Sector Gazetteer: A Comprehensive Survey of the Mothership Universe

Introduction: Charting the Void – A Universe in Fragments

The Mothership Sci-Fi Horror Roleplaying Game presents a unique paradigm in tabletop world-building. Unlike its contemporaries, which often launch with exhaustive setting guides and detailed galactic maps, Mothership provides a lean, lethal ruleset and a powerful “cassette futurism” aesthetic, then deliberately leaves the vast canvas of its universe undefined.1 This creative vacuum has become its most defining feature, fostering a vibrant and prolific ecosystem of independent creators who have collectively built a universe from the bottom up. This gazetteer serves as both a definitive archive of that sprawling creation and a practical map for navigating its emergent narrative space.

The game’s development and publication model is decentralized, driven by community enthusiasm and facilitated by crowdfunding platforms like Kickstarter’s “Zine Quest” initiative.3 This has resulted in a fragmented but deeply interconnected body of work, ranging from official, campaign-scale modules to hundreds of independently produced zines and pamphlets.6 For the Warden—the game master in

Mothership’s parlance—this presents both a remarkable opportunity and a significant challenge. The sheer volume of material can be overwhelming, and the narrative threads that bind these disparate works are often subtle and unstated. This report aims to codify that universe by cataloging its key locations, identifying its recurring themes, and synthesizing the implicit lore into a coherent framework for long-term campaign play.

To achieve this, the material has been organized into a tiered system of canonicity. Tier 1 (Core Canon) comprises all official publications by the game’s publisher, Tuesday Knight Games (TKG), which establish the foundational rules and tone.8

Tier 2 (Expanded Canon) consists of major third-party works, such as large-scale anthologies, that function as self-contained campaign settings and are widely regarded as essential additions to the game.11 Finally,

Tier 3 (Community Canon) encompasses the vast library of independent zines, pamphlets, and digital releases, whose narrative connections are often forged not by their authors but by the community of players and Wardens who integrate them into their campaigns.6

The game’s core mechanical design is the direct catalyst for this decentralized, module-centric publication model. The rules are intentionally “hyper streamlined” and “rules-light,” lowering the barrier to entry for creators as well as players.16 The 1st Edition rules further refined this philosophy, simplifying combat and introducing more visceral systems like Wounds and destructible Armor Points.8 This mechanical simplicity encourages a design focus on atmosphere, information layout, and scenario structure—the hallmarks of the

Mothership zine scene. Furthermore, the system’s high lethality and central Stress and Panic mechanics naturally frame adventures as self-contained arcs of survival, making the one-shot or short module the default format.2 This proliferation of self-contained modules creates a “patchwork” universe, which in turn generates a demand for frameworks like

The Third Sector and Hull Breach that can stitch them together into a cohesive whole. The system’s success is therefore inextricably linked to the health of its third-party ecosystem. This gazetteer is the necessary tool to unlock the full potential of that ecosystem for long-term, narrative-driven play.

Part I: The Core Systems – Official Canon and Foundational Lore

The foundation of the Mothership universe is established not through a lore book, but through the four core rulebooks included in the 1st Edition Boxed Set: the Player’s Survival Guide, the Warden’s Operations Manual, the Shipbreaker’s Toolkit, and the Unconfirmed Contact Reports. Together, these texts codify the game’s tone, technological level, and the baseline assumptions upon which all other supplements are built.1

The 1st Edition Foundation

The four core books provide a complete framework for play, with a design philosophy centered on usability and brutal efficiency.

The Player’s Survival Guide (PSG) is the cornerstone text, outlining character creation, core mechanics, and equipment. The four classes—Teamster, Scientist, Android, and Marine—establish the primary archetypes of this universe: blue-collar workers, intellectual specialists, synthetic beings, and trained combatants.18 The equipment lists are notable for what they lack as much as what they include; there are no personal energy shields or teleportation devices, grounding the technology in a gritty, industrial reality of vaccsuits, laser cutters, and firearms.21 This immediately establishes a world where characters are vulnerable and survival depends on practical tools and careful planning.

The Warden’s Operations Manual (WOM) provides the tools and philosophy for running the game. Its most significant contribution to the setting is the T.O.M.B.S. cycle (Transgression, Omens, Manifestation, Banishment, Slumber), a framework for structuring horror scenarios.22 This cycle codifies the intended narrative arc of a typical

Mothership adventure: a slow-burn investigation that escalates into a terrifying confrontation, followed by a desperate escape or a temporary victory. The manual’s advice consistently reinforces a tone of dread, isolation, and consequence, shaping the Warden’s approach to building the universe one session at a time.1

The Shipbreaker’s Toolkit (SBT) defines the realities of space travel. It details starship operations, combat, and a roster of ship classes that reinforce the “used future” aesthetic. Ships are often cramped, unreliable, and expensive to maintain, with high fuel costs and exorbitant repair fees making every journey a calculated risk.10 This economic brutality is a key feature of the setting, often serving as the primary motivation for why player characters take on lethally dangerous jobs. The provided ship classes, from small scout ships to massive freighters, create a tangible sense of scale for the verse.

Finally, the Unconfirmed Contact Reports (UCR) serves as the game’s “monster manual.” The entities within are rarely simple “bugs” to be exterminated. Instead, they represent a wide spectrum of sci-fi horror, including conceptual horrors, psychic phenomena, environmental contagions, and unknowable alien intelligences.10 This book establishes that the primary threats in the

Mothership universe are not just physical but often psychological and existential, requiring cleverness and sacrifice rather than overwhelming firepower.

The Implied Setting

While the core books avoid explicit galactic lore, they embed crucial details that sketch the outlines of a wider universe.

The most significant piece of macro-level world-building is the existence of three great jump gates: Neumarkt (connecting to the Terran System), Minnesang (leading to the Outer or “Bug” Colonies), and Tannhauser (opening into the Ridge or “Mining” Colonies).2 This simple structure provides a fundamental axis for the known universe: a core system (Terra), a colonized frontier (the Outer Colonies), and an industrial periphery (the Ridge). This framework immediately gives Wardens a tangible, albeit skeletal, star map upon which to place their adventures.

