Listing and Commentary on Silent Death Books and Products
Contents
This is a listing of Silent Death:The Next Millenium books and my
personal commentary on them. I hope this will be useful to people who
are interested in getting these books and want to know a bit about them
before paying up. Each listing also includes a summary of each book:
new ships, new weapons, other new stuff, number of scenarios, and
prerequisite books needed to use some of the material in the book.
As a disclaimer, this page is entirely my own opinions; I do not work
for ICE in any way.
The Deluxe Set includes the rulebook (7201), a data annex with starcraft
displays, scenario booklet, dice, map, markers/counters for torpedoes,
missiles, etc., and 48 plastic minatures (with bases/stands). Overall,
this is a great deal and highly recommended for anyone getting into
Silent Death. While the rulebook is available for separate purchase,
the extras are well worth the price.
- New ships: 24
- Refit ships: None
- New weapons: Lots
- New other: Lots
- Number of scenarios: 6 introductory scenarios
- Dependencies: None.
I actually have never seen the inside of this boxed set, so I can't
really comment on it or the Rookie Rules themselves. However, the basic
rules from the Deluxe Set are simple enough that I can't imagine a
simpler set of rules really being needed.
- New ships: ?
- Refit ships: ?
- New weapons: ?
- New other: ?
- Number of scenarios: ?
- Dependencies: None.
The first supplement for SD:TNM, Renegades is fairly hard to find these
days. It may also be out of print (and remain that way) soon.
Overall, this is an average product. Besides some new ship designs, the
only new technologies are Salvage Claws and Tractor Beams, the latter of
which was effectively rendered useless by the Hostile Takeover module.
The scenarios are OK, but not notable.
- New ships: 6 (Saucer Shuttle, Blood Hawk, Crescent, Scorpion,
Eagle, Conestoga)
- Refit ships: None
- New weapons: None (but tractor beam and salvage claws can be used
as weapons)
- New other: 2 (Tractor beam, salvage claws)
- Number of scenarios: 19 + 1 minicampaign
- Dependencies: Basic Rules.
Another old module, again destined to be retired soon, Sunrunners were
the first "House" book, in effect, detailing the history and technology
of the survivors of Barat-Tull, aka Sunrunners. Mercenaries for hire,
the Sunrunners use EMP technology (EMP Beam/Ray), and two new types of
torpedoes (Stingers and Venters).
I would characterize the supplement overall as pretty good; EMP
technology is most useful against the Brood (see Night
Brood: First Contact (7213)), but can be employed against anyone
without being unbalancing, the ship designs have a nice character and
the book gives a nice overall feel for the Sunrunners themselves.
- New ships: 8 (Avenger, Wavecutter, Havok, Catastrophe, Windjammer,
Spider, Curtis Shuttle, Borax Freighter)
- Refit ships: None
- New weapons: EMP Beam/Ray, Venter torp, Stinger torp
- New other: None
- Number of scenarios: 11
- Dependencies: Basic Rules.
The old version of Warhounds is out of date and thus will not receive
much commentary, except as to the version differences. If you don't
have it, ignore it completely and get the new version. If you have it
and are considering getting the new version, it depends on how much your
group uses warhounds and how complete you want to be.
Changes made in the second edition include:
- Parasite torpedoes now move speed 10 instead of 8 (See ASP Technocracy (7222).)
- Torpedo rooms and torpedoes fired by warhounds work slightly
differently.
- Plasprojectors work differently.
- Ship displays are modernized.
- New ships: 6 (Aosho, Constellation, Fletcher, Megafortress, Narwhal
Mk. II, Stingray)
- Refit ships: None
- New weapons: Lots (Escort-class weaponry)
- New other: Lots (Escort systems, etc)
- Number of scenarios: 4 + 1 minicampaign
- Dependencies: Basic Rules.
The updated version of Warhounds is definitely on the must get list.
