Erik A. Dewey PhD

Tabletop · Silent Death

Tactical Opinions on the Ships.

Having written three books for the Silent Death line, my love for the game didn’t stop when the ink dried. These are the unofficial articles I wrote out of that love — ship-by-ship tactical notes, a custom Warhound, and a whole Wing Commander conversion — collected here in one place.

These pieces are not official and are not endorsed by ICE. They’re one gamer’s opinions, offered in the hope another pilot finds them useful at the table.

Deluxe Edition · Operation Dry Dock

Ships from the Deluxe Edition and Operation Dry Dock

Betafortress

BPV: 216 / 5 Crew

Well, it's a Beta what more needs to be said? Seriously, only its Blatguns can reach a range greater than 10 hexes, so if you have a ship with a long range powerful gun like a Turbo Laser, or Railrepeator, you could hang back twenty hexes and fire away. The drive is only 7, so the Beta is not going to chase you down. Its point-defense is excellent (1-7[6]), but a large wave (10+) of torpedoes should break through and do a serious amount of damage. If you can get the Beta within 10 hexes of any ship though Plazguns, missiles, and particle weapons will ensure a crippled or destroyed ship. Watch out for a lot of ships performing hit and run attacks. Concentrate on one ship at a time until it is crippled then switch targets.

Betafortress Alpha

BPV: 218 / 6 Crew

The same tactics that apply to the Betafortress apply to the Alpha. The additional crewmember and his rear firing Disruptorgun is generally useless as few ships will be behind the Alpha at a range of 6. If given a choice, the normal Betafortress is more cost effective than the Alpha.

Betafortress Beta

BPV: 220 / 6 Crew

As with the Alpha, the Beta uses the same tactics as the normal Betafortress. The addition of the rear twin Splatterguns is more effective than the single Disruptorgun of the Alpha and adds some significant defense to the Beta's slightly weaker rear arc. Basically fly the Beta into the middle of a fight and start knocking ships out of the sky (or space as the case may be).

Blizzard

BPV: 19 / 1 Crew

The Blizzard is a cheap attrition fighter. It has a high Drive(18), but only an average Defensive Value(14). Its only cannon is a Disruptorgun, meaning that the Blizzard needs to be in close in order to hit its target. It does carry 4 Mk. 10 torps though, which do redeem the ship. It should be held out of the fight until the enemy ships have been damaged some. Then the Blizzard should streak in, hopefully in a firing arc where they can't be hit, blast away with the Disruptorgun and unload all its torps. Next turn, the Blizzard should fly outside the battle area and wait to nibble at the remaining ships. Don't forget the Disruptorguns ability to ignore DR. If a Blizzard can sneak up to a heavily armored ship like a Shyrak Shuttle or Teal Hawk, it can strip away some of its armor with but a single hit.

Blizzard II

BPV: 18 / 1 Crew

Replacing the Disruptorgun with a Splattergun makes this fighter much more attractive. It still retains its torpedo load and high speed, so you can use it in much the same method as the normal Blizzard. The extra four hexes of gun range mean that you should have 20% more chances to fire than in a regular Blizzard.

Dart

BPV: 21 / 1 Crew

The Dart is the hot-rod of Silent Death. It has a 19 Drive, enabling it to cross the entire board in around two turns. Its high Defensive Value means that it will stick around a lot longer than most attrition fighters. It also gives the pilot the choice between 2 Pulse Lasers and a single Minigun when firing. The most difficult choice in flying a Dart is when to use which weapon. The Pulse Lasers should be used when the +1 to-hit and damage is helpful, or when a target is within 9 hexes. The double damage possibility from the Minigun is nice, but never happens when you truly need it. Given the Minigun's range of 12 hexes, it is easy for the Dart to stay in the 11 to 12 hex range of a target and pepper it with shots, but only attempt this if your Pilot's Gunner skill is high, at least high enough to roll a D8. Finally, the Dart has a long damage track for its size, allowing it to remain in a fight longer than most attrition fighters.

Dart II

BPV: 20 / 1 Crew

The Dart II replaces the twin Pulse Laser with two more Miniguns. It also reduces the point defense by one to 1-5[1], but the Dart can easily outrun any torpedo fired at it, so this is not a great loss. The triple Miniguns give a +2 to-hit and damage, providing a decent punch from such a small fighter. Of course, it only has enough ammo for six bursts, so be sure to have a high Gunnery skill otherwise the Dart II will be fleeing the area quickly, chased by undamaged and lightly damaged ships. Use the Minigun's longer range to your advantage.

Death Wind

BPV: 60 / 2 Crew

Besides having a cool-looking miniature, the Death Wind is armed with the all-time favorite cannon of all SD players: the Ion Ram. The rear mounted twin Splatterguns keep most ships off your tail, allowing you to concentrate on your primary target. The Death Wind's Defensive Value is kind of low (13) allowing Lasers to hit you fairly easily, but the Damage Reduction of four shrugs off all but the most damaging attacks. The only problem with the Death Wind is its Damage Track. There is a critical hit on the 6th box and an opponent selected weapon hit in the 9th box which is always the Ion Ram. Bring the Death Wind in immediately towards its target, drop the four Mk. 20 torps, blast away with the Ion Ram and then turn away, possibly discouraging retreat with the Splatterguns. If the Death Wind survives intact, then flit around the perimeter of the battle, using the Ion Ram's 15 hex range to damage medium and large fighters. The Minigun is generally only used when the Ion Ram is knocked out, and then only for defense. It does have a lot of ammo though, so fire it freely.

Death Wind II

BPV: 64 / 2 Crew

The Minigun is replaced with a twenty-five shot Missile Launcher, providing a very powerful first-strike capability with the Death Wind. It still retains its early critical and weapon hit, but the damage a full 10 missile strike can deliver is impressive. Use the Death Wind II as you would a Death Wind, but after its initial strike, keep diving in until the Missile Launcher is empty.

Drakar

BPV: 121 / 5 Crew

The Drakar is best used as a Warhound or Gunboat attacker. It has very poor defense, and a low Drive so your best bet is to move to within 15 hexes of your target and fire the Railrepeator and Heavy Plazgun at the slow moving targets. This ship needs some fighter protection or it will quickly be lost.

Drakar Alpha

BPV: 125 / 5 Crew

An increased missile load and the addition of a Protobolt Projector give the Drakar Alpha a more flexible use. The loss of the Railrepeator is not terrible as the Protobolt Projector fills its role better anyway. While the Alpha is better able to defend itself, you still want to keep it on the fringe of the battle and snipe at any ship within its firing arc. Use full missile strikes against any ship foolish enough to come within 10 hexes.

Epping

BPV:119 / 4 Crew

A light gunboat with a heavy weapon load, I consider the Epping to be the ultimate Silent Death flyswatter. With three 30-shot missile launchers each with 360° arcs, the Epping can cripple a wing of light fighters. With a Drive of 11, the Epping should be able to maneuver around the forward arc its targets and slap some missiles on them. Its is vulnerable to larger fighters and other gunboats, so watch out. Also it runs out of missiles after three turns, so try to destroy as much as you can during that time (duh).

Epping Prime

BPV: 78 / 4 Crew

Its like the Epping, only weaker. Single Pulse Laser mounts, ten less missiles per launcher, a pitifully low DV, and lower DR all seriously compromise the Epping Prime's lasting power. It is 41 points cheaper, but I feel in this case you definitely get what you pay for. It would be far better to grab a Death Wind or a pair of Night Hawks.

