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Thank you to everyone who has supported the campaign so far! We're less than $1K away from our next stretch goal - which will add 10 more maps to the map book!
Now - onto ship combat!
Ready for sky-ship dogfights? The Space 1889: After 5e core rules feature dynamic aerial combat rules where players take on essential crew roles (Captain, Pilot, Engineer, Gunner). Vehicles have full 5e stat blocks, targetable components, and specialized mechanics, while reworked skills like Physics and Engineering govern your high-stakes maneuvers and mid-battle repairs.
Vehicles are no longer just set dressing; they function with full mechanics. The Perfect Metal Beasts Chapter introduces specific stat blocks for air vehicles. Ships have their own hit point pools, armor classes, and functional Components that can be targeted, as well as distinct Drawbacks when damaged.
Instead of players just sitting back while the captain steers, vehicle combat is a highly collaborative effort. When you choose a Background (Career), it grants your character proficiency in specific Ship Roles. These roles are essential for aerial combat and traversing space:
- Captain / Officer: Commands the crew and coordinates actions.
- Pilot / Ethernaut: Manages the wheel and maneuvers the ship.
- Engineer / Worker: Keeps the engine room running and repairs components under fire.
- Gunner: Operates the ship's heavy artillery and range-finding equipment.
- Marine / Lookout: Handles defense against boarding parties and spots incoming threats.
To make aerial dogfights feel authentic, standard 5e skills have been reworked to govern vehicle operations:
- Physics: Replaces Arcana and is used for equations, ether navigation, and Piloting checks. The Referee can also use a variant Dexterity (Physics) check to account for the split-second reflexes required to pilot a ship in active combat.
- Engineering: Also replaces Arcana and is used to fix, construct, or break machinery and ships. Under fire, a Referee might call for a Dexterity (Engineering) check to repair a failing engine room while dodging shots.
Aerial engagements rely on massive weaponry. Gunners have specialized training in range-finding and setting fuse timers for explosive shells. Characters with the Gunner career even get a unique feature called Careful Shot, which increases their Ammunition Die maximum by one step.
- Character Creation
- Launch Day - Part 1
- Launch Day - Part 2
- The Pilot / Ethernaut: Built for the quick-thinking characters who want to take the wheel. They utilize Physics checks to navigate treacherous thermal drafts or pull off tight maneuvers in a dogfight.
- The Engineer / Worker: For the hands-on characters who keep the gears turning. They rely on Engineering checks to patch ruptured steam pipes and repair targetable ship components mid-battle.
- The Gunner: Designed for the tactical sharpshooters. They are trained in heavy artillery range-finding, fuse timers, and possess features like Careful Shot to preserve precious ammunition.
- The Captain / Officer: Built for the leaders who coordinate the crew, direct actions, and keep the vessel operating as a unified front.
- The Marine / Lookout: For the defenders who excel at spotting incoming aerial threats and repelling enemy boarding parties.
- Humans (Earthborn): Resourceful, ambitious, and technologically driven. Driven by Victorian ingenuity, Earthborn characters excel at adapting to the harsh environments of space and mastering complex ether-flier mechanics.
- Martians: A proud people from a dying world of ancient, red deserts. Players can choose between three distinct cultures:
- High Martians: Nomadic, fierce, and possessing leathery wings capable of flight in the thin Martian air.
- Canal Martians: The urban dwellers of Mars, dedicated to commerce, bureaucracy, and maintaining the planet's vital, centuries-old water networks.
- Hill Martians: Reclusive and deeply traditionalists who live away from the cities, keeping ancient martial arts and survival skills alive.
- Automatons (The Mechanical Vanguard): Forged from brass, iron, and clockwork gears, these sentient machines are a testament to Victorian engineering. Originally built for heavy labor, factory maintenance, or deep-space boiler repair, many have developed a unique spark of consciousness during the ten-year silence. Mechanically, they offer built-in armor plating, immunity to psychological exhaustion, and a structural frame that doesn't need to breathe the thin ether - making them exceptional mechanics or front-line defenders on an ether-flier.
