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Mothership vs Super Space Knights

Compare Mothership and Super Space Knights side by side. See differences in complexity, dice, genre, cost, and more.

MothershipSuper Space Knights
GenreScifi, HorrorScifi
TagsRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-PacedCC-Licensed Rules, Combat-Heavy, Corruption, Fiction-First, Grimdark, Mission-Based, Playbook-Driven, Resource Management, Strong GM Support, Tag-Based
Core MechanicRoll d100 under stat/skill. Stress and panic mechanics escalate tension.When a move's fictional trigger occurs, a player rolls 2d6 plus War, Faith, or Logistics. A 10 or higher succeeds, a 7 to 9 succeeds with a complication or price, and a 6 or lower fails with trouble to follow.
Diced1002d6
ComplexityLowMedium
AccessibilityHighMedium
RunnabilityMediumLow
License3rd Party LicenseCreative Commons Attribution 4.0 International
Third-Party PublishingNot yet researchedCommercial publishing allowed — CC BY 4.0
Summary only, not legal advice. Check current terms before publishing.
Cost$$
PublisherTuesday Knight GamesGabriel Ciprés
Year20222023
Best ForTerrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.Groups who want military science-fiction campaigns at company scale, with shared worldbuilding and a corruption spiral that can turn victories into the Order's downfall.
HighlightsRules-light, well-regarded module library, panic system creates mechanical tensionPlayers define the Order and its galactic context together, making the military empire and its enemies specific to their campaign. Damnation can produce powerful Darkness Taints or corrupt the Order itself, turning ruthless victories into a path toward collapse. Linked rules for companies, individual knights, and spaceships let missions shift scale while retaining the same fictional framework.
ConsiderationsPanic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended playPlayers usually control companies of dozens or hundreds of warriors, so individual characters receive less attention than the military unit. The premise centers an authoritarian human empire locked in perpetual war, and play repeatedly pressures companies toward violence and compromise. Conflicts between opponents at different scales resolve quickly in favor of the larger force, removing an underdog roll from those confrontations.