Glaive

BPV: 106 / 2 Crew

The Glaive is an excellent heavy fighter. It is easy to hit, but it has strong armor and a good Drive(12). Its weapon choices are great with the power of a Plazgun and the range of a Protobolt Projector combined with two 20 shot missile launchers and 3 Mk. 40 torps. While both missile launchers cannot target the same ship, their 360° firing arcs provide ample targets. On the trip to the battle, use the Protobolt Projector to score some early damage, and then wade into the middle of the fight, using the rest of the Glaive's weapons to damage anything it their path. Once the missile launcher's are empty, move along the edges of the fight and Plazgun anything still moving.

Glaive II

BPV: 107 / 2 Crew

With an Ion Ram in place of the Glaive's Plazgun, the Glaive II has a greater long range attack ability. Use the missile launchers to prevent attacking ships from getting too close and let fly with Protobolts and the Ion Ram.

Hell Bender

BPV: 32 / 1 Crew

The Hell Bender is an excellent medium fighter to choose when you are not sure what you are going up against. It has weapons for all types of ships, including the long-ranged Autocannon and two Mk 30 torpedoes. The Pulse Lasers are usually the most often used weapon, although fire the Meld Laser as often as you can. If going against slower fighters, be certain to hang around the 18 hex range and blast away with the Meld Laser, or if the target is easy to hit and slow enough, the Autocannon. While the Damage Reduction of the Hell Bender is high(4), its Defensive Value is low(12). Always be aware of the critical on the fourth hit. It can quickly take the Bender out of the fight.

Hell Bender II

BPV: 35 / 1 Crew

The Hell Bender is a flexible ship, but more tuned towards attacking slower, larger craft. The Hell Bender II is equipped to tackle any ship, from the small attrition fighter, up to the smaller gunboats. It replaces the Pulse Lasers with an Impulsegun for the primary weapon and removes the Autocannon in exchange for a 20 shot Missile Launcher. Fly the Hell Bender II to within 10 hexes and let the missiles and Impulsegun do their job. The critical hit on the fourth box of the Damage Track still provides a serious vulnerability.

Kosmos

BPV: 27 / 1 Crew

Like most people, I view the Kosmos as a two-strike fighter. After launching two missile salvos, its time to send it home. The Minigun has only six shots and is fairly inaccurate to make up for its potential to double damage and increased range. If you need a cheap missile platform, choose the Kosmos otherwise look somewhere else.

Kosmos II

BPV: 29 / 1 Crew

By removing the Minigun and replacing it with a Disruptorgun you are trading range for lack of ammo concerns. You still have a high Drive and the missile launcher, so its as effective as the standard Kosmos, only it needs to get closer. It really depends on what you plan on doing with the ship as to which Kosmos to select.

Lance Electra

BPV: 60 / 2 Crew

Another really cool looking ship, the Lance Electra is designed to stay 12 hexes away from its target and let loose with the twin Protobolt Projectors. Remember you can fire two shots from each Projector, allowing a potential of 24 points of damage to be done at medium range. Unfortunately, one the Protobolts are gone, the Lance Electra is not very useful. If you consider this a strike fighter, it will operate fine. For the same point cost though, you could buy a Death Wind which is more effective. However, if you need a few turns of long range attack, the Lance Electra fills that role nicely. The Pulse Laser and Missile Launcher are used for defense as the ship has a low Defensive Value and Drive.

Lance Electra II

BPV: 60 / 2 Crew

An Impulse gun replaces one Protobolt Projector, allowing the Lance Electra II to stay in the battle longer. Use the one Protobolt Projector for three turns at medium range, then push the Lance Electra II into the battle, using the Missile Launcher, Pulse Laser, and Impulsegun to target one fighter at a time.

Night Hawk

BPV: 47 / 1 Crew

6 Splatterguns make an impressive ship. The Night Hawk is purely an interceptor. It has a high Drive and Damage Reduction, plus the powerful Splatterguns. A guarantee of at least 12 points of damage on even a low to-hit roll makes the Night Hawk an excellent choice to down a particularly troublesome fighter. Since the 6 Splatterguns have a +5 to-hit, you may wish to lower your Gunner skill to the middle range as the average roll on 3D6 is a 10 (yielding at least a 15). The Meld Laser is useful if you need to get a few long range attacks in before diving towards your target. Beware of the critical hit on the 5th box.

Night Hawk II

BPV: 55 / 1 Crew

The Night Hawk II removes the Meld Laser and increases the Point Defense from 1-3[1] to 1-5[3]. This version is only really useful against light fighters with heavy torp loads like Thunderbirds and Blizzards, although a full torpedo strike by these fighters is likely to overload the Night Hawk II's Point Defense. Otherwise, this ship is identical to its brother.

Pharsii II

BPV: 120 / 3 Crew

The Pharsii II is an average heavy fighter. Its powerful Turbo Laser is designed to hang 25 hexes back and slam into a gunboat or other equally slow target. The quad Splatterguns and Missile Launcher are sufficient to destroy any fighters that break off to attack the Pharsii II. The Pharsii II has no weapons covering its RQR and RQL quadrant, which is unusual for a heavy fighter. Plus it carries three crew members which is one more skill you must purchase. Depending on the mission's goal, a Glaive may be a cheaper and more effective alternative. The torpedo load of the Pharsii II is laughable, being used for harassment more than attack.

Pharsii

BPV: 110 / 4 Crew

The Pharsii is one point faster and one point harder to hit than the Pharsii II. These are the only good features of it though. It carries an extra crew man and seriously down-graded firepower resulting in a ship whose only real use is sniping at slow ships with the Turbo Laser.

Pit Viper

BPV: 12 / 1 Crew

One of the cheapest fighter in the game, the Pit Viper is best used in large groups. It carries 3 Pulse Lasers giving it a needed bonus to both to-hit and damage, it also is very fast and hard to hit. It's Damage Reduction of 2 is actually high for such a small fighter giving it the ability to usually survive one hit. After that though, it's dust. Use it like a piranha: move in, take a nibble, move away, and repeat.

Pit Viper T

BPV: 8 / 1 Crew

A Pit Viper T has only one Pulse Laser and no Damage Reduction. Its only use is to hopefully be blown up in front of an oncoming ship and pray that its debris will cause some damage. At only 8 points, you could by a ton of them with Pilot and Gunner skills of 1 each.

Revenge

BPV: 120 / 2 Crew

The Revenge is perhaps the easiest ship to use correctly. Point it towards its target, drop all its torps and go home. Generally two strikes of 5 torps each should cause enough damage to cripple or destroy the toughest of gunboats and fighters. Don't bother trying to use the missile launchers. If something is in your way use them, otherwise concentrate on your primary target. Be prepared to lose two or three torpedoes as you approach your target. By the way, if you can load its torpedoes with missile warheads, the Revenge becomes a powerful standoff fighter.

Revenge II

BPV: 120 / 2 Crew

The Revenge II is exactly like its brother with one less Missile Launcher, but a whole lot more missiles. This allows the Revenge II to either defend itself better or stick around after its torpedoes have been fired. Armed with missile torpedoes, the Revenge II becomes a brutal Hatchling killer.

Salamander

BPV: 66 / 2 Crew

Probably the most well rounded fighter in the galaxy. It combines a flexible weapon layout with a decent torpedo layout, good speed, and decent armor. Its shielding is minimal though, so the Salamander is easy to hit. Use the Salamander to fly through enemy formations, firing its forward and rear weapons to damage all ships around it. Hopefully, the Salamander will disrupt the formation enough to pick off the individual fighters in quick dogfights. Its high Point Defense (1-7[2]) allows it to destroy incoming volleys of one or two torpedoes without having to worry about dodging.

Salamander II

BPV: 66 / 2 Crew

The Salamander II is almost identical with the Salamander. The only difference is the single 360° Pulse Laser is replaced with a triple Pulse Laser mount firing F, FQL, and FQR. This ship eliminates the redundancy of the Pulse Laser firing rear when the Gunner would be better off firing the Splatterguns. The only downside is when the Splatterguns are destroyed, the Salamander II loses any rear defense. Choose your Salamander based on how much damage you expect to receive.

