CepheusUniversal Whiteback17
CepheusUniversal Whiteback17
CepheusUniversal Whiteback17
Thanks to Contributors and Players: Jason Kemp, Shawn Fisher, Ian Stead, Omer
Golan, Michael Johnson, David Jackson, Barry Walsh, Stephan Aspridis, Conrad Deitrick,
Steven Edwards, Stephen Wood, Stephen Hibbins, Donovan Lambertus, Mike Edwards, Glen
Johnson, Gavin McDermott, Phil Parkes, David T. Worthington, Mick Lowe, Paul Linsdell,
Dawn Martin, Nik Marklew, James Dawkins, Gerry Fernandez, Sandy Lee, Andrew Tonta,
Phil Tonta, Peter Uzzell, Michael Guider, Kerry Harrison, Andy Slack (language), Neil Lucock
(AI concept), Denis Ricard.
1234567891011121314151617
Publisher: Zozer Games
Copyright © 2024 Zozer Games
Zozer Games is a trademark of Paul Elliott
Visit Zozer Games at www.paulelliottbooks.com
Find me on Facebook as Zozer Games
Cepheus Engine and Samardan Press are trademarks of Jason “Flynn” Kemp
Please Note
This Product is derived from the Traveller System Reference Document and other Open Gaming
Content made available by the Open Gaming License, and does not contain closed content from
products published by either Mongoose Publishing or Far Future Enterprises. This Product is not
affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or
challenge to any trademarks held by either entity. The use of the Traveller System Reference
Document does not convey the endorsement of this Product by either Mongoose Publishing or
Far Future Enterprises as a product of either of their product lines.
References to science fiction books, TV shows and movies are for reference and review
purposes only and make no claim to or challenge to, any trademarks held by their owners.
2
CONTENTS
INTRODUCTION 9
What Is Roleplaying? 9
The Science Fiction Game 11
Cepheus Basics 14
Game Terminology 15
Technological Levels 18
CAMPAIGN CONCEPTS 20
Campaign Suggestions 21
CHARACTERS 25
Design-Based Creation 26
Random Creation 35
Playing Alien Characters 36
Character Life Path 38
Example Characters 43
Skills 46
Gaining Experience 49
MIND POWERS 53
GAME SYSTEM 57
Task Resolution 57
Difficulty 58
Other Situations 59
Stress 62
Acid 64
Falling 64
Fire 64
Diseases 65
Poisons 65
Suffocation 65
Hostile Atmospheres 66
Temperature 66
Radiation 68
Pressure Loss 70
Zero Gravity 73
Hunger & Fatigue 73
Climbing 74
Communications 75
Movement 76
3
Underwater 77
Building Intrusion 79
Weather 82
COMBAT 83
Range 83
Initiative 85
Order of Combat 87
Melee Combat 87
Direct Fire 91
Area Fire 95
Miscellaneous 98
NPCs in Combat 100
Injury and Recovery 105
Objects in Combat 108
Damaging Buildings 110
Defeating Barriers 111
Low Tech Firearms 113
Duelling 114
SURVIVAL 115
Improvised Equipment 115
Moving Equipment 118
Hunting & Gathering 119
EQUIPMENT 120
Armour & Protection 121
Melee Weapons 123
Primitive Ranged Weapons 126
Firearms - Low Tech (TL 2-3) 128
Firearms - Slugthrowers 132
Firearms – Energy Weapons 135
Heavy Weapons 138
Hand Grenades 142
Weapon Accessories 144
Vehicle Weapons 145
Archaic Artillery 148
Medical 151
Explosive 152
Security & Deception 153
Tools 155
Survival Gear 156
Electronic Devices 159
Costs of Living 161
4
SPACESUITS 163
Spacesuit Types 163
Customise Your Suit 164
AUGMENTS 167
Retrogenics 167
Cybernetics 170
MEDI-TECH 172
Cloning 174
Drugs 176
COMPUTERS 178
Mainframe Computers 179
Portable Computers 179
Software Applications 180
Networks 181
Artificial Intelligence 182
Transferring Minds 184
ROBOTS 187
Robot Checklist 187
Robot Characteristics 188
VEHICLES 192
Standard Vehicles 192
Vehicle Design Checklist 195
Vehicle Characteristics 196
Ground Vehicle Builder 197
Aircraft Builder 199
Airship Builder 200
Grav Vehicle Builder 201
Watercraft Builder 202
Submarine Builder 203
Mech Builder 204
Vehicle Movement 206
Vehicle Combat 207
Vehicle Repairs 212
5
SPACE COMBAT 235
Starship Combat Checklist 235
Phases of Combat 236
ENCOUNTERS 331
6
RUNNING THE GAME 373
Resolving Tasks 373
Scenario Creation 376
Managing Resources 381
Campaigns 383
Heroic Play 386
NPC Lists 387
APPENDIX:
TERM-BY-TERM CHARACTERS 416
LEGAL 449
INDEX 452
7
8
INTRODUCTION
WHAT IS ROLEPLAYING?
