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Mothership Sci-Fi Horror RPG 1st Edition Boxed Set

Created by Alan Gerding

Everything you need to play Mothership® in one terrifying box. Important Notes: * Pre-orders will ship after the Kickstarter ships (eta Q2/Q3 2023) * Pre-orders ship all together (we can't split up shipments and ship individual items) * Shipping will be charged when the Pre-Order store closes (eta Q2/Q3 2023)

Latest Updates from Our Project:

We have liftoff.
over 2 years ago – Fri, Nov 05, 2021 at 05:38:26 AM

We've had a phenomenal start to this campaign. There's so much to say and so much to do, but I think now would be a great time to talk about one of our latest stretch goals, and new line-up to the core book squad...

Let’s talk about the Shipbreaker’s Toolkit!

It's got that black cover so you know it's a book for players!

Spacecraft are obviously a fundamental part of any sci-fi game, however, one thing came up over and over again during 0e, and that was that the overwhelming majority of people weren’t using the shipbuilding rules provided. Why? They were way too fiddly and complicated. It was a neat idea for sure, being able to modularly build your ship from scratch, and if you are one of the few that love that old system, congrats! You have a fully functional rulebook already. For everyone else, let’s talk about what we changed.

When the Warden starts cackling this sheet will tell you just exactly how $%#!@ you are.

First off, we have a brand new ship sheet called the Ship’s Manifest. This is basically a Character Sheet for your ship and it’s designed to be like a control panel you’d see from the Captain’s Chair.

The first thing you’ll probably notice is that we’ve gotten rid of all the ship-building rules and descriptions of rooms, etc. This is a sheet that’s meant to be used during play. How? We’re glad you asked.

Similar to how the Wounds system has changed to make violence more interesting and decisive, we’ve done a similar thing with ships. Ships have “Frame” which is basically the same as Wounds but for ships. Whenever your ship loses a point of Frame they’ll have to roll on this nasty ship’s critical hit table (oh this will be on the back of the Warden’s Screen by the way).

(WIP) Back of the Warden's Screen (Deluxe), the Core version is in black and white.

You’ll see that a lot of systems can go Offline, or be disabled, damaged, or destroyed. This creates a situation where your ship might have a lot of specific maintenance to undergo. Do you want to get your Scanners back up and running or replace your comms? Re-route power from the Jump Drive to the Life Support system? You can now do all that easily and intuitively.

How are ships built?

Well now the game comes with 10 pre-built ships which can be customized to your liking.

  •  Raider: A cheap vessel, barely more than a Heavy Lander strapped to an orbital habitation unit. Heavily modded and favored by pirates.
  •  Courier: Jump Couriers travel fast and light, built to be small but perfect for long distance scouting and recon.
  •  Cargo Freighter: The backbone of the galaxy. Whether hauling cargo, scrap, or contraband, space truckers make do with what they've got out there on the rim.
  •  Salvage Cutter: Space is big and it's largely filled with junk. The cutters scrap derelicts and debris down to the bone. Occasionally though, they find something a little... stranger.
  •  Patrol Vessel: Whether it's the Colonial Authority, or worse, Corporate Inspectors, a Patrol Vessel is never a blip you want to see on your radar, unless of course, you're sending out a distress signal.
  •  Research Vessel: Taking samples, running planetary surveys, and tracking down strange deep space signals, research vessels have seen it all. And not everything they've seen has been kind.
  •  Passenger Liner: From interplanetary to interstellar, the gargantuan passenger liners will get you there, mostly in one piece too if you've got the credits.
  •  Corvette: The perfect balance between speed and armament, that's what the brochure says at least. Heavily favored by pirates, because they're the only vehicles weak enough to be stolen, but strong enough to be used as a weapon.
  •  Mining Rig: A behemoth of energy and industry. The rig houses dozes of miners on their off-world tours mining asteroids and moons. Big enough to protect itself if it has to, just pray it doesn't have to.
  •  Light Frigate: The smallest of the big ships, equipped to be totally self sufficient in long range, long term missions.
(WIP) Early designs of the ships by HailSanta

The designs above are our internal rough drafts designed by the incredible Sam Wildman who has an amazing vision for spacecraft in Mothership. Functional, utilitarian, and built by ruthless penny-pinching corporations for max profit and min safety.

What about Ship combat though?

Well, there’s a few things to note here. This is a sci-fi horror game, not a dog-fighting X-wing style pew pew game. So we’ve taken a more hardlined approach to space combat. We’re moving things to range bands, and those ranges exist across incredible distances. Combat is handled in real world terms as you move into “Hailing Range” or “Firing Range.” There’s no disconnect when talking about the game world or the mechanics. We want ship combat to be fast, brutal, and immersive.

We’ve done a lot of playtesting here, but the idea is to treat ship combat more like a social encounter, with enemies who want things from you, who want to talk things through. And if it comes to violence, it’ll be over in 2-3 rounds.

Want to see this in print? Tell your friends!

Like this image? Well, tell your friends, because if we can, this will be a full fledged poster map stretch goal, perfect for laying out on your gaming table so you can yell “TAKE EVASIVE MANEUVERS AND MOVE OUT OF FIRING RANGE!”

There’s a lot more to say, but for now we’ll leave you all with this question:

We’ve only put 10 ships in the Shipbreaker’s Toolkit so far, but we're thinking of adding five more.

If you could add just one new ship to the Shipbreaker's Toolkit, what would you want to see? Tell us in the comments!

Go for launch.
over 2 years ago – Thu, Nov 04, 2021 at 01:54:22 AM

Folks.

We can’t believe it. You all saw it. What are we doing here? Are we crazy? Are you feeling what we feel?

Here’s what you made happen: You took a game that three years ago could fit into your pocket and you’ve raised almost half a million dollars in turning that early release into a full fledged grown up First Edition. You and 5,000 other people have shown that an indie game with a great team and a strong community can build something truly beautiful. That you can start small and grow with time. We can’t say thank you enough.

But we’re going to try.

Our first thank you is the LAUNCH CREW patch, which we’re giving out free to all of you who backed today. We’re keeping this deal open for the next 24 hours, so if you’re on the fence, get a pledge in at the Core Set or higher level and snag this kickstarter exclusive before the end of day two.

Our second thank you is tonight at 8:30 pm EST (two hours from when I’m posting this). We’re doing a Live Stream Q&A session on our YouTube Channel TKtv. There, Alan and I are going to be taking all your questions and doing our best to answer all of them. And that’s not all: every Tuesday at 8:30 pm EST we’re going to be releasing some exclusive Mothership content on that channel, so be sure to subscribe and hit the bell for notifications.

Our third thank you is coming up: we have 10+ more stretch goals coming up across all the pledge levels. We’ve unlocked some awesome ones already: A Warden’s Screen for the Deluxe and Core Sets, rules for Faction Play, printable loadouts, and more. We’ve got great digital content and we’ve got some amazing new physical accessories. If you thought the Core Set was a great deal to begin with, just wait until we’re done. And if you didn’t think the Core Set was a deal, well, stay tuned.

The rest of our thank you’s go to our team and our families. Nobody makes a game alone and if there’s one thing we’ve learned making Mothership it’s that the game doesn’t orbit around the designer, the designer orbits around the game. Jarrett, Fiona, Nick, Donn, Tyler, Luke, all of our playtesters and friends who have bounced ideas around and lent an encouraging word (or two, or three), thank you so much. We couldn’t have done this without you. To Lindsay, Crystol, Langston (and Juniper) thank you for creating the space for Alan and I to do what we do.

It’s the best job ever. We’ve been doing it for almost ten years now.

And we’re just getting started.

-- Sean (and Alan)