Professional Documents
Culture Documents
BY ERIK A. DEWEY
elcome to S W Silent Death, a from 1 (the lowest) to 10 (the highest). Each The Skill Level Table below shows which
W ship-to-ship TAR ARS
combat game based on pilot has a Piloting skill level (Plt) and a die to use for Tight Turn Costs and ADBs.
the Silent Death mechanics created by Iron Gunnery skill level (Gnr), while each gunner
Crown Enterprises and owned by Mythic has only a Gunnery skill level. Drive
Entertainment, Inc. The following is a con- Each ship requires a pilot and possibly A ship’s Drive is located in a box at the bot-
densed version of the Silent Death game, one or more gunners to staff it. Pilot and tom of the Ship Display’s central hex. The
with rules for playing out battles between gunner skill levels are either set by a given Drive of a ship represents how much engine
X-Wings, TIE fighters, and other ships in scenario or purchased for a point cost when power is available. The higher the number,
the Rebellion era. Although this is a stand- designing your own scenarios. the more powerful the ship’s engine. As a
alone game, feel free to use the rules, ship Example: The Y-Wing has both a Pilot and ship gets damaged, its Drive is reduced.
displays, and poster-sized battle mat to a Gunner, as indicated in the Crew Boxes. How to use a ship’s Drive is discussed
play out complex starfighter battles in the below under Movement.
STAR WARS Roleplaying Game. Crew Skills Example: The Y-Wing’s Drive, 12, is located
To play this game, you will need a set of A ship’s Tight Turn cost shows how well it at the bottom of the central hex.
polyhedral dice. You also have permission to can perform radical maneuvers. This is
photocopy the various Ship Displays and based on the pilot’s Piloting skill, with a Defensive Value
Ship Tokens for home game use only. higher skill level indicating a smaller die. Found in the upper left corner of the central
Enjoy these rules, grab your favorite fight- Underneath the big hex on the Ship Display, hex on the Ship Display, the Defensive Value
ers, and may the Force be with you! you’ll see the words Tight Turn Cost and a (DV) indicates how difficult a ship is to hit.
blank line followed by “+3.” Find the pilot’s The Defensive Value represents the nimble-
Ship Display Piloting skill on the “Skill Level Table” below ness of the ship and the strength of its hull.
Every ship in the game has its own unique and write the pilot’s Tight Turn Cost die on The higher the Defensive Value, the more
Ship Display detailing the ship’s systems, the blank line in the Ship Display. difficult the ship is to hit with a weapon.
cost, weapons, crew, and resilience to dam- The Attack Die Bonus (ADB) is an extra The Defensive Value is the basic number an
age. Let’s look at the Ship Display in greater die that each weapon gets to use when fir- attacking ship needs to roll to hit the ship. If
detail. ing. The bigger the die, the larger the poten- the total roll is less than the ship’s DV, the
tial bonus. Which die rolled is determined attack misses. Defensive Value usually only
BPV/TPV by the Gunnery Skill of the crewmember fir- decreases due to Critical Hits.
At the top of the Ship Display can be ing that weapon. A higher Gunnery skill Example: The Y-Wing’s Defensive Value,
found the ship’s type (X-wing, Y-wing, or provides a bigger ADB. Find the pilot’s or located in the upper left corner of the cen-
whatever) and BPV. The BPV is the ship’s gunner’s Gunnery skill on the “Skill Level tral hex on the Y-Wing’s Ship Display, is 14.