The economic reality implied by the rules is one of ruthless, unchecked hyper-capitalism. The game loop often revolves around acquiring a job from a corporate entity, completing it against horrific odds, and spending the meager profits on repairs, supplies, and stress relief, often ending up in debt.15 Player characters are not heroes; they are disposable assets in a cosmic gig economy, a theme that resonates throughout the vast majority of official and third-party modules.

One of the most potent, if subtle, narrative hooks is embedded in a name: the “Tannhauser Gate.” The name is a clear homage to the iconic “Tears in Rain” soliloquy from the film Blade Runner, a key aesthetic and thematic touchstone for the genre. The official module Warped Beyond Recognition is set aboard a research vessel also named the Tannhauser, where a corporation conducts horrific psionic experiments.26 This shared name is unlikely to be a coincidence. It suggests a powerful, unspoken connection. The corporation behind the psionic research may be the same entity that constructed or now controls the Tannhauser Gate itself. Alternatively, the ship may have been named in honor of the gate, implying that its operations are primarily focused within the Ridge Colonies. This transforms a simple name into a powerful world-building tool, allowing a Warden to posit the existence of a major, secretive corporate power—the “Tannhauser Corporation”—that dominates the industrial Ridge sector, providing a ready-made antagonist or patron for an entire campaign.

Part II: The Outer Rim – Major Official Campaign Locales

Published by Tuesday Knight Games, the major official modules represent the foundational pillars of the Mothership universe. Each provides a distinct, richly detailed setting that not only serves as a standalone adventure but also establishes a key archetype for campaign play: the derelict crawl, the cyberpunk hub, the AI megadungeon, and the introductory “bug hunt.”

Dead Planet: The Archetypal Derict Crawl

Dead Planet was the first major module released for the game and codified one of its core gameplay loops.16

  • Setting: The module is a “planetcrawl” set on the eponymous Dead Planet, a desolate world from which no ship escapes. Key locations include the wreck of the ship Alexis, the multi-level underground bunker known as the Red Tower, and a cannibal-infested colony on the planet’s moon.27
  • Factions: The primary conflict is between the desperate, paranoid survivors of the initial catastrophe, who have devolved into a ritualistic cannibal society, and any newcomers who stumble upon their world. The environment itself, hostile and unforgiving, acts as a third antagonist.
  • Themes: The core themes are survival, isolation, and the fragility of sanity. It explores how humanity breaks down when stripped of civilization and faced with overwhelming hopelessness, echoing films like Event Horizon and video games like Dead Space.22
  • Campaign Role: Beyond its self-contained adventure, Dead Planet’s most significant contribution is its robust set of random tables for generating derelict ships.27 These tables are a vital toolkit for any Warden, allowing for the on-the-fly creation of countless side missions, salvage operations, and points of interest. It transforms the module from a single location into a foundational resource for building a sandbox campaign filled with mysterious wrecks and forgotten horrors.

A Pound of Flesh: The Cyberpunk Hub

A Pound of Flesh provides the universe with its first and most iconic urban environment, establishing a hub for long-term campaign play.16

  • Setting: The module is a toolkit for creating a black market space station, centered on the sprawling, city-sized station of Prospero’s Dream. The station is packed with locations, from the grimy slums of The Choke to mercenary company headquarters and black market cybernetics clinics.30
  • Factions: Prospero’s Dream is a hotbed of political and criminal intrigue, with multiple factions vying for control. These include the station’s administration, various criminal syndicates, corporate interests, and worker unions, providing a rich tapestry of social encounters and conflicting loyalties.30
  • Themes: The module leans heavily into cyberpunk tropes: corporate espionage, body modification, organized crime, and the struggle for survival in a lawless, hyper-capitalist society. It introduces detailed rules for cybermods and the risk of cybernetic rejection, adding a layer of transhumanist body horror.29
  • Campaign Role: Prospero’s Dream is explicitly designed to function as a campaign “home base”.15 It is a place where a crew can dock their ship, spend their earnings, find new work, and become entangled in long-running plots. The station’s robust economy and the high cost of cybernetics provide a powerful motivation for players to continually seek out dangerous but lucrative jobs, driving the campaign forward.

Gradient Descent: The AI Megadungeon

Gradient Descent is a massive, self-contained adventure that introduces the concept of the “megadungeon” to Mothership.20

  • Setting: The entire module is set within the CLOUDBANK Synthetics Production Facility, also known as “The Deep,” a colossal, 12-level abandoned android factory orbiting a gas giant. A small scavenger camp, The Bell, orbits nearby, serving as a precarious safe haven.34
  • Factions: The Deep is controlled by a powerful and insane rogue AI named “MONARCH.” The facility is populated by various factions of androids and AI constructs, some loyal to MONARCH, some driven by corrupted programming, and others seeking freedom. These factions can be negotiated with, pitted against each other, or fought.34
  • Themes: The adventure is a deep dive into existential horror, artificial intelligence, and the nature of consciousness. It explores themes of identity, memory, and what it means to be human through its unique “Bends” mechanic, a condition that causes characters to question their own humanity.34 The module draws inspiration from media like
    Blade Runner and the manga Blame!.36
  • Campaign Role: Gradient Descent serves as a campaign centerpiece, a vast and dangerous location that can sustain dozens of sessions of exploration.25 It establishes rogue AIs as a major threat in the universe and can serve as the origin point for strange androids or anomalous artifacts encountered in other adventures. Its sheer scale and open-ended, faction-based design make it a definitive example of a
    Mothership megadungeon.