What is roleplaying? If you already know the answer to this, please skip this section and
go straight to the next chapter, entitled Campaign Concepts, where you can see what
kinds of game and character possibilities that Cepheus Universal provides. For a new
player, this brief discussion will help you to understand the difference between this
roleplaying game and a more traditional board game.
Roleplaying is a hobby that has been developing for fifty years, and although initially
dominated by the fantasy genre, it now spans almost every genre of adventure fiction
that you can imagine, including, of course science fiction. It is probably one of the most
wonderful pastimes available, plunging the players into a fictional universe, in which
they are able to make decisions, solve crimes, explore new planets, defeat evil
monsters, and follow their own audacious plans and enterprises. Each player takes on
the role of a character in this setting, much as an actor takes on a role, but there is no
acting required. Each player describes the intentions of their character, what they plan
to do, and how they plan to do it. A roleplaying game is a game most often played with
2 to 6 players, around a table using notebooks and pencils, as well as dice. A set of
rules is also required. Cepheus Universal is just such a set of rules.
THE PLAYERS
What role do the players have in the game? The players might all be star commandoes
on an expedition to kidnap a high-ranking scientist from an outpost on a desert world.
The player whose character is skilled in navigation will get the characters across the
wilderness safely. One of the commandoes may be a recon expert, and detect
concealed bunkers and fortifications near the outpost. The rest of the players will have
9
a spread of skills, so that each has a role to play: the demolitions guy, the heavy
weapons guy, the computer expert, and so on. All of their skills will be crucial in
penetrating the outpost, defeating the guards and getting the scientist out of there.
The players will work together to achieve the game’s goal, there is no winner or loser.
This isn’t just an exercise in storytelling however, it really is a game, because the
outcome is never guaranteed. Firstly, dice are rolled when the outcome of any task is in
doubt. Just because a player declares their character is going to knock out the guard
with a blow to the head, doesn’t mean it will succeed. The player rolls the required dice
and considers the skills of their character - do they succeed? The dice will decide! This
means plans can fail and the players must sometimes try new strategies or explore
other avenues to reach their goal. It is an exciting experience, in which players must
use ingenuity, imagination and co-operation to get the job done and achieve the goal.
Usually, the players will be expected to have a copy of the rules. If not they should
consult with their Game Master to familiarise themselves with the game mechanics, and
help in creating their characters. This ensures that everyone at the table has an idea of
how to play and is ready to begin. It is similar to the owner of a new board game
opening it up, reading the rules, and then explaining those rules briefly to the players so
that the game can get under way. The owner probably doesn’t explain all of the rules,
just the ones to get the players’ started, along with the general objective of the board
game. None of the other players typically need to read the instructions of the board
game; they tend to leave it to the game’s owner. In many ways this is similar to the
way in which many role-playing games are administered.
The Game Master begins the game by explaining what the starting situation is, where
the players’ characters are and what they are doing. The players will explain, one-by-
one the kinds of things their characters are doing. As the Game Master adds more detail
10
and introduces encounters and events, the players react appropriately as their
characters. The GM has a dust storm written in his notes, and wants to know how the
players are going to handle the problem. Dice are rolled, the rules consulted and the
characters fail to stay on course, and are suffering damage from the storm. Now the
Game Master asks the players what their characters will do now. They discuss their
options, and decide their characters will find shelter in some nearby caves. The Game
Master has some notes about these caves, and the tunnels that lead away into the
ground, as well desert creatures and even a tribe of desert-dwelling aliens living in the
area.
Where-ever the players go, the Game Master can drop some of these encounters in, to
create a challenge for the characters. Will they head into the tunnels? Will they meet
the nomads and barter with them for information? Might they ask to be ‘smuggled’ into
the outpost in disguise? The GM uses his own ingenuity to be flexible, and to respond
with appropriate challenges, tasks and mysteries, to whatever the players decide their
characters will do. Will they get to the outpost alive? Once there, will they have the
strength and resourcefulness to locate and kidnap the scientist? If they fail, then the
players have not ‘lost’, since they have hopefully enjoyed the game’s challenges, laughs,
tense moments and tragedies. If everyone who is sitting around the table had fun, no
matter what the outcome, then everyone around the table ‘won’.
Cepheus Universal represents the types of settings and activities that take place in
the future, rather than a fantasy or historical setting. Cepheus is a family of science
fiction roleplaying games that first appeared in 2016 when the talented game designer
Jason Kemp published the Cepheus Engine RPG, a ‘clone’ of the world’s most famous
science fiction roleplaying game from the 1970s. So popular has been Jason’s Cepheus
Engine, that other versions have been published since its introduction, including
Cepheus Light, Clement Sector, Retro Sci-Fi Rules, Hostile and Cepheus Deluxe. This
book is the latest version of Jason’s game, and it includes all kinds of rules for many
different types of science fiction settings, made famous in novels, TV shows or movies.