Basic Point Value: the point cost of the Table” and write the
ship without any crewmembers added. ADB die in the appropri- Skill Level Table
Inside the Ship Display is a box labeled ate blank on the Ship Piloting Skill Tight Turn Cost Gunnery Skill ADB
TPV, or Total Point Value. The TPV is the BPV Display (either in the 1 1d10 1 1d4
of the ship, plus the sum of all of the crew’s Pilot Weapon or Gunner 2 1d10 2 1d4
skill levels. TPV is used to create balanced Weapon box). 3 1d8 3 1d4
forces on opposing sides of a battle. Hitting and damaging 4 1d8 4 1d4
with weapons is 5 1d6 5 1d6
Crew Boxes detailed in the Weapons 6 1d6 6 1d6
Every ship requires crew. How many section. The Skill Level 7 1d4 7 1d8
crewmembers and how skilled they are can Table shows which ADB 8 1d4 8 1d8
be found in the Crew Boxes. All pilots and to use based on the 9 1d4 9 1d10
gunners are rated by skill levels which range Gunnery skill level. 10 1d4 10 1d10
70 VOLUME 1, NUMBER 3
Silent but Deadly
72 VOLUME 1, NUMBER 3
types of Laser Cannons, Blasters, Ion If, during its move, a
Cannons, and other direct fire weapons, ship enters the hex of a
while warheads include Proton Torpedoes warhead that is tracking
and Concussion Missiles. it, that warhead imme-
Most cannons can fire continuously diately detonates and
throughout the game; warheads, on the resolves its damage. Do
other hand, are used up as they are fired. not wait for the
Their entries on the Ship Display should be Warhead Results Phase
marked off as they are expended. in this case. The target
Players with warheads may launch one or ship does not get to
more at any target at any range, as long as dodge.
the target is in the firing ship’s front arc. All
warhead launches are simultaneous, and 2. Movement Phase
targets must be openly declared after all Each ship has a Drive
launch decisions are made. number on its Ship
Any living, undazed crew member can Display (located at the
fire a warhead. bottom of the large cen-
When you fire a warhead, mark off that tral hex) that represents
warhead’s pip on your Ship Display. Then the maximum number
write down the target right next to the pip. of movement points the
This will help you keep track of which war- vessel has available to spend that turn of Example: Player A’s highest Piloting skill is
head is going after which ship. the game. As a ship takes damage, its Drive 8, while Player B’s is 9. They both roll 1d10,
may be reduced. Note such changes right with Player A rolling an 8 and Player B rolling
Warhead Tokens on the Ship Display. When the Drive number a 5. Player A’s total is 16 and Player B’s is 14, so
The cut-out tokens at the end of this arti- is reduced to zero, the vessel cannot move. Player B must move a ship first. No matter
cle include tokens for Proton Torpedoes how many ships each side has, Player A must
and Concussion Missiles. Place these on Movement Order wait until all of Player B’s ships have moved
your Ship Display so you know which war- During the Movement Phase, all ships with before moving his last ship.
heads the ship carries. a current Drive of zero do not count in the
When you fire a warhead, place that war- movement order. Movement
head’s token on the map in the firing ves- The movement of ships alternates Ships expend movement points to enter
sel’s hex, facing in the same direction as between vessels on each side of the battle. hexes and make turns on the map. When
your ship. If you are firing multiple war- To determine the order in which the ships you move a ship, you can use as much of its
heads, it might help to number them, so move, the players roll for initiative at the Drive as you wish, from zero to the ship’s
that you remember which is which. start of each Movement Phase. Roll 1d10 current Drive number. How fast the ship
During all subsequent Movement Phases, and add the Piloting skill of your best pilot moved the pervious turn has no bearing at
a warhead moves toward its designated tar- on the map. In case of a tie, roll again. all. If available movement points are not
get, using 12 movement points per turn if it The player with the lowest result must spent during a Movement Phase, they are
is a Proton Torpedo and 14 movement points move a ship first. Players then alternate lost. They may not be transferred from one
per turn if it is a Concussion Missile, until it moving ships until all ships have had a ship to another or saved from turn to turn.
is either destroyed, dodged, or detonates. chance to move. If one side runs out of ships A ship must complete its entire move
A warhead moves immediately after its to move before the other side, the side with before another vessel can begin moving.
target. It pursues its target, always moving the extra vessels then completes the moves There is no restriction on passing through
(hex by hex) so as to get closer to its quarry for all remaining ships. hexes occupied by other ships, but a vessel
by the shortest path. The player who fired it If there are uneven sides, things get a lit- cannot turn in a hex occupied by another
determines the exact flight path of each tle more complicated. If one side has twice ship nor end its move in a hex occupied by
warhead. See the Movement rules for how as many ships as another, it must move two another ship.