Another Bug Hunt: The Introductory Campaign

Designed as the official entry point for new players and Wardens, Another Bug Hunt provides a structured, multi-part introduction to the game’s core themes and mechanics.8

  • Setting: The adventure takes place on the remote terraforming colony of Samsa-VI, which has recently gone silent. The players arrive to find an abandoned colony, signs of a violent assault, and a hostile alien ecosystem.10
  • Factions: The module features three competing human factions on the planet, each with their own agenda and secrets, forcing the players to make difficult choices about who to trust. The primary antagonists are a new alien species, the insectoid Carcinids.39
  • Themes: As the title suggests, this module is a classic “bug hunt,” heavily inspired by the film Aliens. It focuses on themes of corporate colonization gone wrong, xenobiological horror, and survival against overwhelming odds. It also introduces elements of mind control and body horror through the Carcinids’ life cycle.39
  • Campaign Role: Another Bug Hunt is the ideal starting point for a campaign. Its four interconnected scenarios teach the core gameplay loop and provide tutorials for the Warden.1 It introduces the Carcinids as a potential recurring threat for a wider campaign and provides a model for how to chain smaller one-shots into a cohesive narrative arc. Many Wardens use it as a prequel that leads their surviving crew to a larger hub like Prospero’s Dream.15

Part III: The Fringe Sectors – Major Third-Party Campaign Frameworks

The modular nature of Mothership has inspired third-party creators not only to produce individual adventures but also to develop ambitious projects that provide overarching structures for campaign play. These frameworks are a direct response to the needs of Wardens seeking to build a more cohesive and persistent universe, demonstrating the community’s vital role in shaping the game’s identity.

Hull Breach Vol. 1: The All-in-One Sector

Hull Breach Vol. 1 stands as the most significant and comprehensive third-party publication for Mothership. It is less a single module and more a complete campaign setting presented as an anthology.13

  • Structure and Content: This 200+ page hardcover book is a collection of 26 distinct but interconnected articles, adventures, toolkits, and essays from a wide array of prominent community creators.13 The content is organized into logical sections such as Missions, Locations, Entities, and Assets, allowing for easy reference during play.13
  • The Publico Sector: While each entry can be used independently, the book is designed to function as a “secret book within a book”.41 Appendix materials, including a sector map and a “conspiracy board,” outline an expanse of space dominated by the
    Publico megacorporation. Hooks, rumors, and explicit crossovers are woven throughout the various articles, allowing a Warden to run a deeply interconnected sandbox campaign set entirely within this pre-built sector.23 Modules within the book, such as the funnel adventure
    Residue Processing and the alien-player hack Manhunt, provide diverse gameplay experiences within this shared setting.13
  • Campaign Role: Hull Breach is a “campaign in a box.” It is widely regarded by the community as an essential, almost mandatory, purchase for any serious Warden.11 It provides a ready-made sector with its own distinct lore, a major corporate power, and a wealth of interconnected adventures. This offers a compelling alternative for Wardens who prefer a more structured starting point than building a sector from scratch by combining disparate modules.

The Third Sector: The Connective Tissue

Where Hull Breach builds a new sector from the ground up, The Third Sector takes the opposite approach: it provides the connective tissue to link existing, otherwise unrelated, third-party modules into a coherent whole.44

  • Structure and Content: This pamphlet supplement is a meta-framework designed for sandbox campaign play. Its centerpiece is a pixel-art starmap that places twelve popular independent adventures into a shared region of space.44 The adventures linked include
    Bloom, Moonbase Blues, The Black Heart of Paradise, and Primeval, among others.44 The pamphlet provides hooks, rumors, and travel routes to connect these locations, as well as a job table that is modified by the players’ reputation in the sector.44
  • Campaign Role: The Third Sector is a powerful tool and a case study in community-driven world-building. It validates the idea of a shared universe by formalizing the connections between disparate creative works. For a Warden, it provides an immediate, playable sandbox campaign using some of the best modules available. More importantly, it serves as a model for how a Warden can take their own collection of favorite zines and pamphlets, create a map, and weave a web of rumors and job opportunities to transform them into a living, breathing sector of space.

The Inferno Trilogy: The Narrative Arc

The “Inferno Trilogy,” created by Anodyne Printware, is a series of three thematically and narratively linked adventures that form a complete, multi-part campaign. It serves as a premier example of how to build a story with escalating stakes and a clear progression.46

  • Structure and Content: The trilogy consists of three distinct modules, each with a different gameplay focus:
    1. Wrath of God: A spaceship-bound hex crawl set in a corporate warzone. It introduces new rules for strategic dogfighting and tasks the crew with navigating a perilous battlefield.48
    2. The Drain: A “funnel” adventure where each player controls multiple low-level characters thrown into a horrific, occult-tinged battlefield aboard a decaying colony ship, the Within Wheels. The survivors become the players’ new, battle-hardened characters.46
    3. Meat Grinder: The climax of the trilogy, an adventure that takes the crew through a literal portal to Hell—a nightmare dimension of flesh and agony—inspired by media like Doom and Event Horizon.47
  • The PrayCo Conspiracy: The narrative thread connecting the trilogy is the sinister PrayCo, a “private prisoner reformation company” that wields an unholy artifact. This artifact is the cause of the conflict in Wrath of God, is sought by PrayCo in The Drain, and is ultimately used to open the gate to Hell in Meat Grinder.46
  • Campaign Role: The Inferno Trilogy is a masterclass in building a short, focused campaign with a clear narrative arc. It demonstrates how to vary gameplay from space combat to ground-based survival horror to otherworldly exploration, all while maintaining a consistent thematic through-line. It provides a blueprint for Wardens who wish to craft campaigns with a defined beginning, middle, and end, rather than an open-ended sandbox.

Part IV: A Gazetteer of Known Space – Thematic Constellations

The vast library of Mothership modules can be navigated by grouping them into thematic constellations. This approach allows a Warden to select adventures that align with a specific tone or horror subgenre, either for a one-shot or as part of a thematically consistent campaign arc. The following is a representative gazetteer of key locations and scenarios within the known universe.

Corporate Hellscapes & Labor Disputes

These adventures focus on the brutal realities of hyper-capitalism in deep space, where corporate malfeasance, greed, and labor exploitation are the true monsters.

