Thursday, April 25, 2013

Take no Ground but Hold Position: A Silent Death Campaign

"All right, we don’t understand the R2-D2 crap. 
We’re gonna use the Star Trek system: one blink for yes, two blinks for no."
Crichton (Farscape)


  After a few people showed interest in my Silent Death Campaign, I went again through my old papers (some of it stained with coffee marks and some very good pencil drawings), edited the Campaign rules and translated it to English. Here they are, with some funny information about the actual campaign we've played.  


Fun Fact #1: One of the girls played with my Espan ships. She liked the blue, she said. When I explained who the Espan were and their economic problems, she asked me if she could have her fighters launched from a transport and not having a carrier or a tender. We told her that she could, but that it was a dangerous proposition, the transport was very easy to destroy and her fighters would be unsupported until another arrived.

She said that she was happy with that. She had way more fighters than we did. During the campaign a lot of players tried to take her transports down and none was capable of doing it. Every time she won a scenario, she would say: "Gracias por su ayuda en este asunto!" It means in Spanish: "Thank you for your help in this matter!" It was a laugh. She didn't even speak Spanish, though it is very easy for a Portuguese to speak Spanish (Castellan).

The Rules of the Campaign

The Set: The campaign is played around a huge asteroid field. The map (each player has a copy of the map) is made of three concentric circles. The centre of the circles is a white star that was a supernova some millenia ago. The explosion created very rare elements that the players want to mine. The innermost circle is divided in four areas of open space. These areas must be marked with the letter I and numbered from 1 to 4 . In each strategic turn the ships that stay in these areas will receive 1D4 damage to their damage track. The middle zone is divided in twelve areas, each four areas touching one inner area. These areas must be marked with the letter A and numbered from 1 to 12. Here lays the asteroid field. The areas will be more or less richer in ore and raw elements. Roll 1D6: 1 - Poor; 2 and 3 - Average; 4 and 5 - Good; 6 - Rich. The first time a player tries to ore one zone, he will roll the die and the richness of that area will be written down in every player's map. It'll stay that way until the end of the campaign. Each strategic turn a mining ship is in an asteroid field area and there isn't combat, or the squadron protecting the mining ship wins the scenario, in that strategic turn the player can roll to see how much ore each ship mined: Poor - 1D4; Average - 1D6; Good - 1D8; Rich - 1D10. The exterior zone is divided in twenty-four areas, each three areas touching one asteroid field area. These areas must be marked with the letter E and numbered from 1 to 24.
These areas have some little rogue asteroid fields that are big enough to hide a fleet. Each player can write down an Exterior area where his/her temporary base is hidden.

The Fleets: Each player can buy military vessels and pilots with 4000 points. Each player receives 2 mining ships and 1 transport for free. Each time these ships are destroyed, the player will receive another transport, two Strategic turns later. The mining ships and transport are warhounds, with the stats of the Ushas warhound, but stripped of all weapons except the bow and stern double pulse lasers. Ships with FTL drives can move to any area in the map. They can move back to a player's planet outside the map and return 2 strategic turns later. They move out this strategic turn, stay out the next one and return at the end of the turn, two turns later. (See Repairing, below). Ships without FTL drives can move from one area to an adjacent area for each 4 points of drive or part of it round to the nearest whole number. A fighter with Drive 13 could move 3 areas. One with Drive 15 could move 4 areas. The current drive is used, not the printed one. A damaged fighter will move in the Strategic turn with its current drive.

The Strategic Turn: During the strategic turn players will move their squadrons and give orders to each squadron. This is done by all players at the same time and revealed after all movements and orders are given. Detection rolls are made and battles are prepared. All battles are played and final rolls are made before the new strategic turn begins. All ships banded together by the same order are considered a squadron.  

Orders: Orders are Mine, Protect, Patrol, Attack, Repair, Changing Base Location, Move Out and Move In.

With the Mine order, a squadron will mine ore. All fighters that are with the mining ship will protect her if combat starts. If there isn't combat with the mining squadron, or that squadron wins the scenario, at the end of the Strategic Turn a Mining Roll will be done.


With the Protect order a squadron will join battle with the enemy before the enemy can reach its intended target: ships being repaired, mining or the base.

