintenance - Every starcraft requires some routine maintenance to retain full battlefield condition. One to three Cash Points must be spent on each operational ship at this time, to keep it fully functional. If a ship has not entered combat since its last routine maintenance session, it is exempt from this rule. SPACs cost one, TPACs cost two, and MPACs cost three. Note that any fighter that has participated in combat but that does not undergo this maintenance will suffer from Poor Mechanical Reliability (in addition to low starting ammunition) the next time it enters combat. Ammunition and torps are purchased specifically as such while the maintenance Cash Points are in the form of RPs.

4. Heal Crew in Medbay - Injured crew recovered from battle are taken to the squadron carrier’s medical bays for treatment. One turn later, he will be ready for active duty. There is no cost to treat injured crew; this is an automatic ship function.

Note: Ammunition and torps must be purchased specifically as such. Torp costs and slots can be found in Fighter Tactics Manual (you must buy the specific speed variant you want). Ammunition costs and slots can be found in various books. Missiles cost 1 point and 1 slot per 10 missiles.

End Phase

1. Total Cash Pool - Recalculate how many Cash Points you have in your Cash Pool.

2. Fill out Turn Activity Sheet - Note all unit activities for the turn on your Turn Activity Sheet, including mission success or failure, unit survival, equipment purchases, and how many campaign Victory Points you have so far (see Victory Conditions).

3. Wrap Up - Unrecovered life pods and lifeboats are lost, miscellaneous actions occur.

Third Flight

Julio pulled back hard on the control stick, sending his Night Hawk NW into an incredibly tight turn. Several gees of pressure crushed him into the seat, but the turn pulled him out of the oncoming Muckworm’s paired X-beam blast.

He cut his forward motion, spinning the fighter on its axis by feathering his right thruster. The segmented, spiny Grub ship moved into his targeting crosshairs, but suddenly disappeared from his display.

"Dammit!"

As the word left his mouth, he caught the Hatchling reappearing on his directional sensors, immediately behind him. Not interested in dying, Julio pushed his ship into overdrive, streaking away from the bug.

He eyed his damage readouts, noting that while he was a little slower than he’d like, the rest of the damage was basically superficial. On the other hand, the Muckworm had taken a beating. While it was, in fact, incredibly fast, the damned thing had no armor to speak of, and his splatterguns had chewed it to bits all along the port flank. His last blast had slowed it by nearly a quarter, and had apparently crippled its drone launcher. Pity he didn’t have any torps on his Night Hawk. Oh, well.

He cut the fighter into another spin, turning to face the Grub craft. By his count, it was out of jump pods. He shoved the throttle full open, and aligned his crosshairs.

Too late, he saw the faint mist of a spore mole volley streaking toward his ship. The football-sized projectiles began latching onto the hull and cockpit canopy, secreting an enzyme to eat through the hull.

Julio was going to die.

Screaming his native Yoka-Shan war cry, he pushed the drive further, beyond safety regulation limits. His target was in perfect position: just a few more seconds, and he’d have the range for a sure kill.

A faint hissing sounded in the cockpit as the microbe spores released by the moles began to eat through the inertial buffers. The hissing rose to a steam-whistle sound, and then the cockpit was full of tiny motes, each holding the promise of death.

They began eating through his vacuum suit, and he could suddenly feel a million scalding pinpricks in his chest. His vision darkening, he pulled every trigger on the stick, screaming in defiance as the Muckworm disintegrated into so much scrap.

* * *

Julio opens his eyes, seeing only the darkness of the simulator pod. Pulling the wraparound visor off, he sighs. Third time this week, and Commander Marcus is probably just waiting for me to get my ass out of here, so he can chew it off. Wonderful. Just great. A hollow thud disrupts his thoughts, and he forces himself to respond to the knock by opening the pod hatch and stepping out. There, in the glaring light of the training deck, he can see the scowling form of his drill instructor.

"Too bad it was just a simulator fight," he mutters under his breath. There are fates worse than death at the hands of the Night Brood.