  • The Cleaning of Prison Station Echo: Player characters are janitors on a high-security corporate prison moon, Prison Station Echo, orbiting the war-torn world of Carnath. A containment breach in a hidden lab run by XeroCorp unleashes a horde of hallucinating super-soldier test subjects, trapping the janitors in a lockdown with rioting inmates and crooked guards.55
  • Dying Hard on Hardlight Station: In a scenario reminiscent of the film Die Hard, players must navigate the vents and corridors of Hardlight Station after it is seized by the Blackshield Mercenary Company. The situation is complicated by a ravenous xenomorph that has escaped from the station’s Healthtek AG biotech labs during the chaos.55
  • Picket Line Tango: A noir-inspired murder mystery unfolds on the isolated mining colony of Norton Outpost. Amidst a tense and violent union strike, players must find a killer while navigating the treacherous politics between the desperate miners and their oppressive corporate overseers.63

Biological & Body Horror

This constellation of modules deals with the visceral horror of alien plagues, parasitic lifeforms, and the grotesque transformation of the human body.

  • Bloom: A team of mercenaries is hired for a corporate espionage mission: infiltrate the clandestine underwater research facility Choi Labs, operated by Dyson Phytology, and steal samples of a newly discovered miracle moss. They arrive to find the station silent, its crew consumed by an infectious, intelligent mold that now haunts the empty halls.6
  • The Burning of Carbex: A three-act campaign centered on a malevolent alien parasite known as “The Creeping Perforation.” Unleashed from a coal mine on the planet Carbex, the parasite infects the crew of the orbiting Angelus Fabrica Station, causing horrific transformations and threatening to spread across the sector.74

Existential & Psychological Terror

These scenarios push beyond physical threats to challenge the players’ perceptions of reality, time, and self.

  • Echoes in the Graveyard: The crew of the survey vessel Graveyard is trapped in a time loop, forcing players to relive the same hour of terror repeatedly. They must solve the mystery behind the loop to save not only the Graveyard’s crew but themselves from being erased by time.78
  • Warped Beyond Recognition: An investigation aboard the research vessel Tannhauser uncovers a series of horrific experiments designed to unlock psychic powers. The adventure features six unique psionic antagonists and an open-ended system for players to discover and wield these dangerous powers themselves, at great risk to their sanity.26
  • VR-DEAD: Players awaken aboard the derelict research station Mergen’s Watch to find their bodies emaciated. They soon realize they have been trapped for weeks in a virtual reality utopia created by a powerful alien entity. To escape, they must navigate the collapsing station while fighting off the “VR Zombies”—the digital ghosts of the crew—and the entity’s attempts to pull them back into its prison of the mind.85
  • Thousand Empty Light: A unique solo-play adventure designed as an in-universe corporate document. The player is a “lamplighter” tasked with restoring power to a long, abandoned underwater tunnel on an uninhabited world. Using a solo procedure and a “semiotic standard” oracle, the player uncovers the dark secrets of the tunnel alone in the crushing deep.88

Space Western & Frontier Horror

Set on the lawless fringes of explored space, these modules blend the aesthetics of classic westerns with the grim realities of sci-fi horror.

  • The Desert Moon of Karth: A rich sandbox adventure set on the tiny, mesa-studded moon of Karth. The only access is via a space elevator to the boomtown of Larstown. The module is filled with competing factions, sand-blown ruins, fearsome sandsquids, and a central mystery involving an ossified coral that grants eternal youth at a terrible price.14

Classic Sci-Fi Horror & Introductory Scenarios

These modules are perfect encapsulations of the core Mothership experience, serving as excellent one-shots or entry points for new players.

  • The Haunting of Ypsilon 14: The quintessential introductory pamphlet module. A crew is sent to investigate a remote asteroid mining operation that has gone silent. They arrive to find the station in disarray and are soon hunted by a deadly, invisible creature spawned from a mysterious yellow substance.6
  • Moonbase Blues: A claustrophobic mystery on the isolated Azure Base moonbase observatory. A strange, light-borne contaminant has infected the colonists, turning them into uncanny, blue-hued monsters. The crew must contend with the infected, environmental hazards, and the encroaching darkness.6

Part V: Weaving the Conspiracy Board – Constructing a Cohesive Sector

The true potential of the Mothership universe is realized when a Warden moves beyond individual modules and begins to weave their disparate settings and plot hooks into a single, cohesive campaign sector. This process, akin to assembling a conspiracy board, involves identifying recurring patterns, inferring relationships between factions, and establishing a persistent world for the players to inhabit. The following analysis provides a framework and specific examples for this creative endeavor.

The Corporate Dossier: Known Megacorporations

While the core rules refer to a nebulous “Company,” the broader library of supplements introduces a number of specific corporate and organizational entities. Cataloging these factions is the first step in building a believable political and economic landscape.

Corporation / Faction Primary Business Known Locations / Assets Module(s)
XeroCorp Black Ops, Super-Soldiers Prison Station Echo The Cleaning of Prison Station Echo 57
Healthtek AG Biotechnology, Xenomorphs Hardlight Station Dying Hard on Hardlight Station 61
Dyson Phytology Biotechnology, Xeno-botany Choi Labs (underwater) Bloom 71
PrayCo Prisoner Reformation, Occult Tech Within Wheels colony ship The Drain, Meat Grinder 46
Publico Megacorporation (diversified) Dominant force in the Hull Breach sector Hull Breach Vol. 1 41
Tannhauser-Cloudbank Psionics, Androids, Mining Tannhauser vessel, CLOUDBANK facility Warped Beyond Recognition, Gradient Descent 34

By analyzing the activities of these corporations, a web of potential rivalries and alliances emerges. For instance, Healthtek AG and Dyson Phytology are both engaged in high-risk biological research, making them natural competitors. A Warden could easily create a campaign arc centered on corporate espionage between these two entities, using Dying Hard on Hardlight Station and Bloom as key locations. Similarly, XeroCorp and PrayCo both use captive human populations for dangerous experiments, suggesting they might compete for contracts in the ethically bankrupt “human resources” sector.

Xeno-Threats and Unconfirmed Contacts

Just as corporations can be tracked across modules, so too can alien species and anomalous phenomena, creating the sense of a universe with consistent, recurring threats.