Besides allowing you to play the larger (corvette, frigate and destroyer
sized) ships, the warhound rules are necessary to use outposts (See Space Junk (7219)). Almost all supplements after this
contain a Warhound or Outpost, so these rules are important to have.
The revised version now includes not just the original six Warhounds,
but several others from more recent supplements, plus enabling rules from
those products, so you can use the additional Warhounds without getting
the other books. Definitely get this one!
- New ships: 6 + 7 reprinted from other products (Aosho,
Constellation, Fletcher, Megafortress, Narwhal Mk. II,
Stingray; Narwhal Mk. III, Longboat, Ushas, Kali, Nebula
II, Pteradon, Cetshwayo)
- Refit ships: None (Technically, Narwhal Mk. III is a refit)
- New weapons: Lots (Escort-class weaponry)
- New other: Lots (Escort systems, etc)
- Number of scenarios: 10 + 1 minicampaign
- Dependencies: Basic Rules. Several rules are reprinted from other
books, so no other books are actually necessary.
The dreaded Night Brood (aka Hatchlings, aka Grubs) finally make their
appearance in the SD:TNM system. This supplement is an update of the
SD:Metal Express (1st edition) Night Brood supplement and shows why the
Brood are so deadly.
While not necessarily a must buy, this supplement rates high on the
priority list. After all, the SD universe is fundamentally shaped by
the Brood and no campaign or large scale scenario would be complete
without the possibility of awakening a nearby swarm.
All Night Brood technology is detailed, along with a number of scenarios
set during the initial Brood invasion (pre AL 1). Another useful aspect
is the inclusion of some nice Brood counters. While minis are
available, the counters allow you to start playing with the Brood
immediately.
- New ships: 10 (Larva, Squidge, Remora, Lamprey, Manta, Muskellunge,
Tigermoth, Thistle, Dragonfly, Shaggai)
- Refit ships: None
- New weapons: X/Y/Z-beam, Drones, Drive leech, Spore mole.
- New other: Grappling tube, Drone mover, Ink dispenser, Jump pods,
Hatching crew, Tow claw.
- Number of scenarios: 12 + 1 minicampaign
- Dependencies: Basic Rules.
Once you have played with the Brood a bit and have been convinced by the
superiority of their technology, you can move on to seeing humanity's
response: the Universal Night Watch. UNW details the formation and
history of the Night Watch and helps balance the playing field with the
Grubs.
A number of anti-Brood technologies/enhancements are introduced, most of
which are sorely needed to even the battlefield. Several new ship
designs using the above technology are introducted, greatly increasing
Terran pilot survivability and effectiveness.
Once you get the Night Brood supplement, UNW is highly recommended as a
complement for it.
- New ships: 9 (Falcon, Firebat, Rattler, Hornet, Equalizer, Javelin,
Praying Mantis, Muckworm, Vartak)
- Refit ships: 7 (Thunderbird NW, Teal Hawk NW, Nighthawk NW, Lance
Electra NW, Salamander NW, Epping NW, Command
Betafortress NW)
- New weapons: Tachyon Ram/Cannon, Hammerhead missile, DLT (Data Link
Terminus) torpedo
- New other: EFS (Enhanced filtration system), Copilots, Scanning
- Number of scenarios: 12
- Dependencies: Basic Rules, Night Brood: First Contact
(7213)).
Another must get module, Operation Dry Dock presents a vast number of
refits and modifications to existing ships. Variants for all the ships
presented in the Basic Rules are given, allowing much more variety in
your SD games. No new technologies or rules are introduced, so the
material can be plugged into existing games with little problem.
Unfortunately, ODD is riddled with errors. Many ship sheets and
descriptions were not properly adjusted to reflect their refits and
there are some just outright errors. If this product could be reprinted
with errors fixed, it would be a true gem, but it is still worth getting
anyway. Check out the various SD web page (including mine, SD Errata and
Tables) for lists of errata.
