Mothership vs Super Space Knights
Compare Mothership and Super Space Knights side by side. See differences in complexity, dice, genre, cost, and more.
| Mothership | Super Space Knights | |
|---|---|---|
| Genre | Scifi, Horror | Scifi |
| Tags | Rules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced | CC-Licensed Rules, Combat-Heavy, Corruption, Fiction-First, Grimdark, Mission-Based, Playbook-Driven, Resource Management, Strong GM Support, Tag-Based |
| Core Mechanic | Roll 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. |
| Dice | d100 | 2d6 |
| Complexity | Low | Medium |
| Accessibility | High | Medium |
| Runnability | Medium | Low |
| License | 3rd Party License | Creative Commons Attribution 4.0 International |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — CC BY 4.0 |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $ |
| Publisher | Tuesday Knight Games | Gabriel Ciprés |
| Year | 2022 | 2023 |
| Best For | Terrifying 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. |
| Highlights | Rules-light, well-regarded module library, panic system creates mechanical tension | Players 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. |
| Considerations | Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play | Players 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. |