  • The Carcinids: Introduced in Another Bug Hunt, this insectoid species with a hive-mind structure and mind-controlling capabilities is perfectly suited to be a sector-wide threat.39 A Warden could run
    Another Bug Hunt as the players’ first encounter, then have Carcinid infestations appear as complications in entirely different modules, creating a persistent antagonist for an entire campaign.
  • Parasitic Horrors: The infectious agents in Bloom (a sentient moss), The Burning of Carbex (a transformative parasite), and The Haunting of Ypsilon 14 (a mysterious yellow substance that creates an invisible monster) all share themes of rapid mutation and body horror. A Warden could link these phenomena, suggesting they are different manifestations of a single, widespread biological contagion or perhaps the result of competing corporate bioweapon programs.
  • Non-Biological Threats: By juxtaposing the rogue AI MONARCH from Gradient Descent with the psychic entities from Warped Beyond Recognition, a Warden can establish a thematic dichotomy of threats. One is a cold, logical, technological horror, while the other is a chaotic, emotional, organic horror. A campaign could be built around the conflict between these two forces, with the players caught in the middle of a war between machine intelligence and psychic consciousness.

Campaign Frameworks in Practice

Community discussions and the design of certain supplements reveal several effective models for linking adventures into a long-form campaign.15

  • The Hub-and-Spoke Model: This is the most common approach, using a persistent location as a home base from which the crew takes on jobs. A Pound of Flesh and its station, Prospero’s Dream, is the quintessential hub.15 The crew might hear a rumor in a bar on Prospero’s Dream about a lucrative salvage opportunity, leading them to the events of
    Dead Planet. Upon their return, a corporate agent could hire them to investigate a silent colony, triggering the Another Bug Hunt module. This structure allows for an episodic campaign that still feels grounded in a persistent world.
  • The Chained-Narrative Model: This model links modules sequentially, with the conclusion of one adventure providing the direct impetus for the next. The “Inferno Trilogy” is the prime published example of this structure. A community-derived example involves linking The Horror on Tau Sigma 7 directly into Dying Hard on Hardlight Station, with the former serving as a prequel that explains the origins of the latter’s conflict.110 This creates a more focused, plot-driven campaign.

The Emergent Metaplot: The Tannhauser-Cloudbank Connection

By synthesizing disparate data points, it is possible to construct a powerful, emergent metaplot that unifies several major modules into a single, epic campaign.

  1. The core rules establish the Tannhauser Gate as the gateway to the Ridge, a sector defined by mining.2 Mining operations in the
    Mothership universe are notorious for uncovering ancient and dangerous things (Dead Planet, The Burning of Carbex).
  2. The module Warped Beyond Recognition is set aboard the research vessel Tannhauser, which is investigating psionics.26 A corporation researching psychic powers would be intensely interested in any strange artifacts or phenomena discovered during deep-space mining operations in the Ridge.
  3. The module Gradient Descent is set in CLOUDBANK, a massive, remote android production facility run by a rogue AI.34 A corporation with the resources to research psionics would also likely be a major player in the android market. A remote, resource-rich industrial sector like the Ridge is a logical place to construct such a facility.
  4. Community discussion has noted a potential link between the research lab accident in the pamphlet module Piece by Piece and the AI themes of Gradient Descent.113

From these points, a cohesive narrative emerges. A single, powerful entity—the Tannhauser-Cloudbank Corporation—can be posited as the dominant force in the Ridge sector. This corporation controls the Tannhauser Gate, runs the mining operations, funds the psionic experiments on the Tannhauser, and owns the CLOUDBANK android facility. A campaign could begin with the players taking a simple mining contract in the Ridge, leading them to uncover evidence of the psionic experiments. This could put them in the corporation’s crosshairs, forcing them to flee to a lawless station like Prospero’s Dream. From there, they might follow leads that eventually trace the conspiracy back to its source: the rogue AI MONARCH at the heart of the CLOUDBANK facility. This framework transforms a collection of unrelated modules into a sprawling campaign arc, all built from subtle clues and logical inference.

Part VI: Deep Space Anomalies – An Expanded Gazetteer

The initial survey of the Mothership universe reveals a core of official and major third-party settings. However, the true depth of the void is found in the hundreds of independent zines and pamphlets that populate digital marketplaces like itch.io and DriveThruRPG. This expanded gazetteer catalogs a selection of these vital community contributions, further populating the sector map with new horrors, strange locales, and indispensable tools for the Warden.

Rules & System Expansions

These supplements provide new mechanics, equipment, and character options, allowing Wardens and players to customize their experience.

  • HEATSIGNATURE: A comprehensive weapon and inventory expansion that adds 26 new firearms, specialized ammunition types, and 18 weapon attachments. It also introduces a new inventory system for managing gear under pressure, perfect for campaigns with a more tactical, action-oriented focus.114
  • Hacker’s Handbook: For scenarios requiring more than a simple skill check, this pamphlet provides a robust system for designing and running complex network intrusions. It includes rules for user accounts, allowing non-hacker characters to participate, and a full suite of new hardware and software.116
  • Rimward Classes: This supplement introduces six new character classes to the game, including the Criminal, Ranger, Robot, Retiree, Psychic (with psionic mechanics), and Emissary, broadening the archetypes available for players.118
  • Salvage Rites: Expanding on the derelict ship tables in Dead Planet, this toolkit offers a 56-page deep dive into generating unique derelict spaceship scenarios, including a dice-drop layout generator and pre-generated ship frames with adventure prompts.119

Time, Reality, and Perception-Bending Horror

These adventures move beyond physical threats to attack the characters’ understanding of their own reality.

  • Time After Time: A mind-bending time travel adventure set on a space station. The module features a unique “tripartite” map, showing the same location across three different points in the timeline. Players must navigate paradoxes and chronologic horrors to save the station from a recursive fate.120
  • Decagone: Trapping the crew in a ten-minute time loop aboard a deep ocean research facility, this scenario forces players to rapidly piece together a sub-nautical mystery while contending with dangerous experiments and their own fraying sanity.121

Sandbox & Hexcrawl Frontiers

For Wardens looking to run open-world, exploration-focused campaigns, these modules provide richly detailed sandboxes.