With the Patrol order, a squadron will patrol an area. It will roll immediately 1D12 at the beginning of the Strategic turn, if the roll is less or equal to the number of ships in the squadron, the roll is successful. If a successful roll is achieved, all players that have squadrons and bases in that area must reveal to that player what they have. They don't have to tell other players, but the Patrolling player can give away the information. Chaos and disorder! Divide to rule! And all that jazz.

With the Attack order, a player will state the target of his Squadron attack, giving him an edge during scenario preparation. If the target isn't in the attacks location, the attack is cancelled, but the squadron can make a Patrol die roll with a negative modifier of -2 to the normal Patrol roll.

With the Repair order, a Squadron will be near a transport or inside the player's base repairing its ships. This is a very dangerous situation if it suffers an attack.  

Changing Base Location is a three turns order. It's given to the Transport ship. In the first turn, the base is lifted. In the second turn the base is moved and in the third turn the base is set up again. The Transport can be Protected by a squadron with the Protect order.  

Move Out is the order to send a ship to a Home Planet.  

Move In is the order to return the ship to the asteroid system.  

Combat Scenarios: After the orders, all rolls that create a combat scenario must be done. All scenarios must be played before another Strategic Turn starts. Scenarios are created with the following rules:  

Map Zones: In the Inner zone all ships suffer 1D6 damage before combat starts. Missiles subtract 1 to each die roll of damage and Torpedoes are counted as being one torpedo less for dodging. The gravitational field and the particles around the white dwarf have these effects on ships. In the Asteroid field zone roll for 4D6+2 asteroids that will be scattered in the playing area. The Exterior zone will only have the playing pieces.

Basic Scenario: This is the basic scenario that will be modified by the orders. The scenario will last until all ships of one force are destroyed or have left the playing area from the side they entered. After the 6th turn a player can withdraw his ships from play. He must do this from the map edge where he started the scenario. Ships protecting a base can withdraw only after the base is destroyed.  

Order Modifiers:

The Attack order has two benefits. The player will set his ships wherever he wants in the playing area after the enemy player has set his ships. The enemy player can only withdraw after the 10th turn.

The Mine order means that the player's mining ship(s) start the scenario mining and dead in space. These ships can only move after the 2nd turn.

The Protect order gives the player the ability to engage the enemy before the enemy reaches its target. After this combat, the enemy will decide if he wants to continue foward and engage the target or not. The Attack order doesn't have its benefits against the Protect order. The Protect order can also be used to engage a Patrol before all Patrol rolls are made.

The Patrol order gives the player the ability to attack what he discovers, but without the benefits of the Attack order.

The Repair order is terrible when in combat. The ships that are being repaired and the repairing ship are dead in space for the first 6 turns.  

Changing Base Location, Move Out and Move In aren't scenario orders.  

Combat Attrition: One of the most important rules in the Campaign is the Combat Attrition rule. All fleets suffer from Combat Attrition. At the beginning of the game each player has 0 AP (Attrition Points). Each Strategic turn all players gains 1 combat attrition point. Each ship destroyed in the fleet also gives 1 AP. Each scenario lost gives 1 AP. Each scenario won subtracts 1 AP. Each 10 points of mining sent to the Home Planet subtracts 1 AP. When a players fleet reaches 15 AP it's combat ability is terribly endangered. Pilots and gunners are exhausted and ship systems aren't working as they should. Piloting and gunnery is reduced by 2, to a minimum of 1, to all crews while the fleet has 15 or more AP. Players with painted fleets (matching their houses) add 1 AP to maximum allowed. Players with fleets composed only with house ships also add 1 AP. So an AP maximum of 17 is possible. A fleet that leaves to its Home system leaving just the temporary base behind can subtract 4 AP from her Combat Attrition for each Strategic Turn it stays away from the asteroid system. A fleet can only do this maneuver two times during the game. While it is outside the Asteroid system the fleet counts as destroyed for winning conditions.  

Mining: A mining squadron that won the combat scenario or wasn't attacked can mine at the end of the Strategic turn. Each mining ship will roll the appropriate die. These are the mining resources that are sent to the Home planet. Each 10 mining resources sent will lower AP by 1.  

