Some Rule-type stuff

Mothership in a Nutshell

Basic rules, flowcharts and equipment

If you need to roll for something

General Rules

You can attempt to do anything you want. Most things you want to do just happen. The more information you have, the less likely you’ll have to make risky rolls like Stat Checks and Saves. Stat Checks are made when you want to do something and the price for failure is high. Saves are reactions, rolled to avoid different mental, emotional, and physical dangers.

To make a Stat Check or Save roll D100 & roll under the target #
Rolling a double is always a critical
If you have Advantage roll twice and take the best result
If you have Disadvantage roll twice and take the worst result

Stat Check

Whenever you want to do something and the price for failure is high, roll 1d100 and attempt to roll lower than your most relevant Stat.
If you have a Skill that is relevant to the task at hand, you can add the Skill’s bonus to the Stat or Save before making your roll (giving you a higher number to roll under).

Stat-flow

Saves

In order to avoid certain dangers or trauma, you sometimes need to roll 1d100 lower than your most relevant Save. You have three Saves which represent your ability to withstand different kinds of trauma:
Sanity: Rationalize logical inconsistencies in the universe, make sense out of chaos, detect illusions and mimicry, cope with Stress.
Fear: Maintain a level head while struggling with fear, loneliness, depression, and other emotional surges.
Body: Employ quick reflexes and resist hunger, disease, or organisms that might try and invade your insides.

Saves-flow

Panic (Roll D20)

You must make a Panic Check anytime you roll a Critical Failure on a Stat Check or Save. Additionally, the Warden may call for a Panic Check at any other appropriate time, including, but not limited to:
• Watching another crewmember die.
• Witnessing more than 1 crewmember Panic at the same time.
• Whenever your Ship rolls a Critical Failure, everyone on board makes a Panic Check.
• Encountering a strange and horrifying entity for the first time.
• When all hope is lost and death feels certain.

