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WARDENTOOLS

Rules Quick Reference

Core mechanics from the Mothership 1e Player's Survival Guide — summarized for quick lookup at the table. Not a replacement for the official rulebook.

Stats & Saves

Core Stats

Generated with 6d10 each during character creation.

  • Strength — Physical power, melee damage
  • Speed — Agility, reflexes, initiative
  • Intellect — Knowledge, perception, problem-solving
  • Combat — Marksmanship, tactical ability

Saving Throws

Generated with 2d10+10 each.

  • Sanity — Mental stability, horror resistance
  • Fear — Courage under pressure
  • Body — Physical endurance, poison/disease
  • Armor — Damage absorption (from armor)

Skill Checks

Roll d100 under your stat (or stat + skill bonus) to succeed.

Untrained
Stat only
Trained
+10
Expert
+15
Master
+20
Advantage
[+] Roll 2d100, keep lower
Disadvantage
[-] Roll 2d100, keep higher

Combat

Attack Roll

Roll d100 under your Combat stat. Add skill bonuses for specific weapon types (Firearms, Hand-to-Hand Combat).

Damage & Armor

  • Roll the weapon's damage dice (e.g. 3d10 for Pulse Rifle)
  • If damage < Armor Points (AP) + cover → ignored completely
  • If damage ≥ AP + cover → armor destroyed, excess carries over
  • Damage Reduction (rare) reduces all incoming damage by a flat amount

Range Bands

Adjacent
melee range
Close
~10m
Long
~100m
Extreme
~1km

Stress & Panic

Stress

  • Starting minimum: 2
  • Maximum: 20
  • Gained by: failing saves, witnessing horror, critical failures
  • Reduced by: rest, therapy, certain items/abilities

Panic Check

When you gain Stress, roll 1d20. If the result ≤ your current Stress, you panic.

The 1d20 result determines the effect — see the Panic Table for all 20 results. Low rolls are minor (freeze, tremble); high rolls are catastrophic (heart attack, death).

Health & Wounds

How Wounds Work

  • You have Health (starts at your Body stat)
  • When Health reaches 0 → gain 1 Wound, Health resets to max
  • Each Wound has a type (Gunshot, Bleeding, Blunt Force, Fire, Gore, Shock) and a severity (1-10)
  • When Wounds = your Max Woundsyou die

See the Wounds Table for severity effects by wound type.

Conditions

Permanent status effects gained from panic results, severe wounds, or environmental hazards.

Common conditions include: Bleeding (lose HP/round), Broken Limb (non-functional), Blinded (disadvantage on combat), Poisoned (disadvantage on all checks), Irradiated (cumulative radiation levels).

Browse all 15 Conditions for full descriptions and removal methods.

Character Creation

Step 1: Roll Stats

  • Roll 6d10 for each of the 4 core stats
  • Roll 2d10+10 for each saving throw
  • Minimum Stress: 2

Step 2: Choose Class

  • Marine — Combat +10, Fear +20, Body +10
  • Android — Intellect +20, Fear +60, robotic
  • Scientist — Intellect +10, Sanity +30
  • Teamster — All stats +5, balanced

Step 3: Pick Skills

Each class has granted skills (free) and a common skill list to choose from. See all 42 skills for details.

Mothership® is a trademark of Tuesday Knight Games. This is an unofficial fan reference. Summaries are in our own words — buy the official PSG for complete rules. We may earn a commission from links on this page.