MOTHERSHIP

WARDEN CONSOLE / FIRST EDITION
TABLE-SIDE TOOLS Official screen

Add the players’ characters to keep names and classes in view.

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WARDEN ONLY · SPOILERS

Campaign opening · editable prep for Distress Signals. Prompts and live-log fields are yours to adapt.

Official module overview ↗ · Full scenario: book pp. 8–15
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Stat block

Use Instinct for an unlisted ability or save. Roll when the outcome needs resolving.

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Choose the acting NPC, then resolve its action. Results are labeled for the roll log.

AP 30 · Wounds 2 (20 Health). Hydrofluoric acid defeats armor. After a Wound, change tactics; in this campaign the carc retreats.

Reading NPC stat blocks ↗ · Presets: ABH pp. 14–15. Edits last until reload.

Damage d10 = 1–10. Percentile d100 = 00–99. [+] keeps the higher damage total.

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Choose dice above. Every die is shown in the breakdown.

No rolls yet. Results stay here until you reload.

  1. Show the threatDescribe what will happen if the crew does nothing.
  2. Hear their responseClarify intent, approach, and the cost of failure.
  3. Resolve what is uncertainCall for the relevant player roll, or roll the acting NPC’s Combat or Instinct.
  4. Change the situationApply harm and consequences. Describe what the crew can act on next.

When a roll fails

Consider lost time, spent supplies, exposure to danger, or a worse position. Make the consequence fit the action and established stakes.

When a threat takes a Wound

Change its behavior: retreat, seek cover, bargain, or try another approach. Use its stat block and the scenario.

Round procedure: PSG pp. 26–28. Threat behavior: UCR p. 2.

Stat checkAn attempted action with a meaningful risk.
SanityUnderstanding something that defies reason.
FearKeeping composure under emotional pressure.
BodyResisting physical danger or bodily intrusion.
When to call for Panic

After a player’s critical failure, witnessing a crewmate’s death, multiple crewmates panicking, a ship critical failure, an unfamiliar horror, or apparent certain death. A player can also request a check.

The player rolls d20 against their character’s current Stress: above it stays calm; equal or lower uses that numbered Panic result. A failed Stat Check or Save adds 1 Stress.

Official Panic table ↗

When a character needs a Death Save, roll privately. Reveal it when someone spends a turn checking their vitals.

One pending roll at a time. Keep this page open until revealed.

Checks, saves & criticals / 18–19
Roll only when failure matters. Under the target succeeds; equality fails. Doubles are critical: 00 always critically succeeds, 99 always critically fails. A failed check or save gives 1 Stress; a critical failure also calls for Panic. [+] / [−] means roll twice and take the best / worst outcome. Both cancel.
Run a violent encounter / 26–28
Each round is about 10 seconds. Describe the threat and stakes → hear everyone’s response → resolve checks and saves → resolve damage and wounds → describe the changed situation. Usually move Close and do one thing; spend the whole round running to reach Long range. Attacks use Combat, then weapon damage on success.
Damage, armor & wounds / 28–29
Apply Damage Reduction first. Damage below AP is stopped. Damage equal to or above AP destroys armor; apply the remainder. Anti-Armor ignores and destroys armor, but not DR. At zero Health, take a Wound, roll its injury type, refill Health, then apply overflow. At Maximum Wounds, make a Death Save. Wounds & Death tables ↗
Stress & recovery / 20–21
Minimum Stress starts at 2. Stress caps at 20; excess reduces the relevant Stat or Save. Rest somewhere safe and roll your lowest Save: success removes Stress equal to the ones digit, stopping at Minimum Stress; failure adds 1 Stress. Shore Leave can turn Stress into improved Saves (p. 39).
Class trauma responses / 4–5
Marine Panic prompts Fear Saves from nearby friendly players. Android presence gives nearby friendly players [−] on Fear Saves. A Scientist’s failed Sanity Save adds 1 Stress to nearby friendly players. A Teamster can use [+] on one Panic Check per session.
Surprise & turn order / 26
When ambushed or shocked, a Fear Save decides who can react this round. If your table wants strict initiative, use the optional Speed Check: successes act before enemies, failures after.
Range bands / 30–31
AdjacentWithin reach · <1mCloseShort dash · ~5–10mLongRifle distance · ~20–100mExtremeBeyond 100m
Free Player’s Survival Guide

Section/page numbers refer to first edition v1.2. Full table effects stay in the official references.