Sentry

BPV: 80 / 3 Crew

The Sentry is an excellent defender of a fixed area, but is a dismal fighter otherwise. It is slow and pitifully easy to hit. It does have high Damage Reduction, so it can survive those needling Miniguns and Pulse Lasers. Its rear arc is vulnerable and it has no torpedo or missile capacity. It's front firing arc is devastating though, especially if a slower moving target is there. If you have an outpost that needs defending, use a Sentry, otherwise leave it at home.

Sentry II

BPV: 80 / 3 Crew

The Sentry II's only difference is the removal of the Blatguns and replacing them with a Disintegrator. This does nothing to increase its combat uses, and changes the tactics of the Sentry II little. If you can hit with the Disintegrator, do so, but of course, you might as well fire every weapon you can every turn.

Seraph

BPV: 121 / 2 Crew

Another well-rounded heavy fighter, the Seraph is a little under-gunned for its size. It carries the powerful Turbo Laser, allowing it to attack slow ships from obscene ranges. The rest of the weapons are Pulse Lasers scattered around the ship, including a vestigial one firing to the rear, an area covered by a quad Pulse Laser mount. A 20 shot Missile Launcher and four Mk 10 torps are available to smack a medium attacking force. Finally, the Seraph carries an ace-in-the-hole: one Mk 50 torpedo. This is an excellent last minute surprise for the Seraph pilot to unleash. It has a very high Drive for its size(15) and a high DR (4). Depending on the available targets, the Seraph should hang around the fringe, or dive into the middle of the fray.

Seraph II

BPV: 121 / 2 Crew

The Seraph II replaces the vestigial Pulse Laser with a Disruptorgun and replaces the Turbo Laser with 2 Meld Lasers allowing it to dogfight much better. It can take an impressive amount of damage and still keep flying, so use it to smack any thing that is unlucky enough to get in its way.

Shyrak Shuttle

BPV: 34 / 2 Crew

It's slow and easily hit, but that Damage Reduction of 5 is incredible. The Missile Launcher is nice, but is gone after one volley. The quad Pulse Lasers provide a decent ability to deal damage, and the ship itself is impervious to most Low damaging weapons. It is difficult to move it into a particular position, but if you need to make it from point A to point B, the Shyrak should get you there relatively unharmed.

Shyrak Shuttle II

BPV: 34 / 2 Crew

This is a great ship. Its Drive is a respectable 12, it keeps the 5 Damage Reduction and replaces the quad Pulse Lasers with a 360° Impulsegun. Plus, the Point Defense is an unbelievable 1-6[6]. While the original Shyrak Shuttle was resilient, the Shyrak Shuttle II is almost invulnerable.

Sorenson III

BPV: 68 / 2 Crew

The Sorenson III is a good attack vessel against slower targets, but due to its exclusive Blatgun armament, a small force of fast ships could easily destroy it. It has decent Drive, Damage Reduction, and Defensive Value. It also has a respectable torpedo load, allowing it to perform as a strike fighter.

Sorenson II

BPV: 47 / 2 Crew

Although the Sorenson II has a weapon that can track any speed target, it is only a single Pulse Laser and it only fires in the R, RQL, and RQR arcs. The Sorenson II should be used as a strike fighter and leave the dogfighting and intercepting to ships better designed for it.

Spirit Rider

BPV: 18 / 1 Crew

The Spirit Rider is one of the best small fighters available. It has a good Drive and Defensive Value and even more impressive for a ship of its size, it has a Damage Reduction of 3. The twin Mk 10 torps provide excellent torpedo defense, especially if the torpedoes are targeting another ship. The twin Splatterguns provide a devastating punch to any similar cost fighters it encounters. Use the Spirit Rider as an escort to larger and slower fighters, swatting any incoming attrition fighters like flies.

Spirit Rider II

BPV: 17 / 1 Crew

Replacing the two Mk 10 torps with one Mk 20 limits the usefulness of this fighter somewhat, but it does allow the Drive to be increased by one. Still the regular Spirit Rider only costs one point more; it is an effective point. Otherwise, use the Spirit Rider II exactly as the Spirit Rider.

Star Raven

BPV: 125 / 4 Crew

The Star Raven is an interesting gunboat as it is not effective against other gunboats, but can chew small and medium fighters up. While it is not as effective as the Epping in clearing out formations of light fighters, it can punch a hole inside one. Forget using the Disintegrator unless you are going up against a Shyrak Shuttle, which the Star Raven eats up like candy. The Meld Lasers can make tougher fighters keep their distance and the five torpedoes can force smaller gunboats or heavy fighters to retreat. But don't let those armaments fool you, the Star Raven cannot take on a Drakar or a Betafortress.

Star Raven Alpha

BPV: 128 / 4 Crew

The Star Raven Alpha is designed to strip away armor from any heavily armed, relatively slow target. Once the three Disintegrators have stripped the armor away, let the attack fighters fly in and destroy the target, again, the Star Raven Alpha cannot engage a gunboat in a head-to-head fight and expect to win.

Talon

BPV: 33 / 1 Crew

The Talon is another really cool looking ship. Its one Mk 10 torpedo is useless, but the twin Pulse Lasers and twin Disruptorguns provide good armament. Good Drive, Defensive Value, and Damage Reduction allow the Talon to wade into any dogfight and punch strongly.

Talon II

BPV: 38 / 1 Crew

As good as a dogfighter the Talon is the Talon II is even better. It has the same armament, but better Drive and Defensive Value as well as a useful torpedo load. The Damage Reduction drops down to 2, but with the increased Defensive Value fear not, the Talon II will not be hit as much. Use this to attack any light or medium fighter in your way.

Teal Hawk

BPV: 43 / 2 Crew

The Teal Hawk is a great hit and run fighter. Its very high Drive and Damage Reduction allow it to streak into a fight and finish off a limping ship. The twin Blatguns require a slower target, so the Teal Hawk rarely leads the attack, but any ship trying to sneak home will quickly find the Teal Hawk saddling up beside it. The one torpedo does not do much, but try to time its impact at the same time as another torpedo strike. Since there is only one weapon mount, keep the Pilot's Gunner skill low and let the Gunner do the shooting.

Teal Hawk II

BPV: 47 / 2 Crew

All of the advantages of the Teal Hawk with an even higher Defensive Value and four Mk 10 torps. If you have the extra four points, buy a Teal Hawk II instead of a Teal Hawk. Use it identically to the Teal Hawk, with the added flexibility of the torpedo load.

Thunderbird

BPV: 25 / 1 Crew

The Thunderbird has two great features for a light fighter. It carries five torpedoes and four Pulse Lasers. The +3 on the to-hit allows the Pilot's Gunner skill to be lower and still allow the a decent chance to connect. The high Drive and Defensive Value are typical of the smaller fighters in the galaxy. Fly the T-bird near the conflict, drop all your torps and then shoot down any small ship that comes near you.

Thunderbird II

BPV: 25 / 1 Crew

Replacing the Pulse Lasers with Miniguns limits the usefulness of the Thunderbird II, although the added missile launcher provides a helpful punch. If you find yourself flying the Thunderbird II, fire your missiles and torpedoes as soon as possible and then fly around until a point-blank Minigun shot avails itself.

↑ Back to the collection

Sourcebook

Ships from Renegades

Blood Hawk

BPV: 41 / 1 Crew

It is expensive for a SPAC, but we are talking a Plazgun. High Drive and High Defensive Value make this fighter very tough to take out. The obvious tactic is to pick a target, fly up to it and shoot. There are only two real weaknesses for the Blood Hawk. One is the potential to quickly lose the only weapon on the fighter. The other is that it falls apart quickly for 41 points.