Class Trauma Responses

Whenever you panic, every close friendly player must make a fear save

Fear saves made by close friendly players are at disadvantage

Whenever you fail a Sanity save, all close friendly players gain 1 stress

Once per session, you may take Advantage on a Panic Check

ITEMCOSTDESCRIPTION
Assorted Tools20crWrenches, spanners, screwdrivers, etc. Can be used as weapons in a pinch (1d5 DMG).
Automed (x5)1.5kcrNanotech pills that assist your body in repairing Damage by granting Advantage to Body Saves meant to repel disease and poison, as well as attempts to heal from rest.
Battery (High Power)500crHeavy duty battery used for powering laser cutters, salvage drones, and other items. Can be recharged in 1 hour if connected to power or in 6 hours with solar power. Add waterproofing (+500cr).
Binoculars150cr20x magnification. Add night vision (+300cr) or thermal vision (+1kcr).
Bioscanner3kcrLong Range. Allows the user to scan for signs of life. Can tell the location of signs of life, but not what that life is. Blocked by some materials at the Warden’s discretion.
Body Cam50crA camera worn on your clothing that can stream video back to a control center so your other crewmembers can see what you’re seeing. Add night vision (+300cr) or thermal vision (+1kcr).
Chemlight (x5)5crSmall disposable glowsticks capable of dim illumination in a 1m radius.
Crowbar25crGrants Advantage on Strength Checks to open jammed airlocks, lift heavy objects, etc.
Cybernetic Diagnostic
Scanner
2kcrAllows the user to scan androids and other cybernetic organisms in order to diagnose any physical or mental
issues they may be having. Often distrusted by androids.
Electronic Tool Set100crA full set of tools for doing detailed repair or construction work on electronics.
Emergency Beacon2kcrA small device that sends up a flare and then emits a loud beep every few seconds. Additionally, sends out a call on all radio channels to ships or vehicles in the area, but can be blocked by a radio jammer.
Exoloader100kcrOpen-air mechanical exoskeleton used for heavy lifting (up to 5000kg). Loader claws deal 1 Wound. User can only wear Standard Crew Attire or Standard Battle Dress while operating. Battery operated (48 hours of use).
Explosives &
Detonator
500crExplosive charge powerful enough to blow open an airlock. All organisms in Close Range must make a Body Save or take a Wound (Explosive). Detonator works at Long Range, but can be blocked by a radio jammer.
First Aid Kit75crAn assortment of dressings and treatments to help stop bleeding, bandage cuts, and treat other minor injuries.
Flashlight30crHandheld or shoulder mounted. Illuminates 10m ahead of the user.
Foldable Stretcher150crPortable stretcher that can fit within a rucksack. Allows the user to safely strap down the patient and carry them to a location where their wounds can be better treated. Unfolds to roughly 2m.
Geiger Counter20crDetects radiation and displays radiation levels.
Heads-Up Display
(HUD)
100crOften worn by marines, the HUD allows the wearer to see through the body cams of others in their unit, and connect to any smart-link upgraded weapon.
Infrared Goggles1.5kcrAllows the wearer to see heat signatures, sometimes up to several hours old. Add night vision (+300cr).
Jetpack75kcrAllows wearer to fly up to 100m high and up to a speed of 100km/hr for 2 hours on a tank of fuel. Deals 1d100[+] DMG if destroyed. Fuel can be refilled for 200cr.
Lockpick Set40crA highly advanced set of tools meant for hacking basic airlock and electronic door systems.
Long-range Comms1kcrRucksack-sized communication device for use in surface-to-ship communication.
Mag-boots350crGrants a magnetic grip to the wearer, allowing them to easily walk on the exterior of a ship (in space, while docked, or free-floating), metal-based asteroids, or any other magnetic surface.
Medscanner8kcrAllows the user to scan a living or dead body to analyze it for disease or abnormalities, without having to do a biopsy or autopsy. Results may not be instantaneous and may require a lab for complete analysis.
MoHab Unit1kcrTent, canteen, stove, rucksack, compass, and sleeping bag.
MRE (x7)70cr“Meal, Ready-to-Eat.” Self-contained, individual field rations in lightweight packaging. Each has sufficient sustenance for a single person for one day (does not include water).
Mylar Blanket10crLightweight blanket made of heat-reflective material. Often used for thermal regulation of patients suffering
from extreme cold or other trauma.