  • Orbital Debris: A collaborative hex-crawl set on a moon-sized junkyard that sporadically warps through space. It features 23 unique environments created by 13 different authors, and three distinct factions—The Bloody Burrowers, The Reclaimers, and The Executive Suits—vying for control of the scrap.123
  • Constant Downpour Remastered: A survival hex-crawl on the rain-lashed world of Venus 3. Inspired by a Ray Bradbury short story, the module uses a “stress-crawl” mechanic, where the environment itself slowly erodes the characters’ sanity. It includes a rival party of mercenaries, hostile Venusians, and a corporate conspiracy behind the crew’s crash-landing.124
  • Primeval: A team is sent by the Takahashi Advanced Genetics megacorp to investigate a silent research facility on the jungle moon of Ur. The adventure combines a dangerous hex-crawl through alien megaflora with a tense facility-crawl, complete with new creatures and a monster generation table.126

Unique Horrors & Investigations

This broad category encompasses the vast creativity of the third-party scene, offering a diverse array of threats and scenarios.

  • The Horror on Tau Sigma 7: The official prequel to Dying Hard on Hardlight Station, this pamphlet adventure details the initial discovery of the xenomorph threat in a subterranean expedition, setting the stage for the subsequent space station disaster.127
  • RANE IN BLOOD: An antagonist sourcebook detailing Martyn Rane and his cult of organ-thieving, genetically-engineered space vampires. The module provides a recurring villain faction suitable for an entire campaign, blending religious horror with space piracy.128
  • The Bloodfields at Blackstar Station: A battle royale scenario where crews are kidnapped by the Swords of Sinclair pirates and forced to fight for survival on the Blackstar station. The module details a deadly arena overseen by a fallen corporate mogul, where teams must survive hazards and each other for seven hours to win their freedom.129
  • Nirvana on Fire: Expanded Edition: Set on the moon of Bodhisattva 2a, this adventure pits the crew against a murderous AI that believes itself to be a Buddhist deity. Players must navigate a civil war between two factions at a remote monastery while unraveling a DNA-melting mystery orchestrated by the sinister Straylight LLC.130
  • Dinoplex: Cataclysm: A corporate-run dinosaur theme park in space becomes a disaster zone when a malfunction unleashes starving dinosaurs on the tourists. This pamphlet adventure includes a hex-map of the park, unique attractions, and fully statted dinosaurs.136

Part VII: Farthest Reaches – Additional Community Canon

The creativity of the Mothership community extends beyond traditional adventure modules, offering a wealth of supplements that alter the fundamental ways the game can be played. These resources provide new character archetypes, campaign frameworks, and entirely new genres of play, demonstrating the system’s remarkable flexibility.

Campaign & Playstyle Expansions

These supplements offer new frameworks for structuring a campaign or re-centering the narrative on different character motivations.

  • Wages of Sin: A massive, official supplement that introduces a comprehensive bounty hunting system to the game. It provides detailed rules for tracking and capturing bounties, extensive tables for generating unique targets and contracts, and a host of new gear and NPCs centered around the morally ambiguous life of a corporate headhunter. It serves as a complete campaign framework for Wardens wanting to run a game focused on investigation, tracking, and high-stakes combat.11
  • ARKYVR: This unique supplement reframes the player characters’ motivations by casting them as a documentary film crew. Instead of being mercenaries or salvagers, the crew is tasked with investigating and recording the strange and horrific events of the universe. This provides a powerful in-character justification for why players would willingly enter dangerous situations, and introduces new mechanics for capturing footage, conducting interviews, and dealing with corporate sponsors.11
  • The Suit: For players who want to be on the other side of the corporate boot, this pamphlet introduces a new “Suit” class. This class is built around negotiation, bureaucracy, and leveraging corporate power, offering a completely different approach to problem-solving. It comes with new corporate-themed skills and equipment, perfect for a campaign of internal espionage or high-level corporate horror.158

Unique Settings & Scenarios

These modules offer self-contained experiences with novel premises, perfect for one-shots or for dropping into a larger sandbox campaign as a memorable point of interest.

  • Year of the Rat: A one-shot adventure set aboard the lost casino ship, the Year of the Rat, which has mysteriously reappeared. The crew is hired to retrieve the ship’s black box, but finds the opulent, derelict vessel infested with something far more dangerous than just rats. It’s a high-stakes scenario of greed versus survival, perfect for a quick and deadly session.112
  • He Who Dwells in the Black Sun: A massive, 70-page module centered on Research Base Onyx, a station studying an impossible star older than the universe. The adventure features a procedurally generated station that shifts through time, meaning players never enter the same area twice. It introduces a “Paradox Points” mechanic, where the more the players meddle with time, the more disturbing their encounters become, culminating in a confrontation with an eldritch horror from a previous reality.
  • The Sleeper Crew: This pamphlet offers a unique starting premise for any campaign. Instead of a standard mission briefing, the players awaken from extended cryosleep to find their ship in disarray and the mission already gone horribly wrong. The supplement provides tables for generating the specific disaster that occurred while they were frozen, creating an instant mystery and a desperate fight for survival from the very first session.

Appendix: The Module Manifest

The following table provides a comprehensive, at-a-glance reference for the modules and supplements discussed in this gazetteer. It is designed to be a practical tool for Wardens to select and combine adventures based on their specific campaign needs.