- Ogres (The Heavy Laborers): Towering, physically imposing, and possessing unmatched brute strength, Ogres represent the raw muscle of the inner worlds. Often found working the docks of Earth's sky-ports or hauling massive scrap metal from derelict Martian ruins, they are the ultimate anchors for any away team. What they lack in high-society etiquette, they more than make up for with high hit-point maximums, powerful carrying capacities, and a natural resilience to blunt trauma.
We’ve done it. Thanks to your incredible support, the offset print run for Space 1889: After is officially funded! The pressure gauges are steady, the engines are humming, and this book is becoming a physical reality.
Because you stepped up, we can formally guarantee the high-quality production this setting deserves. But clearing the launchpad is just the beginning of our voyage.
Next Coordinates: Our cartographers are already looking to the horizon. If we can reach our next milestone, we will unlock the Expanded Tactical Map Book, providing your table with the exact hexagonal grids needed to navigate the Great Dark. Let's keep the pressure up!
We are letting you, our incredible backers, steer the fleet! Adventure five is officially in production, and we need your help naming the central vessel that will carry your crew through the deep ether. As members of the vanguard, the honor of christening this vessel falls to you. Will she be an imposing iron workhorse or a sleek classical explorer? Cast your vote below to permanently stamp your mark on this adventure’s hull!
Thanks again for all your support on launch day!
- The Core Rulebook (Offset Printing): Get the complete Space 1889: After 5e rules in a stunning, high-quality offset print edition. This includes full vehicle stat blocks, ship roles (Captain, Pilot, Engineer, Gunner), and reworked sci-fi skills like Physics and Engineering built to survive years of page-turning.
- The Brand-New Adventure Book: A physical collection of thrilling scenarios and campaigns designed to throw your players straight into high-stakes ether travel and aerial combat right out of the box.
- Premium Gaming Tools: Custom physical tools and accessories designed specifically to streamline vehicle management, tracking, and combat positioning during your sessions.
The Space 1889: After Team
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Project Update: Let’s Talk Stretch Goals
Project Update: Take the Helm: How Ether-Fliers and Sky Galleons Fight
Thank you to everyone who has supported the campaign so far! We're less than $1K away from our next stretch goal - which will add 10 more maps to the map book!
Now - onto ship combat!
Ready for sky-ship dogfights? The Space 1889: After 5e core rules feature dynamic aerial combat rules where players take on essential crew roles (Captain, Pilot, Engineer, Gunner). Vehicles have full 5e stat blocks, targetable components, and specialized mechanics, while reworked skills like Physics and Engineering govern your high-stakes maneuvers and mid-battle repairs.
Vehicles are no longer just set dressing; they function with full mechanics. The Perfect Metal Beasts Chapter introduces specific stat blocks for air vehicles. Ships have their own hit point pools, armor classes, and functional Components that can be targeted, as well as distinct Drawbacks when damaged.
Instead of players just sitting back while the captain steers, vehicle combat is a highly collaborative effort. When you choose a Background (Career), it grants your character proficiency in specific Ship Roles. These roles are essential for aerial combat and traversing space:
- Captain / Officer: Commands the crew and coordinates actions.
- Pilot / Ethernaut: Manages the wheel and maneuvers the ship.
- Engineer / Worker: Keeps the engine room running and repairs components under fire.
- Gunner: Operates the ship's heavy artillery and range-finding equipment.
- Marine / Lookout: Handles defense against boarding parties and spots incoming threats.
To make aerial dogfights feel authentic, standard 5e skills have been reworked to govern vehicle operations:
- Physics: Replaces Arcana and is used for equations, ether navigation, and Piloting checks. The Referee can also use a variant Dexterity (Physics) check to account for the split-second reflexes required to pilot a ship in active combat.
