Listing and Commentary on Silent Death Books and Products

Contents


Introduction

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.


Silent Death Deluxe Edition Box Set (7200)

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.

Silent Death Rookie Rules (7202)

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.

Renegades: The Espan Rebellion (7210)

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.

Sunrunners (7211)

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.

Warhounds (7212) (Old version)

The old version of Warhounds is out of date and thus will not receive much commentary, except as to the version differences.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:

Warhounds (7212) (New version)

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!

Night Brood: First Contact (7213)

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.

Universal Night Watch (7214)

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.

Operation Dry Dock (7215)

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.

Sigurd Archdiocese (7216)

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).

The Kashmere Commonwealth (7217)

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.

Silent Death: Rules of Warfare (7218)

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.

Space Junk (7219)

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.

Silent Death Fighter Tactics Manual (7220)

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.

Hostile Takeover (7221)

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.

ASP Technocracy (7222)

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).

Yoko-Shan Warworld (7223)

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 :).

Q'raj Void Protectorate (7224)

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.

Rules of Warfare II (7225)

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.

Geohex Cloth Map for Silent Death

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.

Silent Death counters (Ottawa Red Shirts)

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.


Please address all comments/corrections/additions to: Derrick Kong, starflt@mit.edu

Last update: 09/27/00