- New ships: None. Note that 29 fighters/gunboats and 6 escorts (from old
Warhounds) are reprinted here with newer displays.
- Refit ships: 23 (Blizzard II, Dart II, Death Wind II, Drakar Alpha,
Epping Prime, Glaive II, Hell Bender II, Kosmos II,
Lance Electra II, Night Hawk II, Pharsii, Pit Viper T,
Revenge II, Salamander II, Sentry II, Seraph II,
Shyrak Shuttle II, Sorenson II, Spirit Rider II, Star
Raven Alpha, Talon II, Teal Hawk II, Thunderbird II)
- New weapons: None
- New other: KF arc (only relevant for old Warhounds version)
- Number of scenarios: None
- Dependencies: Basic Rules, Warhounds
(7212)).
After flipping through Sigurd Archdiocese, the one thing that generates
the most raised eyebrows is the new Longboat escort. At 11,000 tons,
it's the biggest warship defined for SD (larger ships exist in the
universe, but are either freighters or beyond the current scope of the
rules). It's big and mean and best attacked from the rear, if at
all.
One problem with this book is that it is the first in the line of House
books and starts the inevitable arms race among House technologies, with
each successive book seemingly trying to keep up. While the Sigurds
still stack up well against newer Houses, the book sort of sets a
precedent for succeeding volumes.
Otherwise, this book is just another House book; get it for variety or
if you're interested in the Sigurd background/view (Norse religious
fanatics in space).
- New ships: 7 (Dagger, Hound, Hammer, Storm, Storm II, Longboat,
Iceberg)
- Refit ships: 3 (Spirit Rider III, Glaive III, Pit Viper II)
- New weapons: Gauss Field Generators (Mjolnir, Gungnir, Bifrost
Cannon)
- New other: None
- Number of scenarios: 6
- Dependencies: Basic Rules, Warhounds
(7212)).
Other than presenting some new ships and one upgraded weapon (Twin
Impulsegun), the Kashmere Commonwealth book is useful for presenting
rules on freighter operations and design. Now you can design all sorts
of different cargo craft for use in campaigns and convoy scenarios.
Beyond that, this is just another in the line of House books. It does
have the nice feature that it does not present anything unbalanced or
new and doesn't try to outdo other Houses in terms of tech or ship
design.
- New ships: 6 (Marut, Lakshmi, Varuna, Karttikeya, Vishnu/Yama,
Ushas)
- Refit ships: 2 (Hell Bender K, Teal Hawk III)
- New weapons: Twin Impulsegun
- New other: Freighter construction rules, cargo damage, Yama and
Ushas battlepods.
- Number of scenarios: 12 + 1 minicampaign
- Dependencies: Basic Rules, Warhounds
(7212)).
Like the first edition of Warhounds, this first edition of the
tournament rules is out of date. However, unlike Warhounds, some of the
material here has not been reprinted in the newer edition (Rules of Warfare II (7225)), specifically the prize
ship SSD's (ROW II has variants/modifications of the ROW I ships, but
not the originals.
Unfortunately, it's hard to justify buying ROW I (unless you can get it
at heavy discount) just for the original prize ship SSD's. It does have
a set of counters (printed on heavy paper; I glued mine to cardstock to
give them extra heft and durability) for the original tournament ships,
plus missiles, torps, etc. All other material is replaced/reprinted in
ROW II. With any luck, a future product will reprint the SSD's;
otherwise, see about getting copies from a friend.
- New ships: 5 (Dolphin, Piranha, Orca, Executioner, Snarling Badger)
- Refit ships: None
- New weapons: None
- New other: None
- Number of scenarios: 3 (Tournament/demo formats)
- Dependencies: Basic Rules, Warhounds
(7212)).
Describing all the terrain you'll ever need for Silent Death, Space Junk
then proceeds to present a scenario or two set in each terrain type.