Oxygen Tank50crWhen attached to a vaccsuit provides up to 12 hours of oxygen under normal circumstances, 4 hours under stressful circumstances. Explosive.
Paracord (50m)10crGeneral purpose lightweight nylon rope.
Patch Kit (x3)200crRepairs punctured and torn vaccsuits, restoring their space readiness. Patched vaccsuits have an AP of 1.
Personal Locator200crAllows crewmembers at a control center (or on the bridge of a ship) to track the location of the wearer.
Pet (Organic)200kcrSmall to medium-sized organic pet animal. Larger or rare pets cost 2d10x base pet cost.
Pet (Synthetic)15kcrSmall to medium-sized synthetic pet animal. Larger or rare pets cost 2d10x base pet cost.
Portable Computer
Terminal
1.5kcrFlat computer monitor, keyboard and interface which allows the user to hack into pre-existing computers and networks, as well as perform standard computer tasks.
Radiation Pills (x5)200crTake 1d5 DMG and reduce your Radiation Level (see pg. 33.2) by 1 for 2d10 minutes.
Radio Jammer4kcrRucksack-sized device which, when activated, renders all radio signals within 100km incomprehensible.
Rebreather500crWhen worn, filters toxic air and/or allows for underwater breathing for up to 20 minutes at a time without resurfacing. Can be connected to an oxygen tank.
Rucksack50crLarge, durable, waterproof backpack.
Salvage Drone10kcrBattery operated remote controlled drone. Requires two hands to operate receiver. Can fly up to 450m high, to a distance of 3km from operator. Can run for 2 hours. Can record and transmit footage to receiver.
If purchased separately, can be equipped with up to two of the following: binoculars, radio jammer, Geiger counter, laser cutter, medscanner, personal locator, infrared goggles, emergency beacon, cybernetic diagnostic scanner, bioscanner. Can carry up to 20-30kg.
Sample Collection Kit50crUsed to research xenoflora and xenofauna in the field. Can take vital signs, DNA samples ,and collect other data on foreign material. Results may not be instantaneous and may require a lab for complete analysis.
Short-range Comms100crAllows communication from ship-to-ship within a reasonable distance, as well as surface-to-surface within a dozen kilometers. Blocked by radio jammer.
Smart-link Add-On10kcrGrants remote viewing, recording, and operation of a ranged weapon as well as +5 DMG to the weapon.
Stimpak1kcr
ea.
Cures cryosickness, reduces Stress by 1, restores 1d10 Health, and grants [+] to all rolls for 1d10 min. Roll 1d10. If you roll under the amount of doses you’ve taken in the past 24 hours, make a Death Save.
Water Filtration Device50crCan pump 4 liters of filtered water per hour from even the most brackish swamps.
WEAPONCOSTRANGEDAMAGESHOTSWOUNDSPECIAL
Ammo50crN/AN/APer magazine/container.
Boarding Axe150crAdjacent2d10 DMGN/AGore [+]
Combat Shotgun1,400crClose4d10 DMG4Gunshot1d10 DMG at Long Range or greater.
Crowbar25crAdjacent1d5 DMGN/ABlunt Force [+]Grants [+] on Strength Checks to open jammed airlocks, lift heavy objects, etc.
Flamethrower4kcrClose2d10 DMG4Fire/Explosives [+]Body Save [-] or be set on fire (2d10DMG / round).
Flare Gun25crLong1d5 DMG2Fire/Explosives [-]High intensity flare visible day and night from Long Range.
Foam Gun500crClose1 DMG3Blunt ForceBody Save or become stuck. Strength Check [-] to escape.
Frag Grenade400crClose3d10 DMG1Fire/ExplosivesOn a hit, damages all Adjacent to enemy.
General-Purpose Machine Gun4.5kcrLong4d10 DMG5Gunshot [+]Two-handed. Heavy. Barrel can be maneuvered to fire around corners.
Hand Welder250crAdjacent1d10 DMGN/ABleedingCan cut through airlock doors.
Laser Cutter1,200crLong1d100 DMG6Bleeding [+]Two-handed. Heavy. 1 round recharge between shots.
Nail Gun150crClose1d5 DMG32Bleeding
Pulse Rifle2.4kcrLong3d10 DMG5Gunshot
Revolver750crClose1d10+1 DMG6Gunshot
Rigging Gun350crClose1d10 DMG + 2d10 DMG when removed1Bleeding [+]100m micro-filament.
Scalpel50crAdjacent1d5 DMGN/ABleeding [+]
Smart Rifle5kcrExtreme4d10 DMG (AA)3Gunshot [+][-] on Combat Check when fired at Close Range.
SMG1kcrLong2d10 DMG5GunshotCan be fired one-handed.
Stun Baton150crAdjacent1d5 DMGN/ABlunt ForceBody Save or stunned 1 round.
Tranq Pistol250crClose1d5 DMG6Blunt ForceIf DMG dealt: enemy must Body Save or be unconscious 1d10 rounds.
UnarmedFreeAdjacentStr/10 DMGN/ABlunt Force
Vibechete1kcrAdjacent3d10 DMG (AA)N/ABleeding + GoreWhen dealing a Wound, roll on BOTH the Bleeding AND Gore columns.
ARMORCOSTAPO2SPEEDSPECIAL
Standard Crew Attire
Basic clothing.
100cr1NoneNormal
Vaccsuit. Designed for outer space operations.10kcr312 hrs[-]Includes short-range comms, headlamp, and radiation shielding. Decompression within 1d5 rounds if punctured.