Repairing and Reinforcements: The player's base and the transport ship can repair 1D10 damage points from each fighter/gunboat/warhound that had the repair orders at the end of the Strategic turn. A ship that travels to the Home planet will return fully repaired. This adds 2 turns to the Move Out and Move in orders for the transport ship. Reinforcements will arrive two turns after the ship's destruction. It will be a ship of the same cost plus a pilot if the pilot was killed. Roll a die for the ship: 1 - 25% cheaper, 2-5 - same point value, 6 - 50% more expensive. The pilots and gunners will have 1D4+2 piloting and gunnery stats.  

Winning the campaign: There are 3 ways to win the campaign. A fourth way if playing with the Night Brood. (Rules will be added in the near future in this Blog. Stay tunned!)  

Economic Victory: The first player to achieve 150 points of mined resources sent to the Home planet immediately wins the campaign.  

Military Victory: The first player to destroy a certain number of enemy bases wins the campaign by scaring away the other Houses. Four bases in a 11 or more players game; three bases in a 7 to 10 players game; two bases in a 4 to 6 players game.  

Conquest Victory: If at the beginning of a Strategic turn, the player is the only House to have ships in the Asteroid system he can claim the system and be victorious.  

Fun Fact #2: The player that played with the Kashmere Commowealth introduced these rules. We all accepted it gladly. He could repair to full status any ship from any adversary for the price of two mining points per ship. His base location was always known by everyone. During our campaign he was attacked only once in his base by House Colos, but House Colos retired before its forces even reached the Kashmere base. During the campaign he won more than 40 mining points repairing ships.

Silent Death - 23th Tokugawa Strike Fleet

I've always loved Silent Death. Ever since it first arrived in the 80's. And after its resurrection - the Next Millennium - I loved it even more. From time to time I pick my ships, hundred of them... and I play a game or two. This time I was looking for extra ships to trade or sell to a gentleman who got the Silent Death longing again. And then I picked up once again my old campaign papers. The "Take no ground but hold position" Campaign. After Warhounds was released, this gigantic campaign was played all around Lisbon. Hundreds of battles were played during weekends and Friday nights.

 I played with the Tokugawa faction against 14 other players. It went for three years, and, currently, when some of us meet - a few of us with children already by the hand - we still recount our tales and exploitations during that epic campaign. Infecting our children with space debris. Giving them dreams of lead and dice. Creating the next generation of geeks.


In this campaign, each of us had a Fleet that was sent to take hold of a massive asteroid field, rich beyond compare. We had to protect our mining ships, attack the other players, and eventually gain complete control over the asteroid field (never happened). In order to do so, we were allowed to make some changes and create new ships. I created the Iridia Light Carrier. Capable of putting in space 18 fighters and massing 20.000 tons. I scrap built it, had it painted and used the construction rules for its stats - the only binding rules that we had for new ships. The Iridia was composed by a WizKids mechwarrior vehicle and GW old 40K rhino parts. It packed only defensive weaponry and a Hyper cannon just to give a statement that it wasn't completely helpless. But it could send out four 700 tons fighters... The "Iridia", the first of its class, was destroyed in an apocalyptic battle where House Colos forces were completely wiped out. I have a friend who will never forgive me for that battle. But it had to be done.

Wosh! I also used some extra plastic Noble Armada frigates and some plastic SD missiles that I never use in play to create some new Tokugawa fighters. I used the WW2 Japanese Navy colours for my ships. These were the Soryu fighters. They were pretty nice and worked very well in the game. (Some years later ICE would copy me, using Noble Armada ships in a PDF Silent Death expansion). Then the campaign slowly died. Other games, home changings, wifes, new girlfriends, new boyfriends, (yes, we had two girls playing in the campaign), children and life in general took away the time we had for this. Nobody ever got the asteroid field and some of us left the game with more ships than other. But all in all, we agree in something - Silent Death is still one of our Sci fi favorite games ever. There are more realistic rules out there, best branded games, better connected universes. But sheer pleasure in playing a dogfight in space? With dozens of ships? I doubt it. So, why has it died again? What are the reasons? I really don't know. A good, unique system. Beautiful miniatures (with some exceptions) and the will of the players to buy them. A good and expanding universe. Excellent playability. Why did ICE let it fall? To my understanding its like killing the chicken with the golden eggs. But I might be wrong...