Module Title Publisher Publication Year/Edition Format Primary Setting(s) Core Theme(s) Noted Connections/Hooks
Advanced Rules RV Games 2023 / 1e Zine N/A (Rules) House Rules, System Expansion A collection of community house rules for campaign play. 138
ALCOR Station Fuel & Services Ashen Victor 2021 / 1e Pamphlet ALCOR Station Campaign Hub, Social A safe-haven station; location in The Third Sector. 160
Andromeda Leyline Press 2023 / 1e Zine Andromeda Hub Station Union Dispute, Symbiotic Horror A union dispute unleashes horrors from deep within the station. 139
Another Bug Hunt Tuesday Knight Games 2024 / 1e Zine Colony: Samsa-VI Bug Hunt, Corporate Colonization Core Canon. Official introductory adventure. Introduces Carcinids.
ARKYVR RV Games 2022 / 1e Zine N/A (Rules) Campaign Framework, Documentary Rules for playing as a documentary film crew. 11
Black Swan Vegetable Alien Games 2022 / 1e Zine Scientific Research Facility Alien Invasion, Paranoia An homage to The Thing, an unknown organism invades an isolated facility. 141
Bloom Daniel Hallinan 2020 / 1e Zine Underwater Lab: Choi Labs Biological Horror, Infection Rival to Healthtek AG? Hired by a corp for espionage.
The Black Heart of Paradise Schwa Games 2019 / 0e Zine Space Station: The Strip Surreal Horror, Town Mechanics An idiosyncratic and dense location-based module. 142
The Black Pyramid Skull Dixon 2020 / 1e Zine The Black Pyramid Cosmic Horror, Megastructure An unknown, ultra-black pyramid is discovered in deep space. 144
The Bloodfields at Blackstar Station Christian Sorrell 2022 / 1e Zine Blackstar Station Arena Battle Royale, Space Pirates Kidnapped crews fight for survival in a televised bloodsport. 129
The Bureau Goblin Archives 2022 / 1e Zine The Monolith (Bureau HQ) Modern Dungeon Crawl, Liminal Horror A government facility is compromised by a corrupting “Shadow.” (Includes Mothership conversion rules) 145
The Burning of Carbex Tim Obermueller Games 2021 / 1e Zine Planet: Carbex; Station: Angelus Fabrica Parasites, Body Horror, Outbreak Features Sineto Chem Solutions and Angelus Fabrica.
The Cleaning of Prison Station Echo Magnum Galaxy Games 2022 / 1e Zine Prison Moon: Carnath Corporate Conspiracy, Psychedelics Features XeroCorp. Can link to other corporate modules.
Constant Downpour Remastered Spicy Tuna RPG 2023 / 1e Hardcover Planet: Venus 3 Survival, Hexcrawl, Psychological Horror A survival hex-crawl on a perpetually raining planet. 124
Dead Planet Tuesday Knight Games 2018 / 1e Zine Planet: Unnamed “Dead Planet” Survival, Isolation, Cannibalism Core Canon. Derelict ship generator is a key sandbox tool. 27
Decagone Slowquest 2023 / 1e Zine Deep Ocean Research Facility Time Loop, Mystery The crew is trapped in a 10-minute time loop. 121
The Desert Moon of Karth Silverarm 2022 / 1e Zine Moon: Karth; Town: Larstown Space Western, Sandbox Excellent sandbox setting with multiple factions. 93
Diminishing Returns Skull Dixon 2020 / 1e Pamphlet Derelict Ship Salvage, Mystery A short salvage mission; location in The Third Sector. 160
Dinoplex: Cataclysm Anodyne Printware 2021 / 1e Pamphlet Dinoplex Theme Station Dinosaur Horror, Disaster A dinosaur theme park goes horribly wrong. 136
Dissident Whispers Tuesday Knight Games 2020 / 1e Hardcover Multiple Anthology An anthology of 60 two-page adventures for various systems, including many for Mothership. 14
The Drain Anodyne Printware 2021 / 1e Zine Colony Ship: Within Wheels Funnel, War Horror, Occult Part 2 of the Inferno Trilogy (PrayCo). 46
Dying Hard on Hardlight Station Magnum Galaxy Games 2021 / 1e Zine Space Station: Hardlight Station Action Horror, Xenomorphs Features Healthtek AG. Prequel is The Horror on Tau Sigma 7.
Echoes in the Graveyard Matt Umland 2020 / 1e Zine Derelict Ship: Graveyard Time Loop, Psychological Horror Puzzle-box scenario with a unique horror premise.
Gradient Descent Tuesday Knight Games 2020 / 1e Zine AI Megadungeon: CLOUDBANK Rogue AI, Existential Horror Core Canon. Potential link to Tannhauser-Cloudbank Corp.
Green Tomb Eric K. Hill 2020 / 1e Pamphlet Science Vessel Body Horror, Hallucinations A short adventure on a seemingly dead science vessel. 147
Hacker’s Handbook Tuesday Knight Games 2024 / 1e Pamphlet N/A (Rules) Hacking, Cyberpunk A robust system for running complex hacking challenges. 116
The Haunting of Ypsilon 14 Tuesday Knight Games 2024 / 1e Pamphlet Asteroid Mine: Ypsilon 14 Invisible Monster, Isolation Classic introductory one-shot.
HEATSIGNATURE Void Ink 2024 / 1e Zine N/A (Rules) Weapon Customization, Inventory Management An advanced weapon and inventory expansion. 114
Hecate Cassette Archive Joshua Justice 2024 / 1e Zine Planet: Benza-10 Heist, Anarchy, Supernatural Audio Infiltrate a corporate archive of supernatural recordings. Features Pure Transmission Corp. 149
He Who Dwells in the Black Sun Thorium90 2023 / 1e Zine Research Base Onyx Procedural Generation, Time Travel A procedurally generated station that shifts through time.
The Horror on Tau Sigma 7 Magnum Galaxy Games 2021 / 1e Pamphlet Planet: Tau Sigma 7 Alien Mystery, Subterranean Horror Prequel to Dying Hard on Hardlight Station. 127
Hull Breach Vol. 1 Anodyne Printware 2023 / 1e Hardcover Publico Sector (multiple) Anthology, Sandbox Campaign Expanded Canon. A self-contained campaign setting.