Hazard Suit. Environmental protection while exploring
unknown planets.
4kcr51 hrNormalIncludes air filter, extreme heat/cold protection, hydration reclamation (1L of water lasts 4 days),
short-range comms, headlamp, and radiation shielding.
Standard Battle Dress
Lightly-plated armor worn by most marines.
2kcr7NoneNormalIncludes short-range comms.
Advanced Battle Dress. Heavy armor for marines deployed in high
combat offworld engagements.
12kcr101 hr[-]Includes short-range comms, body cam, headlamp, HUD, exoskeletal weave (Strength Checks [+]), and radiation
shielding. Damage Reduction: 3.
FUEL COSTS
ACTIONFUEL
Run thrusters (Monthly)1 Fuel
Evasion attempt (Contact Range)3 Fuel
Evasion attempt (Firing Range)2 Fuel
Evasion attempt (Detection Range)1 Fuel
Jump to Hyperspace2 Fuel per jump category
New Warp Core1mcr
RANGE & DISTANCE
RANGECONTACTFIRINGDETECTION
DISTANCEPlanet to close orbit.Planet to moon, station, asteroid field.Planet to distant planet.
TRAVEL TIMEMinutes.Hours to days.Weeks to months.
SCANNERS SHOWDamage, lifeform presence, visual.Transponder, class, and weapons.Vessel’s size, location, and trajectory.
HAILING LATENCYNone.Seconds.Minutes to hours.
SHIP-T0-SHIP COMBATBoarding. All weapons.All weapons.Railgun only.
MINOR UPGRADES
UPGRADECOSTINST.DESCRIPTION
Agar Cushioning600kcr2 wks.Upgraded cryopods which cut Cryosickness from 1 week to 1d10 hours. Stats & Saves don’t begin
to deteriorate while in cryosleep until ten years have passed, and then only half as much.
Comms Jammer450kcr1 wk.Systems Check (Firing Range): Allows for communication jamming and eavesdropping.
Contraband Hold40kcr1 mo.Small hidden Cargo Bay. Very hard for boarding parties to detect.
Cosmetic Remodel100kcr+1+ mos.Upgrade in appearance to the ship’s interior including paint, furnishings, and other decorations.
Cryochamber250kcr2 wks.Increase the number of cryopods by up to 24 per Ship Class (ex: Class-III could have up to 72).
Dedicated Reactor450kcr1 mo.Grants +10 Systems.
Deep Space Scanners1mcr2 wks.Increases the range of all detection abilities by 1 Range Band (i.e. what you used to be able to
scan at Contact range you can now scan at firing range, etc.).
Emergency Systems1mcr1 mo.Grants 1 month of emergency power and Life Support. Must be replaced after use.
Expanded Fuel Bay750kcr3 wks.Increases maximum fuel capacity by 12.
Habitat Module350kcr1 mo.Increases maximum crew capacity by up to 24 per Ship Class (ex: Class-IV could have up to 96).
Machine Shop750kcr3 wks.Allows users to repair up to 3 MDMG and 3 Hull without returning to port. Resupply for 200kcr.
Medbay250kcr3 wks.Rest Saves aboard the ship are at [+], other medical treatments available at Warden’s discretion.
Reinforced Plating2mcr1 mo.Increases Maximum Hull to 1.
Science Lab300kcr3 wks.Allows for detailed research, study, testing, and experimentation of samples.
MAJOR UPGRADES
UPGRADECOSTINST.DESCRIPTION
Adaptive Armor10mcr1 mo.Increases Maximum Hull to 2.
Enhanced A.I.10mcr1 wk.Grants +15 Systems.
Expanded Frame20mcr2 mo.Structural alterations. Grants +5 Upgrades.
Hangar/Dronebay1mcr1 mo.Allows for the storage and maintenance of 4 Class-0 Vessels.
Hardpoint2mcr2 wks.Grants +1 Hardpoint. Each additional Hardpoint costs 3x the previous.
Improved Radiators3mcr3 wks.Grants +15 Thrusters.
Increased MDMG Output25mcr1 mo.Improves Megadamage output from 1 to 1d5, or from 1d5 to a max of 1d10 MDMG
Jump-1 Drive5mcr1 mo.Standard commercial Jump Drive. Allows for Jump-1 travel.
Jump-2 Drive20mcr2 mo.Standard military Jump Drive. Allows for Jump-2 travel.
Jump-3 Drive40mcr3 mo.Long range, cutting edge Jump Drive. Allows for Jump-3 travel.
Jump-4+ Drive??????Highly experimental Jump Drives. Not available on the open market.
Redundant Systems5mcr1 mo.Allows ship to ignore any one Megadamage roll. Must be replaced after use.
Signature Reduction35mcr1 mo.While activated, your ship is only detectable with a successful Systems Check [-] at Firing Range.
Double fuel costs/travel times while in use. Does not work in Core Space.
Streamlined Fuel
Injectors
50mcr1 mo.1 Fuel lasts for 2 months of space travel. In the movement phase, bidding 1 Fuel also counts as
bidding 2 Fuel.
System Overhaul20mcr3 mo.Wide ranging upgrade to the ship’s hull and systems. Increase Ship Class by 1.
Targeting Sensors750kcr2 wks.Systems Check (Firing Range): Confers [+] to Battle Checks made in ship-to-ship combat.
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