- Engineering: Also replaces Arcana and is used to fix, construct, or break machinery and ships. Under fire, a Referee might call for a Dexterity (Engineering) check to repair a failing engine room while dodging shots.
Aerial engagements rely on massive weaponry. Gunners have specialized training in range-finding and setting fuse timers for explosive shells. Characters with the Gunner career even get a unique feature called Careful Shot, which increases their Ammunition Die maximum by one step.
It would be nice to see a pledge tier for everything (book and character sheet, maps book, adventure compendium) as all digital.
I pledged to the last kickstarter for this. When I asked about the difference between this and the last one, I received a response that the map book, adventure book, etc was all new, but there doesn't seem to be anything new to the actual rule book other than it's offset printed (the last one was print on demand, I believe, as I've double checked my DrivethruRPG receipt for that). While the offset printing may be nicer, I don't know if I wish to commit to buying this book again just for that. What I have always been interested in since the first announcements was getting the adventure bound book, and especially with the extra adventure. Is there anyway, you can get a pledge for us that's just the adventure? I also was looking for a like $1 get in the door pledge and I could add on the adventure, but I had to actually pledge for the corebook/adventure just to be able to pose this question. I used some stuff from this book in my Spelljammer game, and am really toying with a crossover with Deadlands...so I'm happy to support Space: 1889 Next... just have no reason to buy the same book twice. Thank you! David.
Project Update: How to Play - Character Creation & Careers
- Character Creation
- Launch Day - Part 1
- Launch Day - Part 2
- The Pilot / Ethernaut: Built for the quick-thinking characters who want to take the wheel. They utilize Physics checks to navigate treacherous thermal drafts or pull off tight maneuvers in a dogfight.
- The Engineer / Worker: For the hands-on characters who keep the gears turning. They rely on Engineering checks to patch ruptured steam pipes and repair targetable ship components mid-battle.
- The Gunner: Designed for the tactical sharpshooters. They are trained in heavy artillery range-finding, fuse timers, and possess features like Careful Shot to preserve precious ammunition.
- The Captain / Officer: Built for the leaders who coordinate the crew, direct actions, and keep the vessel operating as a unified front.
- The Marine / Lookout: For the defenders who excel at spotting incoming aerial threats and repelling enemy boarding parties.
- Humans (Earthborn): Resourceful, ambitious, and technologically driven. Driven by Victorian ingenuity, Earthborn characters excel at adapting to the harsh environments of space and mastering complex ether-flier mechanics.
- Martians: A proud people from a dying world of ancient, red deserts. Players can choose between three distinct cultures:
- High Martians: Nomadic, fierce, and possessing leathery wings capable of flight in the thin Martian air.
- Canal Martians: The urban dwellers of Mars, dedicated to commerce, bureaucracy, and maintaining the planet's vital, centuries-old water networks.
- Hill Martians: Reclusive and deeply traditionalists who live away from the cities, keeping ancient martial arts and survival skills alive.
- Automatons (The Mechanical Vanguard): Forged from brass, iron, and clockwork gears, these sentient machines are a testament to Victorian engineering. Originally built for heavy labor, factory maintenance, or deep-space boiler repair, many have developed a unique spark of consciousness during the ten-year silence. Mechanically, they offer built-in armor plating, immunity to psychological exhaustion, and a structural frame that doesn't need to breathe the thin ether - making them exceptional mechanics or front-line defenders on an ether-flier.
- Ogres (The Heavy Laborers): Towering, physically imposing, and possessing unmatched brute strength, Ogres represent the raw muscle of the inner worlds. Often found working the docks of Earth's sky-ports or hauling massive scrap metal from derelict Martian ruins, they are the ultimate anchors for any away team. What they lack in high-society etiquette, they more than make up for with high hit-point maximums, powerful carrying capacities, and a natural resilience to blunt trauma.
Community Leaders
Become an active participant Learn more