

GCM RPG Conversion Rule Changes
for the
Silhouette System
The Silhouette rule system is both easy to play and learn while very realistic, has great vehicle creation rules and also being slightly anime based as well makes it perfect for Mospeada.
What you need to play:
One of the two mecha based Silhouette games produced by Dream Pod 9, the ground based Heavy Gear or the space based Jovian Chronicles
Note: The following is simply an adjustment of certain rules that may be found in the Jovian Chronicles or Heavy Gear rulebooks and or supplements. Many are altered from their original form in order to bring it closer to what we see in the series, and to take account for the somewhat ludicrous speeds that the Armo-Fighters are capable of achieving. It is recommended that you use these adjustments in order to maintain simplicity and or play balance, but of course the choice is up to you.
One last point, these were writen based off rules presented in Jovian Chronicles and I don't know how compatable with Heavy Gear they will be. As always any problems, email me.
MECHANIZED ACTION
- MANEUVERING (Jovian Chronicles P. 146)
- An aircraft with control surfaces (i.e. ailerons, rudders, elevators, etc.) spends zero MP to turn a single hex facing (60 degrees); this includes Armo-Fighters/Armo-Bombers and other conventional aircraft with lifting surfaces. Aircraft without control surfaces, such as all Inbit mecha and Armo-Soldier mode mecha spends 1 MP to turn a single hex facing. Turning two or more hex facings costs one additional MP. Thus, single hex turns are either free or cost one MP, while anything up to a 360 degree turnaround is 1 or 2 MP.
Aircraft may only turn at top speeds (including stratospheric top speeds) by making a Piloting roll against a threshold equal to 4, adding one for every additional hex facing turned beyond the first. A failure means the pilot must roll on the Aircraft Control Loss table (Jovian Chronicles P. 148) adding one per point of Margin of Faillure. The pilot must also make a Fitness roll against the same threshold to avoid blacking out (lose one action). A fumbled FIT roll means the pilot loses consciousness for the turn.
- NON-AERODYNAMIC AIRCRAFT (NEW)
- Non-aerodynamic aircraft rely solely on thrust to maintain lift and are indicated by the 'Non-aerodynamic Flight' perk. Such aircraft must make a Piloting roll against a threshold equal to 2 each turn. A failure means the pilot must roll on the Aircraft Control Loss table (Jovian Chronicles P. 148), adding one per point of Margin of Failure.
PERKS, FLAWS, & WEAPON CHARACTERISTICS (Jovian Chronicles P. 170)
- LIMITED FLIGHT (PERK) (NEW)
- Aircraft and other vehicles with this perk are capable of flight for short periods of time. Such aircraft may only move 1 hex from their current position in any direction, taking the usual rules regarding turning into account.
During flight, the aircraft must make a Piloting roll against a threshold equal to 1, adding one for every turn beyond the first spent in flight. A failure means the pilot must roll on the Aircraft Control Loss table (Jovian Chronicles P. 148) adding one per point of Margin of Failure.
- CHAFF/FLARE DISPENSORS (PERK) (NEW)
- NON-AERODYNAMIC FLIGHT (PERK) (NEW)
- See above. This perk differs from the 'Limited Flight' perk in that the aircraft CAN fly considerably in an atmosphere, albeit with more effort than an aerodynamic aircraft i.e. large ships like the Garfish and Ikazuchi.
- PATH (WEAPON CHARACTERISTIC) (NEW)
- Weapons with the 'path' characteristic fire a coherant beam that stretches from its origin to its target i.e. the Synchro Cannon, Garfish and Ikazuchi turret guns. Any other objects, foe or otherwise, caught between these two points are hit automatically.
The # of the Path characteristic is the radius of the beam. Thus, a Path0 weapon would affect only objects within a straight line from the beam's origin to target, while a Path1 weapon would also include all objects within 1 hex from the beam's trajectory.
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