Conestoga

BPV: 215 / 5 Crew

At 215 points and 5 crew, the Conestoga seems like a powerful ship, but if you have the choice, a Betafortress or two Glaives might serve your purposes better. One the plus side, the Conestoga has armament for any target. On the minus side, almost all of the armament has limited ammo. Generally speaking, the Conestoga will throw out four volleys of attacks and them be reduced to using the Splatterguns, which do not cover the front arc. The best use of the Conestoga is to be perceived as a greater threat than it really is. Hopefully, your opponent will launch most of his torpedoes towards it in hopes of slowing it down. Use the Conestoga's numerous decoys and amazing Point-Defense(1-6[6]) to show them the error of their ways.

Crescent

BPV: 55 / 3 Crew

I consider the Crescent to really be a scenario fighter. That is it would not normally be taken unless a scenario called for it. It is good at running away from a problem, so its best use is in a scenario when a ship needs to get from point A to point B in a set amount of time. The eight rear Pulse Lasers can do some damage, but the total potential is low. It carries 5 Mk. 10 torps, useful in clearing a path, but basically it is underarmed. It has a large number of decoys, very high damage control, decent point-defense, high drive, and high defensive value. So basically, you have a ship that will stay around a long time. It just won't do much damage. I should point out that I think it is excellent for what it was designed for (smuggling and blockade running).

Eagle

BPV: 170 / 5 Crew

If you can maneuver a target into the Eagle's front arc, six Pulse Lasers, a Plazgun, and an Ion Ram will make your enemy sorry. Its high torpedo load provides a good standoff capability and almost makes up for its pitifully low Defensive Value. Choose your targets carefully and concentrate all your fire on one victim at a time.

Scorpion

BPV: 122 / 4 Crew

The Scorpion is useful only if you need to capture a target. Its rear area has no weapon coverage, and its weapons are relatively light. The Missile Launchers are gone after one volley so use the Splatterguns and Plazgun as your main weapons. The Tractor Beam is more powerful than it first appears, however with the release of Hostile Takeover, its effectiveness will be seriously harmed. If you can get close to a ship, use the Salvage Claws, but most targets will find a way to steer clear.

Saucer Shuttle

BPV: 6 / 1 Crew

Well, you get what you pay for. You have two ways to use them. The first is with a high Gunner skill taking well planned snipes on ships with low DR. The other is with low skills. Use them as targets to lure your opponent into a tactically inferior position. Good Luck.

↑ Back to the collection

Sourcebook

Ships from Sunrunners

Havok

BPV: 59 / 2 Crew

Lots of lasers and an EMP beam that can fire anywhere but forward. The Havok requires some fancy flying to maneuver it into the best position. Typically you should move it last so that it can spank someone. Basically maneuver the EMP beam to hit the big ships and use the lasers as opportunity fire. The choice of using the Meld Lasers by the Gunner or Pilot is nice when you need to ensure you fire before someone in front of you.

Wavecutter

BPV: 25 / 1 Crew

The most noticeable aspect of this fighter has to be the EMP ray. Double and triples come up fairly often when rolling three dice so a quick critical is always a happy thing. A high Drive allows the Wavecutter to maneuver into the relatively short 8 hex range that the EMP ray has. The Pulse Lasers should only be used if the extra +1 to-hit is needed, or the target is out of the EMP's range. If using the multiple weapon firing rules, then the damage potential of the Wavecutter is greatly increased. Its incredible Drive and Defensive Value make this ship an improved Dart packing a significant, albeit somewhat random, punch.

Windjammer

BPV: 13 / 1 Crew

This is like a Thunderbird without the torpedoes. The 5 Pulse Lasers, provide a minimum of +3 bonus to-hit (at long range) and at least 5 points of damage, so you can use it to swat pesky attrition fighters like the Dart and Pit Viper. Its Drive of 18 lets it zip across the board and it excels at torpedo intercepts. Granted you do not have the flexibility of the Thunderbirds torp load, but you can purchase two Winjammers for the price of one Thunderbird. Ten Pulse Lasers streaking toward a target will make even a medium fighter pause.

↑ Back to the collection

Sourcebook

Ships from Sigurd Archdiocese

Dagger

BPV: 50 / 1 Crew

The Dagger is a nice Medium fighter. Its weaponry is accurate although only provides average damage. Its 20-shot missile launcher provides a serious punch, and its DR of 3 provides serious protection. It should be noted that the 2 and 6 crits on the ship result in no additional damage, so the Dagger's survivability increases by that much more.

Glaive III

BPV: 104 / 2 Crew

The Glaive III replaces one of the Missile Launcher with a Gungnir (F). Now I must admit that my favorite Glaive tactic is to move between two fighters and do full 10 missile strikes to each one (NOTE: Don Dennis, ICE SD editor supreme has informed me that a single Gunner may only lock-on with one missile launcher per turn) so the Glaive III does not allow me to perform this. Otherwise it is a nice fighter. It's high Drive for its size is mitigated by its low Defensive Value. Of course, the Gungnir is a great torp stopper, so along with its high decoy supply and generous PD (1-6[2]), the Glaive III should be fairly immune to torp strikes. It really shines if your opponent is armed with Revenges. Use the Gungnir to screen an important ship from the incoming Mk. 50 onslaught.

Hammer

BPV: 60 / 2 Crew

I really like the Hammer. It looks really sleek and has a flexible armament. It costs the same as a Death Wind, but has an additional crew member manning the 360° Mjolnir. It has average Drive, DV, and DR, but it carries an impressive amount of torpedoes allowing its use as a strike platform. It does lose the torps pretty quickly on the damage track, so do not hang on to them longer than three turns or you will find your Mk. 20 supply running low. The ever-present Ion Ram makes another appearance and provides its traditional long range / high damage effectiveness. The Mjolnir provides an almost guaranteed hit, with an alright damage for a small weapon.

Hound

BPV: 19 / 1 Crew

The Hound is a very nice light fighter. The Impulsegun provides higher damage than most ships in its class and the twin Mk. 20 torps add a nice punch. Its Defensive Value is average (14), as is its Damage Reduction (2), so the Hound will probably not last the entire fight, but it can withstand a salvo or two. Use standard attrition fighter techniques with the Hound.

Iceberg

BPV: 207 / 6 Crew

The Iceberg has taken the mantle of most fearsome gunboat from the Betafortress as far as I'm concerned. At first glance it looks impressive but not truly fearsome. But then you play it once and its strengths are evident. DR of 5 all around shrugs off most attacks from stub fighters and this DR lasts for at least a few turns before degrading. Its Defensive Value is only an 11 so it does get hit alot, but with that kind of armor, who cares? Its Drive is great (11) allowing it to maneuver away from most other gunboats. As for its armaments, its dual Ion Rams should be considered its primary armament. As for its gauss projectors, I view these weapons as a constant source of average damage, in that it will not cause a glorious amount of damage in one volley, but it will steadily wear down your opponent. The quad autocannons are great at 24 hexes. Assuming the Drive Restriction does not prevent you from shooting, it can chew up your opponent before he can get you in range of his guns. A good torp missile load provide well rounded armament. Did I mention the 1-8[6] point-defense? I love this ship.

Longboat

BPV: 921 / 12 Crew

The Longboat is easily the most powerful Warhound in the SD universe. With a large torpedo bay and massive types of weapons, it's hard to pinpoint a single way to use the Longboat. Torpedoes fall away from the Point-Defense and the Mjolnir. Its Bifrost Cannon is incredibly impressive in its damage potential (a possible 60 points!), even though it has a very restricted arc. Point the Longboat towards a target and bear down on it until it blows up.