Part Three: Mission Parameters

The Campaign Map

The campaign map covers an area of 70 by 50 light years, divided up into zones that are five by five light years (ie. the map is made of of 10x14 zones of 5x5 hexes). This can easily be represented on two Armory 16mm hex pages or similar. Each zone will have 1-7 systems (max{2d8/2-1, 1}) and 0-3 terrain (1d4-1). Locations of systems are determined by rolling 2d10 (one for horizontal and one for vertical) and dividing each by 2. Terrain is determined randomly as per Space Junk but with the initial d10 roll replaced by a d100 roll referencing the table below. Asteroids will replace one of the systems in the zone; Planetary Effects "modify" an existing system; other terrain is placed randomly in the same fashion as systems.

1-20

Asteroids

21-25

Black Hole

26-45

Wormhole

46-55

Nebula

56-60

Star Effect [treat a 3 as a 4]

61-65

Comet

66-75

Dust Cloud

76-80

Stellar Area

81-100

Planetary Effect [may want to disallow 3-4

Each quadrant (5x7 group of 5x5 zones) is labeled A-D. Each zone in a quadrant is numbered 1-35. Each hex in a zone is represented by a horizontal and vertical coordinate (both 1-5). Therefore, any hex can be represented as <letter><zone #>-<horizontal #>.<vertical #> (ie. B23-3.5 would be the bottom hex in the third column of the 23rd zone in the B quadrant). Only one battle may take place in any given sector at any given time, although any number of units (and sides) may participate in the battle.

Movement

Starcraft not equipped with translight drives may only move one space per turn, and they may not enter combat or perform any other action during the turn of movement, as the move takes the entirety of the turn.

Starcraft with translight capability may move as many spaces on the campaign map as their Light Years Per Day (LY/D) rating, rounded down.

Wormholes are present on the campaign map; they may be used to move larger distances, with no lag time. Entering a space containing a wormhole costs one LY/D of movement, as normal, and it costs another to enter the space at the other end. When attempting to enter an unstable wormhole (type 3), there is a 10% chance that the wormhole will currently be closed – in which case, you cannot enter the wormhole this turn. Also, when entering an unstable wormhole (type 3), there is the usual 1d6 roll (see Space Junk) for each ship/carrier – you can lower the chances to a 1d12 roll (with 7-12 being safe) by "spending" 3 LY/D of movement instead of 1 (ie. you’re spending more time trying to time the fluctuations). Each time you enter a shifting wormhole (type 4), the destination will be determined randomly. Whenever traversing an unexplored or shifting (type 4) wormhole, all ships must stop in the exit hex to recalibrate instruments.

Supply Runs

In order to retrieve supplies and units that you purchase during campaign play, you’ll have to dispatch a cargo shuttle or ship mover to the purchase site on the campaign map. If your squadron carrier is already present in the same sector as the purchase site, this is unnecessary. Note that purchases using your Cash Pool funds may be made to and from anywhere on the map; your primary constraint is shipping distance and time. This shipping takes place during the Scenario Phase, to allow fighters and warhounds to be sent as armed escort. Supply runs may take multiple game turns, depending on the distance to the nearest supply depot or merchant unit.

Sensor Ranges

Unit Type

Hostiles Range

Terrain Range

Satellite

0

0

Fighter

0

1

Garrison Transponder

1

1

Gunboat

1

1

Escort

1

2

Outpost

2

2

Satellites and Minefields cannot be detected from outside their system. Whisper Outposts cannot be detected except by Escorts outside their system.

Hostiles Range is the range at which a unit can detect hostile units and/or capture unclaimed systems and terrain. Terrain Range is the range at which a unit can detect systems and terrain (but not capture them). To capture a system owned by another player, you must have a unit in the system.

Clutchworld Destruction

This is one of the major objectives of any unit, especially the UNW. To destroy a Night Brood clutchworld, at least 3,000 BPV of ships must:

    1. eliminate all Grub planetary defense forces
    2. spend two full campaign turns in the infested system, eliminating all other signs of Hatchling life. A 6,000-point force only needs to spend one turn in-system, and a 9,000-point force need not remain in the system beyond the current turn.

Elimination of any given clutchworld has a 10% chance to attract Grub attention.

Information Sources

You only know what exists in a sector if you have a sensor capable of monitoring it. You may also ask other players and NPCs, what is present; however, you have no guarantee that such information will be accurate.