The terrain types range from nebulae and dust clouds (3 different types
each) to planetary atmospheres to bipolar holes. Certainly the list is
comprehensive, if a bit excessive. Another "terrain" type covered is
the minefield and mine usage. These rules are very useful and
definitely worth getting.
SJ also presents rules on satellites and outposts, including how to
build and operate them. These rules (along with mines and atmosphere
rules) are very useful in portraying planetary assaults and fixed target
attacks.
Space Junk has more scenarios than any other book, although near all use
some terrain; this may or may not be a good thing depending on your
personal preference. Somewhat unusually, these scenarios are usually
between minor houses, not the Twelve.
Space Junk is well worth getting; while not a must buy, it is up there
on the list of things to get. As a final note, Space Junk has a lot of
continuity errors in its scenario information. While this doesn't
affect scenario play, purists and those interested in the universe
history will notice it.
- New ships: 8 (Atlatl, Taurus, Octopus, Whisper, Wakizashi,
Dauntless, Dain, Solar Worm)
- Refit ships: None
- New weapons: Minesweeper
- New other: Lots of terrain, Mines, Outpost and satellite rules.
- Number of scenarios: 29
- Dependencies: Basic Rules, Warhounds
(7212)).
While the FTM's stated purpose was to define and promote good tactical
concepts in SD play (which it does do), a far greater effect was its
revelations about ship design. The FTM marks the great divide in the SD
universe between the older style ships and the modern style. What the
FTM showed was the fact that DV is far more effective (both in cost and
slots) than DR. Ships with a maximal DV and no DR often perform better
than ones with moderate DV and DR. This truism has shaped ship design
ever since.
Otherwise, the FTM is certainly worth reading as a newbie or someone who
is new to this type of game. For the experienced gamer, a few tips are
worthwhile, but there will probably be no great revelations.
- New ships: 6 (Bat, Stinger, Chupacabra, Shark, Black Widow,
Nemesis)
- Refit ships: None
- New weapons: None
- New other: Adjusted BPV's for VS/SM torps
- Number of scenarios: 3
- Dependencies: Basic Rules.
A return to the Espan system (see Renegades: The
Espan Rebellion (7210)), Hostile Takeover is essentially a scenario
module with a bunch of new/refit ships.
Nothing very notable is present, except perhaps for the Plexar Gun, one
of the few weapons that can damage the firing ship as well as the
target. Get this to be complete or for some more Kashmere/Espan ships;
that's about all.
- New ships: 6 (Astrahauler, Agni, Kali, Prowler, Strata, Surya)
- Refit ships: 6 (Blood Hawk II, Eagle Alpha, Epping Alpha, Kosmos
III, Narwhal, Mk. III, Scorpion Alpha)
- New weapons: Plexar Gun
- New other: None
- Number of scenarios: 12
- Dependencies: Basic Rules, Renegades: The
Espan Rebellion (7210)), Warhounds (7212)).
As might be expected, the ASP Technocracy features some of the most
advanced tech in the galaxy. However, its ship designs are generally
mediocre; this was deliberately done as a balancing factor, according to
the line editor.
If you like new toys (i.e. weapons and systems), this is the book for
you. The ASP have several ship design quirks and new weapons, including
the nasty Graviton Cannon (which may just be too powerful).
- New ships: 6 (Quark, Pulsar, Binary, Nova, Nebula II, Pteradon)
- Refit ships: 2 (Spirit Rider IV, Shryak Shuttle III)
- New weapons: Entropic Accelerator, C-torp, Parasite Torp, Graviton
Cannon
- New other: Pilot Biolink, Artificiance Targeting, Quantum Thrust
Engine
- Number of scenarios: 6
- Dependencies: Basic Rules, Warhounds
(7212)).
Probably the best fighting force in space, the Yoko-Shan Warworld uses
plasma based weaponry and systems. The Plasma Defense System is great
against missiles, as it gets a separate die roll against each group of 5
missiles, not each group fired, making it possible to survive multiple
barrages of 10 missiles.