Oni no Chizaro - Clan War to Warlord stats conversion

One of my favorite games is Clan War. I love rank and file games and Medieval Japan and Legends of 5 Rings. And sometimes I just want to play it in a skirmish game. So I'll  create a Warlord (from Reaper) with a Samurai feeling for L5R minis. I will call it Warlord - Another Tale of Genji. Yesterday as I was painting Oni no Chizaro and thinking about its stats I envisioned a solo game between the Oni and some Samurai. Seven in fact... Mmmm... I'll make a post on that later.










I had this beast for years now. Undercoated in black and waiting. The creature sprouts Oni Podlings so I had to broom the house several times a day. He promised he would stop with it if I painted him. Who believes in the promises of a Oni? But I picked the beast and gave it a quick dry-brush of purple while I admonished it about sprouting things. He moaned...










Oni no Chizaro has some interesting stats in Clan war, specially the capacity to sprout Oni Podlings and it has also some good skills. I will translate it to the Warlord system. (my homemade rules for feudal japan) trying to remain faithful to the spirit of the Oni, if not to its concrete stats. A dry-brush in red and then I highlighted the body with orange.














At this point he tried to bite my finger. Its in his nature, I suppose. I then painted the final details and I wrote down the sketch stats to try it out this weekend with a friend.

Sunday, April 21, 2013

Sunday, April 1, 2012

LOS D10 Homemade Rules

So, now, after LOS returned to my thoughts, I've decided to post here my LOS D10 Rules.
These rules were created in 2002 - I think - and were initially created to use troops without armour. The mud boys that had to defend a colony from the Machines. I just can't find the stats for these poor infantrymen any more. Good for them. Still, here are the rules. If you want the PDF, I uploaded it in the LOS Yahoo page for those who want it. They're here.
Legions of Steel D10 Conversion
Introduction These home rules create some modifications in the original rules and stats of LOS, but the core system remains the same.  
These rules were made with three objectives: introduce rules to create in a balanced way new troops without armour, to make troop activation more tactical, and finally to differentiate hitting a target and damaging it. It makes the players roll an additional die, but I think that it is worth doing it. Others will say that it breaks the simplicity and beauty of the game. And they are right too.
 In the D10 system the rules that were changed are described below, following the continuity of the Rules of engagement book sold with the second LOS box. The stats for weapons are at the end of this document. Some rules are from the Advanced Rules book. I hope you like it.  

The Rules
 1.0. Turn Sequence.  
1.1. Initiative. The players roll 1D10 and add Leadership. The player that won chooses a figure to act. Than the player that lost the initiative chooses another. A player can choose one of his figures or a figure from the other player. A player can spend a Leadership counter to deny the choosing of a figure. Then the other player must choose another figure.    
2.0. Leadership. Leadership can be assigned during the action phase, to a figure that is about to act. Leadership must be assigned before the figure acts and when assigned it cannot be taken back.    
4.0. Combat. Kill Number. The kill number is the base number to hit an enemy figure. The change here is the number to hit and some of the to-hit modifiers. The other mechanics remain the same.  
Point Blank Plus Point Blank Short medium Long Extreme
2 3 4 6 8 10
General Modifiers. These suffer a change. They are for size and not for armour. It's easier to hit a Behemoth PDA than it is to hit a Gremlin.
Figure Modifier  
Commando 0  
Assault Commando +1  
Pioneer +1  
Nightmare 
0 Assault Fiend Mk 1 +1
 Assault Fiend Mk 2 +1
 Assault Fiend Mk 3 +2  
Behemoth +1  
Predator 0  
Door +1  
Force wall +1  
Gremlin -2  
Succobot -1  
Reecee Commando -1  
SniperBot -1  
X1 Runaway -2  

Damage. This is where the LOS stats suffer a little change. 
Hard core fans: now it's the time to stop reading...  
Each figure has a Damage number that must you must roll equal or higher to make damage and kill. 
But the different weapons have a Damage modifier (see below) that will modify the die roll.   