I Saw What I Saw DoubleMonk 2023 / 1e Pamphlet Sencion Research Facility Psychological Horror, Deception Players test a new vision apparatus with disastrous results. 161
The Last Nebula Tyler Crumrine 2020 / 1e Zine The Last Nebula Exploration, Cosmic Horror A strange nebula with a breathable atmosphere; location in The Third Sector. 160
Lone Star Parts Per Million 2020 / 1e Zine N/A (Rules) Solo Play A rules supplement for playing Mothership without a Warden. 151
The Long Haul Ok, Robot 2024 / 1e Pamphlet N/A (Rules) Solo Play, Hexcrawl A solo hex crawl module for playing as a space trucker. 162
Meat Grinder Anodyne Printware 2021 / 1e Zine Hell / Nightmare Dimension Cosmic Horror, Body Horror Part 3 of the Inferno Trilogy (PrayCo).
Moonbase Blues Anodyne Printware 2020 / 1e Pamphlet Moonbase: Azure Base Contagion, Environmental Horror Classic, self-contained one-shot. 103
Nirvana on Fire: Expanded Edition Magnum Galaxy Games 2024 / 1e Zine Moon: Bodhisattva 2a AI, Biotech, Revolution An AI thinks it’s a Buddhist deity. Features Straylight LLC. 130
Not Enough Scoundrels Spicy Tuna RPG 2023 / 1e Zine N/A (Rules) Space Trucker, Campaign Tools A supplement for running blue-collar space trucker campaigns. 11
Orbital Debris Community Collaboration 2022 / 1e Zine Junkyard Moon Hexcrawl, Sandbox, Factions A moon-spanning junkyard hex-crawl with multiple factions. 123
Orphans Tuesday Knight Games 2024 / 1e Zine Orphanage / Lab Psionic Horror, Conspiracy Psionic experiments on children. 38
Picket Line Tango Anodyne Printware 2021 / 1e Zine Mining Colony: Norton Outpost Noir Mystery, Labor Dispute Excellent non-monster, social-focused horror scenario.
A Pound of Flesh Tuesday Knight Games 2019 / 1e Zine Space Station: Prospero’s Dream Cyberpunk, Crime, Body Horror Core Canon. Designed as a campaign hub.
Primeval Lone Archivist 2021 / 1e Zine Moon: Ur Jungle Exploration, Facility Crawl Investigate a silent research facility for Takahashi Advanced Genetics. 126
RANE IN BLOOD Spider00x 2022 / 1e Zine Multiple Antagonist Sourcebook, Space Vampires A sourcebook detailing a cult of space pirates and genetic vampires. 128
Rimward Classes Octopus Ink Games 2022 / 1e Pamphlet N/A (Rules) New Classes, Psionics Adds six new classes, including a Psychic with psionic mechanics. 118
Salvage Rites One-Eyed Werebear 2024 / 1e Zine N/A (Rules) Derelict Generation, Toolkit A toolkit for generating derelict spaceship scenarios. 119
The Sleeper Crew ChrisAir Games 2022 / 1e Pamphlet N/A (Rules) Campaign Start, Character Background A supplement for generating a disastrous campaign start from cryosleep.
Station Xeno Deeply Dapper Games 2022 / 1e Zine Station Xeno Solo Play, Station Crawl A claustrophobic station crawl designed for solo play. 152
The Suit Joshua Kramer 2024 / 1e Pamphlet N/A (Rules) New Class, Corporate Horror A new class for playing as a corporate agent. 158
The Third Sector Anodyne Printware 2020 / 1e Pamphlet The Third Sector (multiple) Sandbox Campaign Framework Meta-framework linking 12 other third-party modules.
This Ship is a Tomb Fey Light 2023 / 1e Zine The Advent Dawn Procedural Generation, Derelict Crawl A procedurally-generated crawl through a transdimensional vessel. 153
Thousand Empty Light Alfred Valley 2022 / 1e Zine Underwater Tunnel: UPB 154 Solo Play, Isolation, Cosmic Horror Provides a robust framework for solo Mothership play.
Time After Time Sam Sorensen 2023 / 1e Zine Space Station Time Travel, Paradoxes A mind-bending time travel adventure with a tripartite map. 120
Time of Death DoubleMonk 2024 / 1e Pamphlet Orum Moon Outpost Time Anomaly, Heist A mission to retrieve a suitcase from a gravity-defying outpost. 163
To Boldly Go Eternal Odysseys 2024 / 1e Zine N/A (Rules) Rules Supplement, Space Opera A supplement inspired by Star Trek and Mass Effect.
The Unseen City ChrisAir Games 2023 / 1e Zine Subterranean Mazeworld Cave Exploration, Gate Magic Explore a mazeworld of caverns and bunkers connected by Gate magic. 154
Vita Nova Trail of Dice 2021 / 1e Zine Remote Planet Terraforming, Body Horror A terraforming project on a remote planet has gone horribly wrong. 155
VR-DEAD Daniel Hallinan 2023 / 1e Zine Research Station: Mergen’s Watch Virtual Reality, Existential Horror Explores themes of reality vs. illusion.
The Vulture Jake Branson & Zach Hazard 2023 / 1e Zine Junker Station: The Vulture Monster Horror, Isolation A tense creature-feature set aboard a derelict junker station. 156
Wages of Sin Tuesday Knight Games 2025 / 1e Hardcover N/A (Rules) Bounty Hunting, Campaign Framework A comprehensive supplement for running bounty hunting campaigns. 11
Warped Beyond Recognition Paradiso 2023 / 1e Zine Research Ship: Tannhauser Psionics, Psychological Horror Potential link to Tannhauser-Cloudbank Corp.
Welcome to ERF Technoskald 2020 / 1e Pamphlet ERF Station Campaign Hub, Social A small station; location in The Third Sector. 160
What We Give To Alien Gods Lone Archivist Press 2022 / 1e Zine Alien Temple Cosmic Horror, Alien Deity Contact with an alien god in an ancient temple inside a nebula. 157
Wrath of God Anodyne Printware 2021 / 1e Pamphlet Corporate Warzone (Space) Space Combat, Hexcrawl Part 1 of the Inferno Trilogy (PrayCo).
Year of the Rat Am I Cool Yet? 2021 / 1e Pamphlet Casino Ship: Year of the Rat Greed, Monster Horror A mission to retrieve a black box from a derelict casino ship. 112

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