Pit Viper II

BPV: 17 / 1 Crew

Well, you will never intimidate someone in a Pit Viper, although the PV II can make your opponent think twice. It has a high DV, very high Drive, and an average DR (2). Its weapon is just a twin Pulse Laser. Its only redeeming feature is its 3 Mk. 30 torps and its low cost. Two Mk. 30 torps can completely destroy a Night Hawk, giving the Pit Viper II an impressive one-shot capability. So, find a target, maneuver your Pit Viper II to where the Mk. 30 torps can hit it in one turn, drop them and then use the PV II as a target.

Spirit Rider III

BPV: 20 / 1 Crew

The Spirit Rider III removes the two torpedoes and adds two Splatterguns. Without the torps, the Spirit Rider III is relegated to chasing down fighters and punishing them. The additional rule about flying in a specific planet's atmosphere is useless, but the Rider III can be used efficiently. Remember Medium+6 damage will crush any Pit Viper or Blizzard you encounter.

Storm and Storm II

BPV: 90 and 100 / 3 Crew

The Storm ships are interesting in that the rear arcs have more damage potential than the front arcs, more so with the Storm II's Ion Ram. Their DV is low (12), but their defensive capabilities are impressive. They have a DR of 4, allowing them to push away most Pulse Laser hits, and the number of decoys and amount of point-defense is simply amazing. Any torpedo strike must contain at least 4 torps in order to even stand a chance of connecting. The greatest difference between the two Storms is the damage track. The Storm has a critical on the fourth hit giving it a tremendous Achilles heel, while the Storm II has its first crit at the 21st hit. This should make the choice between the Storms obvious, although the Storm II has an opponent's choice weapon hit on the 15th hit which usually destroys the Ion Ram or a missile launcher. If possible with the Storms, lead with their rear.

TBD Platform

BPV: 210 / 5 Crew

As the first outpost in Silent Death, and coming a couple of months before Space Junk, this ship caused a little bit of confusion in its debut. The first rule to learn when using or fighting an outpost is that their weapons all have a 360° arc. You cannot sneak up on an outpost. The second rule to learn is that they have NO drive so even a quad Laztube can blast them without Drive Restriction penalty. This fact makes them very vulnerable to attacks, especially from Warhounds. The TBD platform was designed to hold off attacks from fighters, so its weapons are not in the Warhound class. The Turbo Laser provides gunboat defense while the missiles and Splatterguns provide fighter defense. Torps and a Meld Laser finish off its armament, allowing it to hit a large variety of targets. Realize that this is a scenario ship, so it is not something you would typically bring into a battle. If you use the optional mine field rules from Space Junk you can adequately defend the TBD Platform, otherwise, its just a matter of time. A quick note, the Decoys and PD in the box are incorrect and should be ignored. The PD operates exactly like Warhound PD, not fighter PD.

"I think animal testing is a terrible idea; they get all nervous and give the wrong answers." — A Bit of Fry and Laurie

↑ Back to the collection

Sourcebook

Ships from Kashmere Commonwealth

Since I wrote Kashmere Commonwealth, the opinions of the ships reflect a definite bias. Please let me know what points you agree and disagree about and I'll add your comments to the page.

Hell Bender K

BPV: 26 / 1 Crew

Well, the Hell Bender K is really a scenario specific ship. It's special sensors and FTL drive play no part in the normal "two-fleets-meet-in-space" battle, so I doubt anyone would choose this ship. But in case you do, treat this fighter just like a Talon or other similar ship. Move around the perimeter of the battle, wait for a ship to get separated from the others and pounce on it. The Hell Bender K is a great choice to take out those ships that have been stripped of everything except a little bit of drive. Use the Autocannon to blast them from 20 hexes away, earning some much deserved BPV.

Karttikeya

BPV: 150 / 4 Crew

Well, it should be obvious that you always want to point your Karttikeya's front arc at a ship and then unload on it. The 360° Ion Ram should allow you to attack a target every turn. Remember the Ram's 15 hex range. Hang back for a few turns and snipe at targets with it. When a ship decides to get close enough to hit the Karttikeya, punish him. The Drive is very high for a Gunboat and its DR is quite nice as well. The Defensive Value is only 11, so be careful around ships armed with Plazguns and the like as they will hit almost 50% of the time. The Karttikeya's Point Defense can attack 6 torpedoes a turn with a 50% chance to hit, providing a nice defense against pesky Mk. 10 torpedoes. Finally, the 10 Mk. 20 torps provide decent punch with good drive, allowing you to chase down any ship that tries to turn and run. I typically launch the torpedoes in groups of four or five. Also, never forget the missile launcher. I use it to cripple any small, annoying fighter that is buzzing around.

Lakshmi

BPV: 83 / 2 Crew

The Lakshmi is a fast cargo ship, with decent armament. Use its high drive to swoop in and attack a straggling target. The twin Impulseguns are accurate and damaging, while the twin Pulse Lasers are decent defensive weapons. The four torpedoes are excellent harassment weapons and can keep enemies from following too closely. Its DR is average, as its Defensive Value (13). Where the Lakshmi really shines is its damage track. Since it was designed to run away from most attackers, it keeps its drive for a long time. Also, it takes 25 hits before the ship takes a weapon hit. Late criticals also help to keep the Lakshmi in the fight. While it does not have the firepower of a Salamander or Death Wind, the Lakshmi will be flying around for a long time after the other ships are empty hulks.

Marut

BPV 15 / 1 Crew

I love this fighter. It looks cool, has a high Drive, is hard to hit, and packs a heavy wallop. I usually use my Maruts in pairs, using one (typically with a Piloting and Gunner of 1 each) to draw out an attacker and then move his wingman in to a safe firing arc against the ship foolish enough to take the bait. The Impulsegun is great, providing decent accuracy with High damage. Many think the Pulse Lasers are vestigial, but they do serve two great purposes. First, there are times when you need that extra +1 to-hit, especially against torpedoes where damage scored is not important. Second, it is always the weapon to be destroyed when the 'w' hit is encountered, leaving the Impulsegun to fire until the ship is destroyed. Which brings us to the great weakness of the Marut. It just does not take much damage to destroy. 11 points of damage will do one in so do not expect the Marut to have a long life in battle. Pick a target and send in two to four Maruts after it. Before they are all destroyed, they should strip the poor ship.

Teal Hawk III

BPV: 40 / 1 Crew

The Teal Hawk III is identical to the Teal Hawk with the following exceptions: additional cargo space and no gunner. The tactics for the Teal Hawk III are therefore similar to the Teal Hawk. This is how I always envisioned the Teal Hawk by the way, a single-mans smuggler craft, sort of a poor-man's Millennium Falcon.

Ushas

BPV: 345 + Pod Value / 9 Crew

Again, the Ushas is a freighter, so do not expect to take on other Warhounds with impunity. It's Drive, DV, DR and Point Defense are all quite low. It's weaponry is defensive except for the Repeating Blaster. It is a Warhound though so it can take an impressive amount of damage and still move. Of course, if you add a battle pod or two to the Ushas it suddenly becomes a cheap weapons platform. The battle pod with 5 100-ton fighters in it can be a nasty surprise. 5 Maruts suddenly appearing will make anyone unhappy. As with the Vishnu, concentrate on your victory conditions. Leave the fighting to those ships designed for it.

Varuna

BPV: 120 / 3 Crew

The Varuna was designed for escort duty and so, it is fairly defensive oriented. It has a high DR (4) so it can absorb a decent amount of punishment. It has a very large number of decoys, adequate point defense, and 6 Mk. 10 torpedoes for harassment / anti-torpedo work. The 360° Ion Ram has a deceptively long range, allowing 15 hex pot shots at enemy ships. The triple Pulse Laser is useful against hard to hit fighters like the Dart, while the quad Splatterguns keep enemies from sneaking up behind you. The Vaurna's damage track allows it to keep its weapons long into the fight, and has lots of empty boxes up front. If the Varuna is not protecting another ship, fight aggressively with it. Move it right in the middle of an enemy formation, and let fly with the weapons. Its low Defensive Value assures it will be hit often, but its DR and Damage Track allow it to keep going and going.