to move a warhead. ships at a time. If it has three times as many A ship expends 1 movement point to
Upon entering its target’s hex, a warhead ships as another, it must move three ships enter the hex immediately to its front, and
ends its move and detonates. The target has at a time. If the number of vessels do not it expends extra movement points to turn
a chance to dodge it, but if the dodge fails, divide up evenly, the extra ships can be held (change facing) in a hex. Ships cannot
the warhead damages its target. In either back until their player’s last move. move backward or sideways.
case, the warhead explodes and the war- Note that the person who wins the initia- There are two types of turns: a normal
head counter is removed at the end of the tive always gets to move the last ship, no turn and a tight turn. In either case, you can-
Warhead Results Phase. matter what. not turn twice in a row (you must move for-
74 VOLUME 1, NUMBER 3
rolls 1d10; if the result is within the ship’s used on the attack determines which of the Firing Order
Jammer Range (as noted in the bottom attack dice are read for damage. The order in which ships fire their cannons
right corner of the Ship Display), the war- The total attack dice roll for a cannon depends on the Gunnery skill of the various
head is jammed and immediately removed weapon system incorporates the Base pilots and gunners firing them. Gunners
from the board. A ship can only jam a war- Attack Dice listed for the weapon type on with Gunnery skill 10 fire first. Gunners with
head that is tracking it, not a warhead that the Weapon Table and the Gunnery Attack Gunnery skill 9 fire next and so on until
is tracking another craft. Jammed war- Die Bonus (ADB) listed on the Skill Level finally the gunners with Gunnery skill 1 fire.
heads never do damage to any ship. Table. Other modifiers might apply as well. If opposing gunners have the same Gunnery
Example: A player whose A-Wing is Example: An X-Wing and a TIE Fighter are skill, they resolve their fire simultaneously.
tracked by two Concussion Missiles chooses in a dogfight. The X-Wing fires its quad After all eligible gunners have fired, pilots
one of them to jam and rolls 1d10. The A- Laser Cannons (all linked together) at the TIE then trigger their weapons. Pilots resolve
Wing’s Jammer Range is 1–2. John rolls a 3, Fighter. The Laser Cannons have a Base their fire in sequential order just as gunners
so the Concussion Missile is not removed. Attack Die of 2d8+3. The X-Wing’s Pilot has a do, based upon their Gunnery skill, moving
Gunnery skill of 6, which has an ADB of 1d6, from highest to lowest. No pilot can fire
4. Cannon Fire Phase so the X-Wing rolls 2d8+1d6+3. The dice are until all gunners have had a chance to fire.
All cannon weapon systems have various thrown and come up 7, 4, and 4, for a total of Note that attacks are resolved sequen-
parameters that affect their range, damage 18 (including the +3 bonus). The TIE Fighter’s tially, with all damage from one attack tak-
potential, and targeting ability as noted on Defensive Value is a 14. The X-Wing’s total is ing effect before the next vessel’s weapon
the Weapon box of every Ship Display. In the greater than or equal to the TIE Fighter’s system is fired. The only exception to this is
Weapon box on the Ship Display, each Defensive Value, so the X-Wing’s quad Laser when gunners or pilots with the same
weapon mount is also given one or more Cannons hit. Gunnery value have their attacks resolved at
firing arcs through which it can attack. The the same time. Damage is then resolved
target of a weapon system must lie within Multiple Gun Weapon Systems simultaneously.