Night Brood

There are quite a few Night Brood present in campaign space. You have a 5% chance of encountering them in any sector that you enter. Such a force will rarely exceed 500 points in cost; there will be 3d4 Grub ships, of types rolled on the Night Brood Ships Table below:

Night Brood Ships Table

01-05 Vartak 06-25 Larva

26-35 Shaggai 36-40 Remora

41-45 Lamprey 46-55 Squidge

56-65 Thistle 66-75 Tigermoth

76-85 Manta 86-90 Muckworm

91-97 Dragonfly 98-00 Muskellunge

Any battle involving a TPV of more than 2,000 points worth of ships and crew will automatically attract the attention of a swarm, which will show up in 2d8 tactical (not campaign) turns of play on a randomly determined edge of the map. If the battle lasts less time than the Brood transport time, that sector will have the active swarm in it for 1d6 more campaign turns.

Any battle over a clutchworld will have one Brood force active at the start and one more becoming active 2d4 tactical turns after the last one until 4 groups have become active.

Brood skill levels are determined by rolling 2d6-1 and treating 11 as 7.

Pirates

You also have a 5% chance to encounter pirates in any sector you enter. Such a force will be normal terran craft, with a total force value of 2d25 x 2d10 points (minimum 50), and may suffer from Poor Mechanical Reliability. At the start of the engagement, each pirate craft rolls 1d6; on a 1, that craft is suffering from PMR. On a 2, it has only half ammunition for all non-energy weapons systems and torps. On a 3, it has no ammunition of any kind. On a 4 it suffers from PMR and has half ammunition only. On a 5 it suffers from PMR and has no ammunition of any kind. On a 6 it is in basically mint condition.

Pirate skill levels are determined by rolling 1d10.

Solar Worms

You also have a 10% chance to encounter a Solar Worm in any sector you enter which contains Supernova Aftereffects. Use all normal rules for them from Space Junk. They will always have a piloting skill of 10 and gunnery skills of 7.

Captives

Captive crew may be ransomed to the player who lost them; to actually return them, however, requires a shuttle run.

Squadron Carrier

Squadron carriers are large ships, often over two kilometers long. They are virtually unarmed, without even a point-defense battery system. However, their armor and damage control are exceptional (DV 15, DR 8, Escort damage boxes, Damage Control 1-9), as are their defensive screens. They are slow (Drive 4), but their translight capability of 16 LY/D is more important to a long-range transport than real-space maneuverability. The forward section of the ship contains the primary sensor and communication arrays, the carrier’s three cargo shuttles, the 300-unit forward hold, both salvage tugs, the salvage bay, and the ship mover’s landing deck.

The midships section of the carrier houses the fighter decks, surrounding the repair bay. The fighter decks contain room for one squadron (excluding Escorts) of ships and a crew quarters section with sufficient space for their crews, including life support and unlimited provisions. The fighter deck also has four utility holds, capable of carrying up to 50 units of cargo, usually Replenishment Points. Unlike Escort-class fighter bays, carrier bays do not have their own size-specific RP supplies. Escort and Carrier Replenishment Points are not interchangeable. The aft section of the ship contains the actual operations crew of the carrier itself, a medical bay with full staff, housing for the carrier’s intrinsic crew, the secondary sensor and communication arrays, a 10-unit aft hold, and the ship’s drive section.

They are also able to tow a deactivated Outpost – when doing this, the squadron carrier is restricted to 8 LY/D. Once the carrier reaches its destination, the Outpost will become active the next turn.

Note that squadron carriers are not fighter tenders, they are transport units. As such, they may only be present on the battle map as part of a convoy scenario; they may not release extra fighters into battle after it begins, and they may not allow fighters to perform in-combat docking and undocking maneuvers, including ammunition reloads. They may only be used in between battles. Note that spare ammunition can be stored in the carrier’s fore and aft holds, and transferred by simply moving both ships into the same campaign sector and declaring a transfer.

Each player will always have a number of squadron carriers equal to his number of squadrons. A squadron carrier will not leave a system with a space dock unless it contains a full squadron. If the forces on a squadron carrier ever fall below squadron level for whatever reason (battle damage, etc), the squadron carrier will immediately head for a friendly space dock (with or without the remaining forces). Also, a squadron carrier will not go through an unstable wormhole (type 3) unless it must to reach friendly territory or to reinforce a besieged system.