Vishnu

BPV: 50 / 4 Crew

The Vishnu is a freighter, nothing more. So do not expect it to do anything other than draw enemy fire and be a big juicy target. It is slow, pitifully easy to hit, has little armor, and purely defensive armament. Typically, if you are flying a Vishnu, you have a goal to reach which involves leaving the map safely. With that in mind, the only reason to deviate from your goal is if you have large numbers of torpedoes bearing down on you. Otherwise drive forward and ignore the attackers. While the Vishnu has a lot of damage boxes, if a ship moves in behind it, the Vishnu's Drive will quickly drop to 0. Rely on your escorts, or the threat of the Vishnu being a Yama to keep your enemy back. Proper formation use is the only way to keep the Vishnu alive.

Yama

BPV: 50 + Pod Value / 4 Crew

Well, on the outside, the Yama is identical to the Vishnu. It is still slow, easy to hit, and easy to damage. What it does have though is one of the most flexible weapon mounts in the game. With three different battle pods mountable on the ship, the Yama can deal with any situation. My personal favorite is to choose pods VY3 (100 ton bay, twin Impulsegun), VY1 (4 Blatguns, 2 20 shot missile launchers), and VY5 (8 Splatterguns, 2 20 shot missile launchers). With these, the Yama can attack a variety of targets. Of course the crew costs are high, but it is devastating. If the Yama is flying with one or more Vishnu, let your opponent close for one or two turns before revealing your weapons. The knowledge that a Yama is inside a freighter convoy often forces would-be pirates into using long range sniping tactics, which should give you time to leave the board. Once you reveal the Yama's weapons, hunt down and kill one or two ships a turn. Remember that once the Yama reveals its weapons, it becomes primary target number 1. It's Drive will quickly be destroyed, so use its firepower quickly and decisively.

↑ Back to the collection

Tournament Prizes

Ships from Rules of Warfare

The ships in Rules of Warfare are issued as prizes for participating in ICE sanctioned Silent Death events. Everyone who participates receives one ship, while the winner receives an additional ship.

Dolphin

BPV: 50 / 1 Crew

The Dolphin is a decent dogfighter, and with a good Gunner skill, can eliminate annoying hard-to-hit fighters like the Dart with a good missile strike. The four Splatterguns provide a significant damage potential and the +3 to hit doesn't hurt either. It has a high Drive (16) allow it to move around quite easily. Its Defensive Value is fairly low (12) and its Damage Reduction is only a 2 so it does not generally last long in a large dogfight. Send it up against the fighters that are harassing your forces. Incidentally, the Dolphin sheet can also be found in the Silent Death Rulebook, it is the example ship using the ship builder system.

Executioner

BPV: 115 / 2 Crew

I love this miniature. Picture a battle-axe flying through space and you will get an idea of what this ship looks like. This ship is designed to be a heavy hitter. It has an Ion Ram firing to every arc except front (which takes a little getting used to), and 6 Blatguns firing forward (that's High+10). Four Mk. 10 and two Mk. 30 torpedoes round out its armament. The Blatguns receive a +5 to hit, so you could attack a ship with a drive up to 18 without penalty due to the Blatguns drive restriction. Its Defensive Value is only a 13, so it will take a few hits during the battle, but in addition to its DR of 3, it has a lot of blank boxes that can be marked off. If you like to kill things, the Executioner fills that role nicely.

Orca

BPV: 210 / 6 Crew

At first glance, the ship looks expensive for what it is, after all its does not even have any torpedoes. After fighting against one, it becomes painfully obvious how effective it truly is. When using an Orca, always, always keep its front pointed towards its target. The Ion Ram, Impulsegun, 4 Splatterguns and 12 Pulse Lasers slamming into a ship will cause enough damage in one volley to have its opponent begging for mercy. Plus, the front Damage Reduction is tougher than the sides and rear. The Orca has an incredible drive for its size (12), allowing it to avoid being hit by Railrepeators, Disintegrators, and Turbo Lasers, thus limiting the heavy weapons usable against it. Its Defensive Value and Point Defense are also fairly high, allowing the Orca to stay for a while in any battle. Its expensive, but has a devastating frontal assault.

Piranha

BPV: 18 / 1 Crew

The Piranha is the perfect Disruptorgun ship. It is fast and has a very high Defensive Value (15). It is best used in a school, allowing them to surround their target and take bites out of it. Fly to within two hexes of your target, counting on your high DV to avoid attack. Fire the Disruptorgun. At the beginning of the next turn, fire a 10-missile spread and drop the Mk. 40 torpedo. Assuming the torpedo hits, this should cripple the target allowing the other Piranhas to swim up and finish the job. Be warned, if the Piranha is hit, it is quickly destroyed. Its damage track is tiny and its 1 point of Damage Reduction is removed on the second hit.

Snarling Badger

BPV: 689 / 9 Crew

Okay, the Snarling Badger can deal such a massive amount of damage, that I am at a loss as to how to use it. First it carries a Keel Cannon, while able to hit any speed ship, its firing arc usually prevents it from being used. That's all right though as its real main armament are the two quad Repeating Blasters. They only have a range of 15, but do (High+6)x2 damage with no speed restriction. A pair of Ion Rams and two sext Splatterguns round out its particle armament. Add three massive missile launchers and you have a ship that just oozes damage. I would comfortably take this Warhound up against a Fletcher, or even a Longboat and feel quite good about my chances. Did I mention the 8 Drive or the 6 Damage Reduction up front and 5 DR in the rear? How about the ECM system (1-5[5])? I really feel this ship is way overpowered, but I guess that's the point. It's point defense is rather low though (1-4 up front, 1-3 in the rear), so its possible 5 Revenges could take it out. If they can reach it that is.

↑ Back to the collection

Fighter Tactics Manual

Ships from the Fighter Tactics Manual

I look at the ships in the Fighter Tactics Manual as examples of tactical theory and not "real" ships in the Silent Death universe. Still they appear in the House ship lists in Rules of Warfare II. They tend to have little or no DR , multiple weapon mounts, and a very high DV which I feel makes them a little cheesy. If you are going against these ships be certain that your weapons have bonuses to hit since you will need it. Also, the ASP Technocracy is really good at damaging ships with no DR.

Bat

BPV: 42 / 2 Crew

It has a slightly lower Drive for its size (12) and an average DR but its Defensive Value is a whopping 17! The two pairs of twin Splatterguns provide a decent offensive punch considering the ships cost. It has no Point Defense so after the 10th hit, it can no longer dodge torps, making it Blizzard and Thunderbird bait. Of course you have to score those 10 hits first. A decent fighter that is very very hard to hit.

Black Widow

BPV: 157 / 3 Crew

No ship has caused more wailing and gnashing of teeth than this one. Two sets of 6 Splatterguns with a 360° arc of fire and one set of 6 Splatterguns firing forward can create a 10 hex radius kill zone. With a DV of 17 it will not get hit very often at all. 10 Mk. 10 torpedoes and 5 decoys add to its defensive capabilities. It is a brutal ship. However it is not invulnerable with the right equipment and tactics. Firstly all of its weapons have only a 10 hex radius. With 160 points to choose from you could easily choose a ship or group of ships that have longer ranged weapons. As long as you can win initiative, the Black Widow cannot touch you. Secondly, it has no DR so any hits you do go right through, leaves those Disruptorguns at home. Finally, its critical table is pretty rough with plenty of opportunity to reduce the DV or disable the Splatterguns. Overall I think torpedoes, Hammerhead missiles, or some long range multi-barreled weapons crewed by a good gunner could take out a Black Widow.