that weapon system’s range and firing Some cannon weapon systems contain more
arc(s) in order to be attacked. Otherwise, the than one gun (for example, the Y-Wing’s Damaging the Target
weapon cannot reach it. twin Laser Cannons). When this occurs, the Each weapon type on the Weapon Table
Each pilot and gunner can fire their gunner has the option of firing each barrel has an entry in the Damage column;
assigned weapon system(s) every Cannon individually or linking the cannons together. either Low, Medium, High, or All. This
Fire Phase. Any crew members that When linked, the entire mount receives a entry indicates how to read attack dice
launched a warhead during the Warhead bonus to-hit and damage depending on the that have hit their target to determine
Launch Phase can still fire a cannon weapon number and type of weapons mounted. the base amount of damage done. The
during this phase. When the cannons are fired unlinked, dice entries are defined as follows:
are thrown for each individual cannon
Range Increments attack. Linked cannons tend to hit more Low: Damage equals the lowest number
Each cannon has a Short, Medium, and often, but sometimes do not deal as much rolled. In case of ties, add all the low
Long Range increment. A target must lie damage as when they are fired individually. numbers together. If all three dice are
within one of these range increments to When firing a linked weapon, only one die the same, total them.
be targeted. Attacks at Short Range have a roll is made for each link. For example, if an Medium: Damage equals the middle
+1 bonus to hit, and attacks at Long Range X-Wing is firing its four Laser Cannons all number rolled. In case of ties (in which
suffer a –1 penalty to hit. linked together, then only one roll is made at case there is no middle number), add
Intervening ships or warheads do not +3 to-hit and damage, whereas if all four the high numbers together. If all three
block shots from an attacker to a target. cannons were fired separately, then four dice are the same, total them.
separate rolls would be made, each receiving High: Damage equals the highest num-
Attack Dice no bonus to-hit or damage. If the X-Wing ber rolled. In case of ties, add all the
If a target is within a weapon system’s fir- fired the cannons linked two by two, then high numbers together. If all three
ing arc and range, it can be attacked and two rolls would be made, each with a bonus dice are the same, total them.
damaged by the weapon. of +1 to-hit and damage. The decision to link All: Damage equals the total of all dice.
Attack dice are a unique form of combat weapons must be made before any dice are When rolling multiple dice, this is the
resolution. One roll of the attack dice deter- rolled, but can change from turn to turn. All default method if no other is listed.
mines whether or not a target is hit and, if possible weapon link options are listed on
so, how much damage the attack deals. To the Ship Display in the weapon box.
figure out whether an attack hits its target, When eliminating a weapons system,
add up the thrown dice. If the sum is equal you must remove the entire mount at once.
to or greater than the target’s Defensive It is impossible to simply eliminate a single
Value, then the attack hits. The weapon type cannon from a multiple weapon mount.
76 VOLUME 1, NUMBER 3
surface, it reenters on the side of the map 2. The Liberation of Syruss Rebels (332 points):
directly opposite. Location: The Syruss System X-Wing A Pilot (Plt 9, Gnr 10)
If a ship, during its Movement Phase, Background: A Rebel strike force is launched X-Wing B Pilot (Plt 7, Gnr 7)
enters a hex with an asteroid, that ship against an Imperial station. The Empire
immediately takes 10D12 points of damage. scrambles all of its available fighters to Y-Wing A Pilot (Plt 5, Gnr 6)
If a ship and an asteroid drift into each counter the attack. Gunner (Gnr 8)
other, the ship takes 5d12 points of damage.
Asteroid collisions immediately destroy Rebels (181 points): A-Wing A Pilot (Plt 8, Gnr 7)
launched warheads. Y-Wing Pilot (Plt 6, Gnr 7) A-Wing B Pilot (Plt 6, Gnr 7)
Asteroids directly between an attacker Gunner (Gnr 6)
and a target block cannon fire. To determine X-Wing A Pilot (Plt 7, Gnr 5) B-Wing Pilot (Plt 5, Gnr 9)
if the fire is blocked, draw an imaginary line X-Wing B Pilot (Plt 5, Gnr 8)
from the center of the firer’s hex to the cen- Setup: The Rebels set up anywhere on one
ter of the target’s hex. If the line passes Imperials (185 points): half of the map; the Imperials can place
through any part of a hex containing an TIE Fighter A Pilot (Plt 9, Gnr 5) their ships on their half of the map in
asteroid, the attack cannot be made. A fir- TIE Fighter B Pilot (Plt 4, Gnr 10) the first three hex rows. The Rebels place
ing line that runs along the edge of a hex TIE Fighter C Pilot (Plt 6, Gnr 7) their ships first.
