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Very soon: SPACE KNIGHTS 2.0

Space Knights
A downloadable game

As the never ending task of finishing Super Space Knights advances slow but relentlessly, I have decided to prepare an update of the original Space Knights. This way, bothgames will be more coherent and one will work better as a gateway to the other as intended from the beginning. This update will include:

  • Updated moves to make them match with those from SSK.
  • Unify companies' features in one place instead of spread among thr moves.
  • Updated in Damnation mechanics. 
  • Simplification of the tag system.

I will update the document in the following weeks.

If you hace any requests, this is the moment and place. 

Here are the updated moves:

BASIC MOVES

ALWAYS WAR

When your Company faces a challenging enemy, roll 2d6+WAR. If you fight from a spaceship roll 2d6+LOGISTICS instead. If you succeed, you inflict casualties to the enemy (1 damage). With 10+ Choose 2 options. On a 7-9, choose 1 option and mark Troops. On a 6 or less, mark Troops and prepare for the worst.

  • You kill many enemies. Add 1 to damage.
  • Destroy, protect, or occupy an Objective.
  • Explain your deeds and mark Glory.
  • You do not cause collateral damage or put others in danger.

FLEXIBLE TACTICS

When things get serious and your warriors need to keep their cool, tell the SM what situation you want to avoid and roll 2d6+FAITH. With 10+, everything is fine. On a 7-9, the SM will tell you the cost to your Company.

UNBREAKABLE BROTHERHOOD

When supporting another Company in trouble, mark Supply or endanger yourself to allow it to re-roll a die. If it fails, you expose yourself to the consequences.

IN THE NAME OF HUMANKIND

When you want to convince, order, or intimidate another faction that you are not at war with (yet), you roll 2d6+FAITH. On a 10+, they obey you. On a 7-9, they need a payment, threat, or punishment to obey you (the SM will tell you what).

THE CODE OF THE SPACE KNIGHTS

When consulting the Code for guidance, roll 2d6+FAITH. On a 10+, you gain 3 points. On a 7-9, you earn 1 point. On a 6-, you see a bad omen: the Space Master will warn you of an imminent threat. Use the points, one by one, to ask questions from the list below. You get +1 on your next roll if you act on the answers:

  • What is the best way to deal with this enemy?
  • What is the real threat here?
  • What consequences will our presence have for the Domain?
  • What is the lesser evil in this situation?
  • How can we redeem ourselves in the eyes of humankind?

MOVEMENT AND MANOEUVRE

When trying to reach a location through dangerous terrain, roll 2d6+LOGISTICS. If you are successful, you reach your destination. On 7-9, choose two. On a 10+, choose one:

  • You expose yourself to danger.
  • You leave something important behind. The SM will say what.
  • It takes you much longer than expected.

ORDER´S RITES

Whenever you can heal the wounded, train new recruits, meditate, and pray, or repair your equipment, roll 2d6+LOGISTICS. On a 10+, choose 2 options. On a 7-9, choose an option. Mark Damnation to choose one more.

  • You gain Troops.
  • You gain Supplies.
  • You raise the morale of the Company.
  • Recover a Company from the Order if it is below its limit.

SESSION MOVES

MISSION MOVE

When you take on a new mission, determine who is higher in rank and in charge. A Company has a rank of zero (0) with the following modifiers:

  • Combat Company, +1.
  • Elite Company, +2.
  • Command Company, +3.
  • Naval Company on a space mission, +2.
  • Squire Company, -2.
  • Redemption Company, -3.
  • Irregular Company, -3.
  • Command Squad Capacity, +1.
  • Legendary Hero Capacity, +1.
  • For each Advance, +1.
  • In case of a tie, roll a die.

The commanding Company rolls 2d6+FAITH. On a 10+, choose two. On a 7-9, choose one:

  • You gain initiative.
  • Your Companies are ready and in position.
  • Tactical superiority: beneficial position, cover, concealment, information, etc.

If there is already a mission started at the beginning of the session, you can skip this Move.

Mission Move sets the stage for the start of the action and saves time. Don't spend hours planning each contingency: just roll and the result will tell you what the plan was.

SPACE CHRONICLES

At the end of a game session or mission answer the following questions:

  • Has my Company contributed to the success of the Order?
  • Is the Domain a little more secure now?
  • Have we learned something new and interesting?

Mark Glory for each affirmative answer. Then decide between all of you which Company has had a more exemplary role: that Company marks Glory again.

DRAMATIC MOVES

THE PATH OF DAMNATION

Mark Damnation when a move says so, you fight loyal human forces, you let innocent people die without doing anything to prevent it, you don´t observe the Sacred Rites, you are tainted by the alien, you fail following the Knight's Code, or use the Darkness to your advantage.

If when marking Damnation, you have more Damnation than Troops, add a Taint of Darkness to your Company or a Sin to the order. Decide with the SM an appropriate one. When a Company gains its third Taint of Darkness, it is removed from play as a threat.

Taints of Darkness: Bloodlust, Cursed Relic, Demonic Beasts, Demonic Eyes, Dark Cult, Frenzy, Forbidden Pleasures, Forbidden Technology, Powerful Mutation, Taken Knights, Sorcerers, Supernatural Resistance, Swarm of Flies, Tentacles, Wings

BROTHER AGAINST BROTHER

If two player Companies engage in combat, determine which one is the Attacker and which one is the Defender.

  • Attacker rolls a die and adds WAR
  • Defender rolls a die and SUBSTRACTS WAR.
  • Add both results. Each Company may use Supplies and Darkness Taints in the normal way but only with their die.

10+: Defender marks Troops. Attacker chooses an option. 7-9: Attacker and Defender mark Troops. 6-: Attacker marks Troops. Defender chooses an option.

  • You cause terrible damage to your opponent.
  • You destroy, occupy, or protect something.
  • You withdraw from the battle.

If there are multiple Companies per side, add their WAR attributes together and treat one side as the Attacker and the other as the Defender.

FINAL HOUR

When you mark your last Troops point and your space knights face their final battle, roll 2d6+your best attribute. 

On a 10+, you gain enough time to give Advantage to another Company's next roll, which gains +1 Glory if successful. On 7-9, your Battle-Brothers die but their equipment remains. If another Company comes to this place, they can get Supplies. With 6-, useless sacrifice, you will soon be forgotten. 

Then cross off your Company from the Order.

FROM HERE TO ETERNITY

When you get bored and don't want to continue playing, answer the following questions and roll 2d6+Affirmative Answers:

  • Has the Order remained pure and loyal?
  • Has it followed the Knight's Code?
  • Has it protected and expanded the Dominion of Humankind?
  • Is the Order more powerful than when it began its crusade?

At 13+, the Order plays a pivotal role in the Dominion's history, saving it in many desperate moments. Its exemplary performance against the enemies of humankind makes it a role model for all new Orders of Space Knights, which are created in its image. 

On a 10-12, thanks to the Order, the Dominion remains safe for a long time. The name of the Order gives hope to humankind and inspires fear in its enemies. It will appear in history books and the planets in a wide area of space are named after their heroes.

On a 7-9, the Order collaborates with other loyal forces to keep a small sector of the Dominion safe and participates in other minor conflicts. Its achievements go unnoticed beyond that territory, but it is considered a loyal asset of the Dominion.

On a 6-: the Order's bad reputation interferes with its path to glory. No one wants to fight such corrupt warriors. Finally, the Order disappears destroyed, forgotten or both.

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