Chupacabra

BPV: 18 / 1 Crew

I think of this ship as the Darts older brother. Its almost as fast, as hard to hit, and with a big punch. While the Disruptorgun is annoying, the twin 20-shot Missile Launchers can smoke any similar cost fighter, especially when using the rules found in QVP regarding targeting with multiple missile-launchers. Of course it has no DR and a very short damage track, but that's what an attrition fighter is for after all. If you fight this ship, stay out of its forward arc.

Nemesis

BPV: 298 / 6 Crew

The Nemesis seems expensive for what you get. You can purchase a fully crewed Iceberg for the cost of an empty Nemesis. It does have a very high DV for a gunboat (15), but no DR at all. Lots of Splatterguns with very flexible mounts provide the primary punch for the Nemesis with an Ion Ram, 10 Mk. 50s, and 20 Mk. 10s adding the much needed anti-gunboat attack. Honestly, nothing short of a Warhound is going to survive 30 torpedo hits in a single turn. Also the Nemesis is virtually immune to torpedo attacks with 6 decoys and a Point-Defense of 1-[8]6. When attacking a Nemesis, focus on one side and just keep shooting it.

Shark

BPV: 42 / 1 Crew

This ship is the smaller, faster cousin of the Death Wind. Packing an Ion Ram with an 18 Drive ships seems just wrong. Lose the initiative and move away from the fray, win initiative and streak behind a target on the other side of the map for some 3D8 All damage. It has a reasonable DV for a ship its size, but again no DR. It doesn't lose the Ion Ram until the 20th hit as the Impulsegun soaks up the initial 'w' on the damage track. With no Point-Defense, the Shark is just asking for a missile strike however. I chuckle when I think about a Piranha destroying a Shark.

Stinger

BPV: 18 / 1 Crew

I love the two engines on the sides of this miniature. It just screams speed. High Drive, fairly high DV, and a Splattergun make this a nice snub fighter. The twin Mk. 40s mounted on this ship allow it take out a much bigger target than a Dart. For the price I prefer the Stinger to the Chupacabra because of those twin 40s. The only major flaw in this ship is the 't' on the second box. This means you need to fire your torpedoes very early, first or second turn, or lose half of their effectiveness. Still fly 5 Stingers into a fray, drop 10 Mk. 40s and watch your opponent scurry around.

↑ Back to the collection

Kashmere Commonwealth · Custom Warhound

The Super-Kali

The Kali Warhound (found in Hostile Takeover) is an effective patrol ship for the Kashmere Commonwealth. However, the Kashmeri still lack a powerful Escort capable of fighting an Iceberg or Fletcher. Rather than use an entirely new hull, the Kashmere ship designers increased the size of the Kali hull and built an impressive Warhound. Below is their results.

The Super-Kali is quasi-official. That is it is not approved or endorsed by ICE, but since I wrote Kashmere Commonwealth and Hostile Takeover, I am familiar with the Kashmere ship designs. Enjoy the Super-Kali and let me know what you think of here.

Super-Kali Specifications

BPV
885
Drive
9
Tons
8000
DV
13
Crew
21
ECM
1-6(2)
TOC
+1
Dam Con
1-4
Bow Left DR
4
Bow Left PD
1-6
Bow Right DR
3
Bow Right PD
1-6
Stern Left DR
3
Stern Left PD
1-5
Stern Right DR
3
Stern Right PD
1-5

Weapons

  • Triple Torpedo Tube (F)
  • 4 Laztubes (F, BFQL, BFQR)
  • Impulsegun (F, BFQR, BRQR) with 20 Missiles
  • Impulsegun (F, BFQL, BRQL) with 20 Missiles
  • Impulsegun (R, SFQR, SRQR) with 20 Missiles
  • Impulsegun (R, SFQL, SRQL) with 20 Missiles
  • 2 Laztubes (R, SFQL, SFQR)
  • 20 Mk. 20 Torpedoes (Bow)
  • 10 Mk. 50 Torpedoes (Stern)

↑ Back to the collection

Conversion · House Rules

Wing Commander in Silent Death

I have been a big fan of the Wing Commander series since it began, although I usually play them well after they were released as that’s when I have a machine powerful enough. After playing Wing Commander III and IV again I decided to create the ships in those games in Silent Death. Here then is the results.

Rather than force the Wing Commander ships into the Silent Death model, I created a host of new weapons, equipment, and rules. All of this is summarized below. I tried to use actual data from the game in my conversions, although I fudged here and there for playability. For instance all of the weapons have slightly more than twice their “actual” range as even the laser cannon could only shoot 5 hexes.

Wing Commander Rules

Unless noted below, all of the Silent Death rules are in effect when using Wing Commander ships.

Weapon List

A detailed weapon specifications table follows on the original sheet, with columns for Weapon, Dice, Damage, Range, and Cost — including Laser Cannons, Ion Cannons, Photon Cannons, Meson Blasters, Mass Drivers, Reaper Cannons, Particle Cannons, Plasma Guns, Tachyon Guns, Leech Cannon, Stormfire, Scattergun, and Fission weapons.

Missiles

Missiles in Wing Commander correspond to torpedoes in Silent Death. The different missiles have various requirements to lock on. If a missile cannot lock on, it cannot be fired.

  • Dumbfire missiles travel in a straight line. They cannot turn but have no lockon requirements. They are fired and moved at the beginning of the firing ship’s movement, not during torpedo launch phase.
  • In order to fire a heat seeking missile, the firing ship must have the rear arc of the target ship in its front arc.
  • The target of a leech missile must be in the front arc of the firing ship. If the missile hits, the target ship cannot move or fire weapons until after the next turn.
  • Mines have a 1 hex radius and automatically hit anything that enters the radius. When fired, they are placed in the hex of the firing ship. They may be fired while the ship moves. They are not activated until the movement phase is over giving the mine-laying ship time to escape the radius of the mine. They can move 1 hex each turn in any direction.
  • Friend or Foe missiles may be fired at any time. They automatically lock-on to the closest enemy ship.
  • To fire an image recognition missiles, the target must be in the firer’s front arc.
  • Torpedoes can only be fired at Warhounds. To fire, a ship announces it as normal, but the torpedo is not launched until the end of all movement phases.

Missile List

A table follows on the original sheet with columns for Missile, Drive, Damage, and Cost — including Dart Dumbfire, Javelin Heat Seeker, Leech, Mine, Pilum Friend-or-Foe, Spicum Image Recognition, and Torpedo.

Afterburners

Afterburners get a lot of use in Wing Commander. In Silent Death, the Afterburner has five pips of fuel. Each pip gives the ship +5 Drive until the end of the turn. The afterburner can be triggered at any time during the ship’s move.

Stealth

Stealth is a Kilrathi invention, but is eventually mounted into an Excalibur. It costs 15 points to put stealth on a ship (it is already figured in the Strakha’s cost). When stealth is activated, the ship moves for five points and is removed from the board and continues its movement. It is up to the stealth ship’s controller to keep accurate track of the ship’s location. When in stealth mode, a ship can only move. The stealth mode can be turned off anytime during the ship’s movement.

Critical Chart

Finally, all Wing Commander ships have the following critical chart (on the original sheet, numbered 2–12, with effects including pilot killed, missile hits, targeting system damage, afterburner damage, power plant hit, shield damage, maneuver thruster hit, structure damage, gunner killed, and reactor hit).

Please let me know what you think of these rules. Hopefully they capture the flavor and frenzy of the Wing Commander series.

↑ Back to the collection

Conversion · Ship List

Wing Commander III Ships for Silent Death

The ship listings below give the game stats for the Wing Commander III ships. Included in the listing is the typical missile loadout used and the cost when loaded with those missiles.