Repair & Salvage Crews

Your repair and salvage crews are the most important staff on a carrier, with regards to the fighter units. The salvage crews provide needed parts and material, as well as returning usable fighters to the carrier for repair. Repair crews perform routine maintenance on fighters, as well as patching them up between fights. Escort-class vessels have their own repair crews, the engineering staff that run the ship’s damage control systems.

Repair Bay

Each squadron carrier has a repair bay, with spare parts (Replenishment Points) and repair equipment. A fully-staffed repair bay can cannibalize salvaged ships into usable components, and then use them to reconstruct still-usable craft.

Salvage Tug

Each squadron carrier has two salvage tugs, which bring back salvage for use in the repair bay. Salvage tugs may not be present for combat, and are unarmed. They have 10 LY/D translight, and virtually unlimited cargo capacity. To salvage a battlefield, you must send a single salvage tug to it during the Recovery & Cleanup Phase. Only one tug need be sent, but each tug may only salvage one battlefield. A salvage operation will recover enough parts to give you Cash Points equal to the BPV of all terran ships destroyed in the battle divided by 10; it will also recover any relatively usable craft, which may be cannibalized or added to your unit roster once you repair them.

Medical Bay

Whenever you lose crew in battle due to crits or damage, 2d6 per turn may be brought back to life (sort of) by your squadron carrier’s medical bay. This represents those crew who were not killed outright, merely wounded and near-dead. Any ship recovered during Recovery & Cleanup Phase containing such crew are eligible to have their crew sent to medbay. Healed crew may not be put into action again the following turn, but may in the turn after. To use a medbay, you must move the crew to be treated to the squadron carrier.

Cargo Shuttle

These are small, fast craft with enough space for 30 units of cargo and translight at 18 LY/D. Each squadron carrier begins play with three of them. They are considered TPAC craft for size purposes, and have a 20-hit damage track. However, for every point of damage the ship takes, 2 units of cargo are destroyed. Cargo shuttles are totally unarmed and unarmored. However, they have a Drive of 20 and a DV of 16. The eighth and sixteenth hit boxes contain crit stars. A crit of 12 will destroy the ship and cargo. A crit of 2 will jettison the cargo bay. A crit of 3 to 6 will destroy 1d4 units of cargo. A crit of 7 to 10 will reduce the ship’s DV by 1d4. A crit of 11 will destroy the engine, reducing the Drive to zero and the DV to 5, but leaving the rest of the ship undamaged. Cargo shuttles carry no P-D, no decoys, and no damage control.

A cargo shuttle crew consists of a single pilot, (PLT 5, GNR 1).

Cargo

Any ship with cargo units can use those to haul cargo. These cargo units may be distributed among one or more cargo bays. The more cargo bays a freighter has, the less likely the freighter will lose all of its cargo.

Life Pod Recovery Crew

Each squadron carrier has a life pod recovery crew, consisting of three technicians, a medic, and their recovery sleds. In order to recover any life pods (and the crews therein), the crew must be dispatched to the scene of the battle during the Recovery & Cleanup Phase immediately following it. They may only be sent during this phase of the turn; they may not be sent later, as life pods don’t have sufficient life support systems to keep crew alive for an extra turn.

You will be able to find all of your surviving life boats/pods. If the other side has surviving life boats/pods, roll 1d6 to find out how many life pods you locate. If you roll a 6, roll again and add it to the total (doing so until you stop rolling sixes). If you roll more recoveries than your opponent has surviving life boats/pods, then you have found old pods from previous battles which can be salvaged for 1 Cash Point a piece.

Ship Mover

A ship mover is essentially a stripped-down Betafortress frame, consisting of a crew pod, a translight drive, and a docking grapple. Ship movers are used to transport non-translight fighters (up to 1000 tons) from one location to another without bothering with squadron carriers. They may also transport cargo instead of ships; in that case, they have a 50-unit capacity. When loaded, a ship mover has a movement of 5 LY/D; when empty, it moves at 10 LY/D. Ship movers are unarmed and unarmored. They may take up to twenty points of damage. The twenty-first will destroy a ship mover, automatically jettisoning its cargo and a life pod containing the crew of both the ship mover and the fighter(s) being carried, if the fighter crew was on board. Jettisoned cargo and the life pod then appear in the map hex last occupied by the ship mover.