Figure Armor  
Commando 6  
Assault Commando 7  
Pioneer 7  
Nightmare 6  
Assault Fiend Mk 1 8  
Assault Fiend Mk 2 7  
Assault Fiend Mk 3 9  
Behemoth 8  
Predator 7  
Door 7  
Force wall 8  
Gremlin 4  
Succobot 5  
Reecee Commando 5  
SniperBot 5 X1 
Runaway 5  

Grenades. The working system of grenades remains the same, with the D10 variation and a -2 for side arcs. You can see it below.
10
10 10 9 10 10
10 10 9 9 8 9 9 10 10
10 10 9 9 8 8 7 8 8 9 9 10 10
9 9 8 8 7 7 6 7 7 8 8 9 9
8 7 7 6 6 5 6 6 7 7 8
10 9 6 6 5 5 4 5 5 6 6 9
10 9 8 5 4 4 3 4 4 5 8 9 10
10 9 8 7 6 3 3 2 3 3 6 7 8 10 10
10 9 8 7 6 5 2 1 2 5 6 7 8 9 10
10 9 8 7 6 5 4 3 M 3 4 5 6 7 9 9 10
10 9 8 7 6 5 3 2 3 5 6 7 8 8 10
10 9 8 7 6 5 5 4 5 5 6 7 8 9 10
10 9 8 8 7 7 6 7 7 8 8 9 9
10 9 10 9 9 8 9 9 10 9
10

Hand-to-Hand Combat. 
A Commando with a pistol in his hands, or a power knife, should be able to defend himself against a machine. Hard to do but possible. The change in the rules is to illustrate this. When someone initiates a HtH combat there is a contested roll. Both players roll the number of D10 equal to the RoF of the weapon their using and adding their Pen/HtH Combat modifier and other pertinent modifiers. They choose the better die and compare it with the adversary die. If a hit is achieved, the winner will roll damage against armour again using the Pen/HtH. All UNE figures that aren't equipped with a HtH weapon have a Combat Power Knife and all Machine figures that aren't equipped with a HtH weapon use their Claws/Fangs to attack.  
Modifiers:  
+1 if initiated HtH  
+1 per adjacent friendly unit with target.  
-1 if Gremlin  
+1 if assault fiend, assault Commando, Pioneer and Behemoth  

Hand-to-hand Weapons
Weapon RoF Pen/HtH PB+ PB S M L X
Power Trident 2 +4 - - - - - -
Combat Power Knife 1 0 - - - - - -
Claws/Fangs 2 -1 - - - - - -
X1 Runaway Jack (Special) 2 +3 - - - - - -
Power Halberd 1 +5 - - - - - -
Protoplasmic Lacerator (Special) 2 +3 - - - - - -
Concussion Gauntlets 2 +2 - - - - - -
Heat Lance 1 +4 - - - - - -

Weapons Chart
Weapon RoF Pen/HtH PB+ PB S M L X
Kill Number - - 2+ 3+ 4+ 6+ 8+ 10+
Auto Grenade Launcher 1 +3 - 10 20 30 45 60
Grenade Launcher 1 +3 - 5 10 20 30 40
AutoRAM 2 +2 - - 30 40 50 60
RAM Laser 1 +2 - - 30 40 50 60
Blaster 1 +1 - 5 15 25 35 45
Blaster Carbine 1 0 - 3 10 17 25 35
CDP 1 +2 3 5 10 15 20 25
EMP Projector 2 Special - - - - - -
Carl-G Mk4 - HEAP 1 Auto Kill - - - 30 45 60
Carl-G Mk4 – K Pulse 1 Special - - - - - -
Carl-G Mk4 – EMP 1 Special - - 15 30 45 60
Flexette Gun 3 +2 - - - 30 45 60
Hellfire Canon 2 +3 - - 20 35 45 55
Nega Sphere Generator 1 +3 - - - - - -
Deadbolt Carbine 1 0 - - 15 25 35 45
Deadbolt Launcher 1 +1 - - 25 35 45 55
Thumper 1 +2 - 7 15 25 37 50
Ice Rifle 2 +1 - 3 10 20 30 40
Thunder Lance (EMP) 2 Special - - - - - -
Napalm X 3 +3 - - 5 10 15 20
Plasma Projector 2 +2 3 5 10 15 20 25
Spaz Rockets 2 +3 3 5 10 15 20 25
SPLAT 1 +3 1 2 3 4 5 -
Wasp Missile 1 +3 - - - 75 - -
Wrist Rocket 1 +2 3 6 9 12 15 20
EMP Projector 2 Special - - - - - -
Pistol – Deadbolt (HtH) 1 +1 - - - 8 12 20
Pistol – Flexette (HtH) 2 0 - - - - 10 25
Pistol – Plas (HtH) 1 +2 - - 3 5 10 15
Pistol – RAM (HtH) 1 +1 - - - 10 15 25