Otherwise, this is another in the line of house books; get it to be
complete or to expand your available ship lines (or if you're a Warworld
fanatic :).
- New ships: 7 (Iklwa, Iklwa II, Jii, Iwisa, Kraal ECM, Kraal,
Cetshwayo)
- Refit ships: 1 (Deathwind YS)
- New weapons: Plasma Missiles, Plas Shell Cannon
- New other: Plasma Defense System
- Number of scenarios: 10 + 6 minicampaign scenarios
- Dependencies: Basic Rules, Warhounds
(7212)).
Mines, mines, and more mines. It seems like half of the new QVP designs
use mines. This product definitely feels guilty of upping the ante in
the ship design arms race: lots of ships with 0 DR and high DV all over
the place.
QVP does have the distinction of being much larger than its
predecessors, and so has a large number of ship displays. You do pay
for that though. Overall, this is yet another House book.
- New ships: 16 (Jambiya, Mujahadeen, Shedu, Djinn, Lilith, Saladin,
Masada Type 1/2, Golan, Wasp's Nest Type 1/2/3. Shomer
Sha'ar, Ba'al Mapteach Type 1/2, Tachanah)
- Refit ships: 9 (Epping QVP, Sentry QVP, Nemesis QVP, Black Widow
QVP, Talon QVP, Megafortress QVP, Fletcher QVP,
Stingray QVP, Stingray QVP Minelayer)
- New weapons: Proton Arc Weaponry (Khanjar, Sayf ad-Din, Evil Eye)
- New other: Multiple Missile Locks, KF3 arc
- Number of scenarios: 12
- Dependencies: Basic Rules, Warhounds
(7212)), Space Junk (7219)).
An update of ROWI, ROWII presents updated tournament and smash rules.
If you want to play in a tournament, this book is a must. It also has
another set of counters, this time also covering house forces, plus a
variant ship display for each of the 5 prize ships.
Get ROWII if you want to do tournaments or demos; otherwise, it's not
really necessary.
- New ships: None
- Refit ships: 5 (Snarling Badger II, Orca II, Dolphin II, Piranha
II, Executioner II)
- New weapons: None
- New other: None
- Number of scenarios: 4 (tournament/demo type)
- Dependencies: Basic Rules.
A nice sturdy cloth map meant for use in SD, it is colorfully splattered
with stars and a nebula and glows under UV light. The map nicely
complements the minis, but does suffer from one problem: It is a bit
larger than the standard size SD map, so if you want to play with a
regulation size area, you need to fold over or otherwise put a boundary
marker a couple of hexes in from the edges.
Otherwise, this is a nice product and certainly desireable at a demo or
con to attract new players, or as a more durable map.
- New ships: None
- Refit ships: None
- New weapons: None
- New other: None
- Number of scenarios: None
- Dependencies: Basic Rules.
The Ottawa Red
Shirts have produced a couple of sets of counters for use with
Silent Death. In addition to the obvious torpedo and marker counters, a
number of specialty counters are made in a "collar" form, suitable for
putting on minature stands to indicate special status, damage, etc.
These counters are VERY useful and well done; the graphics are nice and
space is provided to write info on the counter for targets, etc. Two
different packs are available and each pack comes in two types:
laminated (for use with non-permanent markers) and non-laminated (for
use with pencil). The only drawback is the cost: $12 for a pack of
laminated counters, and $8 for the non-laminated. Also, the lamination
is not airtight; a few of the laminations may come off during normal
usage.
- New ships: None
- Refit ships: None
- New weapons: None
- New other: None
- Number of scenarios: None
- Dependencies: Basic Rules. Some counters are for advanced rules
such as mines, venter torps, etc.
Please address all comments/corrections/additions to: Derrick
Kong, starflt@mit.edu
Last update: 09/27/00