occupied by an asteroid is not blocked TIE Fighter D Pilot (Plt 5, Gnr 8) Victory Conditions: The Imperials win if
unless there are such edges on both sides of they destroy every opponent; likewise
the line. If the firing line is blocked, the firer TIE Bomber A Pilot (Plt 4, Gnr 4) the Rebels win if they destroy or rout the
is free to select another target. TIE Bomber B Pilot (Plt 7, Gnr 6) Imperials. Incidentally, if for some reason
Vader’s TIE Advanced ship is destroyed,
Scenarios Setup: The Rebels set up on one edge of the assume that Darth Vader ejected and
The following are three scenarios to help map; the Imperials can place their ships successfully escapes capture by the
get players started. They are arranged in anywhere on their half of the map. The Rebels. After all, he is the Dark Lord of
ascending order of difficulty. Imperials place their ships first. the Sith!
Victory Conditions: The Rebels win if the
1. Patrolling the Depths of Space Y-Wing can exit the map on the It’s Called Silent Death
Location: Near the Dantooine System Imperial side. The Empire wins if they for a Reason
Background: Two Rebel A-Wings are flying destroy the Y-Wing. As you’ll learn after playing one or two
a patrol around an abandoned Rebel games of Silent Death, combat is dangerous.
base when three Imperial TIE Fighters 3. Dark Lord of the Sith The scale is such that a starship the heroes
jump them. Location: The Dantooine System spent all their credits on could be space dust
Background: Darth Vader decides to take in the blink of an eye. While Silent Death
Rebels (66 points): matters into his own hands and crush a isn’t meant to be an alternative to the star-
A-Wing A Pilot (Plt 6, Gnr 8) Rebel outpost. ship combat system in the STAR WARS
A-Wing B Pilot (Plt 9, Gnr 5) Roleplaying Game Core Rulebook, you can
Imperials (332 points): adapt your heroes to fly in Silent Death. Here
Imperials (70 points): Vader’s TIE Adv. Pilot (Plt 10, Gnr 10) are some guidelines for doing so.
TIE Fighter A Pilot (Plt 4, Gnr 6)
TIE Fighter B Pilot (Plt 8, Gnr 5) TIE Interceptor A Pilot (Plt 6, Gnr 6) Piloting and Gunnery Skills
TIE Fighter C Pilot (Plt 6, Gnr 8) TIE Interceptor B Pilot (Plt 8, Gnr 9) To convert your hero’s d20 statistics to Silent
TIE Interceptor C Pilot (Plt 7, Gnr 7) Death statistics, you first need to know two
Setup: Divide the map in half. The Rebels TIE Interceptor D Pilot (Plt 6, Gnr 4) things: the hero’s Pilot skill and ranged
place their ships first on one half of the attack bonus (as defined in the STAR WARS
map, on the edge, while the Imperials do TIE Bomber A Pilot (Plt 4, Gnr 5) Roleplaying Game).
the same on their half of the map. TIE Bomber B Pilot (Plt 3, Gnr 5)
Victory Conditions: The Rebels can with- An RPG hero’s Piloting skill is:
draw at any time, although this gives an TIE Fighter A Pilot (Plt 8, Gnr 8) Pilot skill bonus (including Dexterity and
Imperial victory. Otherwise, the side with TIE Fighter B Pilot (Plt 5, Gnr 4) miscellaneous modifiers)/2 – 1
the last ship left wins. TIE Fighter C Pilot (Plt 6, Gnr 9)
TIE Fighter D Pilot (Plt 5, Gnr 6) An RPG hero’s Gunnery skill is:
Ranged attack bonus
(including Dexterity and
miscellaneous modifiers)/2
78 VOLUME 1, NUMBER 3
STAR WARS GAMER 79
80 VOLUME 1, NUMBER 3
STAR WARS GAMER 81
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STAR WARS GAMER 83