Weapons Special Rules Carl-G Mk4 – K Pulse. Area of effect weapon. The kill number is given in the following table:
Range 0 1 2 3 4
Kill Number 4 5 7 9 10

Carl-G Mk4 – EMP. Area of effect weapon rules are used to determine the impact square. Roll on the EMP Effect Chart (below) to see result.
Range 0 1 2 3 4 5-6 7-8 9-10
Modifier 0 -1 -2 -3 -4 -5 -6 -7

EMP Projector – EMP projectors attack all targets in the figure forward arc. Roll two dice and choose the higher to see the effect.
Range 0-1 2-4 5-6 7-8 9-10 11-12 13-15 16-18
Modifier 0 -1 -2 -3 -4 -5 -6 -7

EMP Grenade – EMP grenades follow normal grenade rules. Range modifiers are determined from the impact square:
Range 0 1 2 3 4 5
Modifier 0 -2 -4 -5 -6 -7

Plasma Grenades – This grenade has a Kill number of 7+ in the impact area and 9+ out to a range of 3 squares. The Pen is +3. Nega Sphere Generator – All rules apply. Any figure struck by a sphere receives a kill if it fails the damage roll. The Nega Sphere has a Pen +3. Turns left on a die roll of 1-5 and right on a die roll of 6-10. Thunder Lance – It can only target one figure at the time. It is capable of automatic fire.
Range 0-5 6-9 10-13 14-18 19-22 23-26 27-30 31-35
Modifier +1 0 -1 -2 -3 -4 -5 -6

Disruptor Grenades – The Hit number number is determined by the distance to the impact square. Pen +3.
Impact Square 4  
Range 1   - 6  
Range 2   - 7  
Range 3   - 9  

Protoplasmic Lacerator – Against organic targets the ROF becomes 3.  

EMP Weapons  
Effect roll instead of kill number. See it on the EMP Effects Chart  
Roll          Effect  
3 or less  No Effect  
4-5           Dazed  
6-7           Stunned  
8 or plus  Burnout  

Modifiers: All other modifiers remain the same.  
Range: As per EMP weapon. 
See above.  
-1 if figure has 2 kills.  

Disclaimer: This rules are fan made and not for selling or any other kind of profit. Legions of Steel rights belong to their rightful owners.

I See Dead Games

What ever happened to Baby Jane?
After looking around my games - and in continuity with some virtual conversationI had with friends and strangers around the world, discussing Global Games, Inferno and LOS, I arrived to this questions:
Am I a sucker for dead games?
Am I getting older, thus unable to move to newer stuff?
Is there a Great Old One that makes his personal business to destroy good, inspired games?
Or is it that the world is just random, and some bad games endure, while other excellent games are thrown to the voids of oblivion?

My answers, as wrong as they might be, are, in order: yes, no, probably and yes.


One of my favorite games is Inferno from Global games. I've played it with archfiends and minions, I've inserted Mechs into the fray, I've created new, lieutenants, Fiends and hordes. The original game had some very hard to understand rules, but with diligence one could understand it and play it for some great fun. It's gone now. It's a stiff - as John Cleese would say.
Another one is Legions of Steel, also from Global Games (what ever happened to Global Games?).
Then we can go all the way to Clan War, that I still collect in order to have a complete army of every clan. Am I crazy?
Another one is Fantasy Warriors a game where you leadership is really, really in the field of battle. You can dowload the rules for free at Mirliton, a lot of material that includes the FW Companion and a lot more. Mirliton sells the official minis for the game. Good minis, good prices. So the game is not dead, but flying very low, if you know what I mean. A pity that there aren't more players, since it is a very good game.
Silent Death will never be dead in my heart, although the news of its decease are now in effect for the second time. Rise! Rise again, my beloved! I've got more SD ships than many real countries have warplanes. I still miss one or two that I must find...

And I'm not going to bother you with the dead boardgames that I still play. But three questions still remain to be answered:
 Why is it that some good games die so easily?
Why is it that some games, with sad, lame mechanics, hang on to eternity?
And what ever happened to Baby Jane?