Garrison Transponders

These are 10-ton signal buoys that claim a system as your property. As long as you have control of a system (i.e. as long as no one has taken it from you or is trying to just now), you may have an active Garrison Transponder in it. You need not maintain a presence there. Note that whenever another force moves into the system, they can destroy or disable your GT if they wish. Garrison Transponders are provided to you by your military superiors at no cost, and you will have an effectively unlimited supply. They are stored on external racks on your squadron carriers. To place a GT in any system, you simply have to claim the system and defeat any system defense forces that are attempting to stop you. A Garrison Transponder will then be automatically placed in the system (they are self-propelled, and may be launched from any external torp rack or your squadron carrier).

Shipyard

Any system designated as containing a shipyard can perform retrofits and refits, and can even design and construct new ships. Only the player who has control of the system (or any player who receives his permission) may order retrofits, refits, or new ship construction. A retrofit takes one campaign turn, and costs only as much as the book values for the changes being made (and, if you choose to purchase a new ship to retrofit, the cost of the ship itself). Each shipyard can build, refit, and/or retrofit 2500 tons per turn, (i.e. 25 100-ton ships, 1 2500-ton ship, 1 10000-ton ship (in 4 turns,) or any combination). Once a ship is started, you must scrap it to swich production. If a ship will take more than 1 turn, to complete, you must spend a proportional amount of points each turn. Building the first ship of a new custom ship class requires 1 extra turn.

Each player starts with 2 shipyards. Building a new shipyard takes 2 turns and 500 Cash Points.

Retrofits

Retrofits are, simply put, an exchange of weapons. Torps, missiles, direct-fire weapons, decoys, and point-defense systems may be altered. Use the SD:TNM ship design system’s values for all ships, weapons, and equipment. You may not add more construction slots’ worth of systems to a ship than you removed in the first place. Each system removed reduces the ship’s BPV accordingly, and adds an appropriate number of construction slots. Tonnage, drive, number of crew, DV, DR, Damage Control, and number of hit boxes may not be changed with a retrofit.

Removed components may be kept as spares, or sold for scrap (50% of value).

Retrofits may be done on a new ship in the same turn in which it is built.

Refits

Refits are more extensive than retrofits, but use the same rules. Tonnage, maximum number of torps, and pilot’s firing arc may not change. Use the ship design template that most closely matches the ship you are refitting. If the template indicates that not all of the ship’s construction slots were used or that more slots were used then available in the original design, assume that the original design is correct. Quirks may be taken, but only if they are appropriate to the changes being made (for example, Poor Reactor Design may only be taken if you’re altering the ship’s Drive).

Refits may not be done the same turn a new ship is constructed.

Custom Ships

Custom ship designs are created using the ship design system provided in the SD:TNM rule book. Cost and time are detailed in the entry on shipyards, above. Note that faction-specific weapons and equipment may only be used in ships being designed by that faction’s player. The officers represented by the players do not have the authority for technology exchanges.

Part Four: Optional Rules

The SD:TNM game has quite a few optional rules, some of which will be required for the play of this campaign. Most are included in the SD:TNM rulebook that comes with the Deluxe Boxed Set. Some are included in other sourcebooks; if so, this will be noted on the checklists below. Optional status of the various rules is subject to change during the campaign.

Required Optional Rules

Required Optional Rules are rules that are required in all games played for the campaign; however, if all players involved in a battle would prefer that an optional rule on this list not be used, they can disregard it for that specific game. In other words, these optional rules are in effect unless all players agree to not use them. This is the inverse of normal optional rules procedure.