Confederation Ships

Arrow

BPV (missiles): 66 · BPV (no missiles): 38 · Drive: 19 · Tons: 250 · DV: 15 · Decoys: 3 · Can Jump?: No · PD: none · Crew: 1 · DR: 1 · Dam Con: 1-4

Weapons: 2 Laser Cannons (F), 2 Ion Cannons (F)

Hardpoints: 8 Missile (4 HS, 4 IR)

Equipment: Afterburner (5 units fuel)

Hellcat V

BPV (missiles): 68 · BPV (no missiles): 50 · Drive: 15 · Tons: 300 · DV: 14 · Decoys: 4 · Can Jump?: No · PD: none · Crew: 1 · DR: 2 · Dam Con: 1-4

Weapons: 2 Particle Cannons (F), 2 Ion Cannons (F)

Hardpoints: 6 Missile (6 HS)

Equipment: Afterburner (5 units fuel)

Excalibur

BPV (missiles): 140 · BPV (no missiles): 98 · Drive: 18 · Tons: 400 · DV: 14 · Decoys: 5 · Can Jump?: Yes · PD: none · Crew: 1 · DR: 3 · Dam Con: 1-4

Weapons: 2 Reaper Cannons (F), 4 Tachyon Guns (F)

Hardpoints: 12 Missile (6 FF, 6 IR)

Equipment: Afterburner (5 units fuel)

Thunderbolt

BPV (missiles): 124 · BPV (no missiles): 106 · Drive: 14 · Tons: 600 · DV: 13 · Decoys: 4 · Can Jump?: No · PD: none · Crew: 2 · DR: 3 · Dam Con: 1-4

Weapons: 2 Plasma Cannons (F), 2 Photon Cannons (F), 2 Meson Blasters (F), Mass Driver (R)

Hardpoints: 6 Missile (6 HS), 1 Torpedo

Equipment: Afterburner (5 units fuel)

Longbow

BPV (missiles): 193 · BPV (no missiles): 145 · Drive: 12 · Tons: 1000 · DV: 12 · Decoys: 5 · Can Jump?: Yes · PD: none · Crew: 2 · DR: 4 · Dam Con: 1-4

Weapons: 2 Plasma Cannons (F), 2 Ion Cannons (F), Particle Cannon (R)

Hardpoints: 16 Missile (8 HS, 8 FF), 4 Torpedoes

Equipment: Afterburner (5 units fuel)

Kilrathi Ships

Darket

BPV (missiles): 34 · BPV (no missiles): 28 · Drive: 19 · Tons: 100 · DV: 14 · Decoys: 3 · Can Jump?: No · PD: none · Crew: 1 · DR: 1 · Dam Con: 1-4

Weapons: 2 Meson Blasters (F)

Hardpoints: 2 Missile (2 HS)

Equipment: Afterburner (5 units fuel)

Dralthi IV

BPV (missiles): 61 · BPV (no missiles): 45 · Drive: 16 · Tons: 300 · DV: 13 · Decoys: 4 · Can Jump?: No · PD: none · Crew: 1 · DR: 2 · Dam Con: 1-4

Weapons: 2 Meson Blasters (F), Particle Cannon (F)

Hardpoints: 4 Missile (4 IR)

Equipment: Afterburner (5 units fuel)

Vaktoth

BPV (missiles): 92 · BPV (no missiles): 68 · Drive: 14 · Tons: 600 · DV: 12 · Decoys: 5 · Can Jump?: No · PD: none · Crew: 2 · DR: 3 · Dam Con: 1-4

Weapons: Tachyon Gun (F), Meson Blaster (R), 2 Ion Cannons (F)

Hardpoints: 8 Missile (8 FF)

Equipment: Afterburner (5 units fuel)

Strakha

BPV (missiles): 76 · BPV (no missiles): 61 · Drive: 18 · Tons: 300 · DV: 13 · Decoys: 2 · Can Jump?: Yes · PD: none · Crew: 1 · DR: 1 · Dam Con: 1-4

Weapons: 2 Laser Cannons (F), 2 Meson Blasters (F)

Hardpoints: 5 Missile (5 FF)

Special: Stealth

Equipment: Afterburner (5 units fuel)

Pakthan

BPV (missiles): 207 · BPV (no missiles): 165 · Drive: 12 · Tons: 700 · DV: 12 · Decoys: 5 · Can Jump?: Yes · PD: none · Crew: 2 · DR: 4 · Dam Con: 1-4

Weapons: 4 Plasma Cannons (F), 2 Ion Cannons (F), Mass Driver (R), Meson Blaster (F)

Hardpoints: 14 Missile (14 FF), 6 Torpedoes

Equipment: Afterburner (5 units fuel)

Border Worlds Ships

Avenger

BPV (missiles): 200 · BPV (no missiles): 128 · Drive: 13 · Tons: 1000 · DV: 13 · Decoys: 4 · Can Jump?: Yes · PD: none · Crew: 2 · DR: 5 · Dam Con: 1-4

Weapons: 2 Mass Drivers (F), 2 Tachyon Guns (F), Mass Driver (R), Leech Cannon (F), Stormfire (F)

Hardpoints: 8 Missile (8 IR), 4 Torpedo (F)

Equipment: Afterburner (5 units fuel)

Banshee

BPV (missiles): 76 · BPV (no missiles): 52 · Drive: 18 · Tons: 250 · DV: 14 · Decoys: 3 · Can Jump?: No · PD: none · Crew: 1 · DR: 1 · Dam Con: 1-4

Weapons: 4 Laser Cannons (F), Stormfire (F), Scattergun (F)

Hardpoints: 8 Missile (8 HS)

Equipment: Afterburner (5 units fuel)

Bearcat

BPV (missiles): 88 · BPV (no missiles): 60 · Drive: 19 · Tons: 400 · DV: 14 · Decoys: 4 · Can Jump?: No · PD: none · Crew: 1 · DR: 1 · Dam Con: 1-4

Weapons: 4 Tachyon Guns (F)

Hardpoints: 8 Missile (4 HS, 4 IR)

Equipment: Afterburner (5 units fuel)

Dragon

BPV (missiles): 157 · BPV (no missiles): 107 · Drive: 18 · Tons: 500 · DV: 15 · Decoys: 4 · Can Jump?: Yes · PD: none · Crew: 1 · DR: 5 · Dam Con: 1-4

Weapons: 2 Plasma Cannons (F), 2 Tachyon Guns (F), 2 Fission Guns (F)

Hardpoints: 10 Missile (4 HS, 6 FF), 2 Torpedoes

Special: Cloaking Device

Equipment: Afterburner (unlimited fuel)

Razor

BPV (missiles): 40 · BPV (no missiles): 18 · Drive: 19 · Tons: 100 · DV: 15 · Decoys: 3 · Can Jump?: No · PD: none · Crew: 1 · DR: 0 · Dam Con: 1-4

Weapons: 2 Laser Cannons (F), 2 Ion Cannons (F)

Hardpoints: 8 Missile (4 HS, 4 FF)

Equipment: Afterburner (5 units fuel)

Vindicator

BPV (missiles): 140 · BPV (no missiles): 92 · Drive: 15 · Tons: 500 · DV: 14 · Decoys: 4 · Can Jump?: No · PD: none · Crew: 2 · DR: 3 · Dam Con: 1-4

Weapons: 2 Laser Cannons (F), 2 Tachyon Guns (F), Leech Cannon (F), Stormfire (F), Laser Cannon (R)

Hardpoints: 6 Missile (6 FF), 3 Torpedoes

Equipment: Afterburner (5 units fuel)

↑ Back to the collection

These articles first lived on the old erikdewey.com and are preserved here as written.

← Back to Games & Play Aids