Required Optional Rules

  • Ammo As Cargo [Warhounds]
  • Asteroid Debris [Space Junk]
  • Asteroid Demolition [Warhounds]
  • Attacker Chooses Crew Hit [Operation: Dry Dock]
  • Automatic Misses
  • Buying Torp Speed Variations [Fighter Tactics]
  • Concealed Weapons [Kashmere]
  • Damage Control
  • Damage Control Gunnery [Warhounds]
  • Decoys
  • Drive 0 turns
  • Destroyed Starcraft Debris
  • Easing Target Speed Restrictions
  • Emergency Launch [Warhounds]
  • Escort Crew Quirks [see below]
  • Escort Explosion And Debris [Warhounds]
  • Experience
  • Firing Multiple Weapon Systems
  • Hiding Behind Escorts [see below]
  • Lifeboats [Warhounds]
  • Life Pods
  • Minefields [Space Junk]
  • Mine Laying [Space Junk]
  • Mine Sweeping [Space Junk]
  • Pilot As Copilot [UNW]
  • Pilot Luck
  • Pilot Luck (Purchased)
  • Planetary Placement and Effects [see below]
  • Point-defense anti-torp Weapon System
  • Point-defense Weapon Systems vs. Missiles
  • Poor Mechanical Reliability – only when called for in the rules
  • Replenishment Points as Cargo [Warhounds]
  • Replenishment Points as Repair Points [Warhounds]
  • Salvage [Warhounds]
  • Sideslips
  • Terrain [Rulebook & Space Junk] – only when fighting in a hex with the given terrain
  • Time Limit

Part Five: Victory Conditions

Overall victory, or rather degree of success, is measured in a campaign by each player’s total Victory Points. The first surviving/active player to gain 1,000 more Victory Points than any other player is the winner of the campaign. The second to do so takes second place, and so on. Note that the values in this rules section are subject to change during campaign play.

Awards

For each enemy ship destroyed, you gain Victory Points on the Ship Kill Awards Table below.

Ship Kill Awards Table

TPV /10 for all ships

x 1.5 if victory vs. much larger force

x 0.5 if victory vs. much smaller force

For each system and asteroid belt you control, you gain +10 Victory Points. For each "terrain" (except wormhole) you control, you gain +5 Victory Points. For each clutchworld you cleanse of Night Brood, you gain +100 Victory Points.

Campaign Elimination

Whenever a player loses all BP and TPV, he is eliminated from the game. Players may also eliminate themselves from the game by notifying the campaign referee.

Part Six: Optional Rules Texts

The Optional Rules checklists above list several rules as being in this book. Here they are.

Hiding behind Warhounds

by Mike Zebrowski (http://www.io.com/~tippy/sd.htm)

Modified by Stephen R. Wilcoxon (http://www.citilink.com/~wilcoxon/rpg/sd/)

Given that Escorts are so large, a ship that is less than 800 tons can use it as cover.

Conditions: The ship must be in a hex next to the Escort. If the Escort did not turn off its point defense for the hex that the ship is in, the ship suffers a point defense attack. The ship must also declare that it is using the Escort for cover.

Benefits: The Escort is treated as an asteroid for cannon fire and torp attacks. Ships can not attack through the hexes containing the Escort. Torps tracking the hiding ship will hit the Escort (but will do no damage) if they pass through hexes that the Escort is in.

Drawbacks: The hiding ship may not fire cannons if the LOS to the target ship is blocked by the Escort. Torps launched by the hiding ship that trace their LOS through the Escort will be destroyed without damaging the Escort. Likewise, the Escort may not fire cannons if the LOS to the target ship is blocked by the hiding ship, and torps launched by the Escort that track their LOS through the hiding ship will be destroyed for no effect. The Escort gains a +5 bonus to hit the hiding ship. The hiding ship does not receive a similar bonus to hit the Escort.

 

Escort Crew Quirks

by Stephen R. Wilcoxon (http://www.citilink.com/~wilcoxon/rpg/sd/)

Exposed Crew: All crew hits are moved one box to the left on the damage track and are all attacker’s choice. –10%.

Shielded Crew: All crew hits are moved one box to the right on the damage track, any collisions are moved to the right, and they are all defender’s choice. +15%.

 

Planetary Placement and Effects

by Stephen R. Wilcoxon (http://www.citilink.com/~wilcoxon/rpg/sd/)

All habitable planets (those without "specials" indicating otherwise) are radius 4. In tactical battles, they are placed at the edge of the starmap.

All planets with starbases can use the "spaceport" portions of the "Landing on a Planet" section of Space Junk.

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