Science fiction gaming has a couple of major differences from fantasy roleplaying, but
these do not make the genre more difficult to play, instead they are simply differences
that the Game Master, in particular, should keep in mind.
TECHNOLOGY
The first is technology - it can get in the way of plot and mystery. Technology can make
it harder to isolate a group of characters who are in peril, and isolation can be
extremely useful in forcing them to deal with the situation themselves, no matter how
dangerous, rather than call for the help of the authorities. Communications in science
fiction are typically ubiquitous, as they are today. Automation also has a risk of
replacing character action. Robots and sophisticated computers can do many of the
critical and sometimes dangerous jobs that are typically carried out by the brave and
clever heroes in most science fiction. Commanding a fleet of robots to fix every problem
from the comfort of a command chair, does not make for a very interesting game.
11
In science fiction roleplaying, it is best to see technology as a crutch which humans
(and the players’ characters) rely on. And then start taking that crutch away. Isolation
might be hard to achieve on a planet like Earth, but instead we have the depths of
space and remote star systems as our settings, where help can be weeks away
(depending on the speed of travel and the existence of interstellar communication). Get
into trouble, or meet the wrong people, out here - and you’re on your own. And those
robots are great when they work, but they can go wrong. What’s worse, they
themselves can be the problem. Perhaps they are malfunctioning and damaging the
ship, or (worse) are under the control of some other entity, and are now attacking the
characters. Or the robots work fine, but whatever they do, it’s just not quite as good or
effective as if a character had carried out the task themselves.
The James Cameron movie Aliens (1986) perfectly illustrated this philosophy. The
heroes have a heavily armed starship and shuttle, an armed and armoured personnel
vehicle, lots of guns, flamethrowers, sentry guns and grenades. They even have an
android with them. But they nearly all get wiped out by creatures that are probably as
physically dangerous as an adult tiger. Cameron strips their assets away from them. An
ambush causes chaos and several soldiers are killed straight away. Then they are cut off
from their starship when the shuttle is sabotaged, destroying the APC in the process.
Now they have to restrict how much ammo they use up as the aliens use wave tactics
to wear the heroes down. A traitor within has them expending even more energy and
ammo. They are trapped and even if they had those over-powered vehicles and ships
with them, it wouldn’t make a difference. Once the Game Master knows what kind of
technology the players’ characters will have with then, he can build that into the plot as
an asset, have it be part of the problem, or at least, a useless crutch.
12
SCIENCE
The second difference is science. This might sound abstract,
but science fiction deals, of necessity, with some basic
scientific principles. If the characters decide to leave a ship’s
airlock in their space suits to cross over to a space wreck,
there are various scientific principles that come into play
that don’t factor in any fantasy adventure. The suits have
air for six hours, the characters might float away from the
ship, the suits might get torn or punctured - which might kill
the wearer. Is there any power on the wreck? What about
lighting and air?
Do the players and Game Master need to possess a high level of scientific education to
get all of the details right in circumstances like this? Certainly not. Very few science
fiction roleplaying games (if any) attempt to emulate cold, hard scientific fact. The
group is advised to always treat their game as a TV show or a clever and exciting
science fiction movie, and NOT a simulation of reality. Use the scientific tropes you are
familiar with from those sources and have fun, try to keep it feeling realistic, but don’t
‘sweat the details’. This is particularly important if one of the players has qualifications
in engineering or astrophysics (and the author has played with one of the latter).
The Game Master, for example, might describe a character’s spacesuit helmet being
smashed, and describe how the head of that character explodes, like it did in the 1981
movie Outland. One of the players might take issue with the science behind this effect,
but everyone around the table should remember that this is a game, and like a movie,
we sometimes throw in some things just for dramatic effect, because they’re cool, or
because we didn’t really know the science behind something. But that’s the way it’s
done and we move on. It’s no big deal. It’s always best to respond to that player with
something like “thanks for letting us know, we’ll remember that next time it happens”
rather than say “OK, I didn’t know that, forget everything that just happened, let’s
roleplay that bit again”. There is an almost unwritten rule in roleplaying that once
players or Game Master declare an action out loud, it has happened, and there are
rarely any ‘do overs’.
Sometimes scientific knowledge might have a crucial bearing on the plot, in which case,
a bit of to-and-fro discussion between players or Game Master can be used to make a
change or two that keeps the game flowing, but that still accommodates that new piece
of knowledge. Players should always keep the tone of these discussions upbeat and
friendly, and any discussion should be brief, and not a distraction from the game.
Sometimes movies make mistakes, but are extremely cool and entertaining nonetheless!
This kind of thing happens very rarely, however, with much of science fiction roleplaying
actually taking the form of science fiction adventure roleplaying.
13
CEPHEUS BASICS
There are a lot of rules within this book, but there is no compunction to use them all.
The comprehensive rules include everything from detonating a nuclear device in a
starport terminal, to dropping a laptop computer on the floor (and everything in
between). This means that it is, essentially, a tool-kit of rules, design systems and
systems that will allow YOU the Game Master to create the setting that you want,
without having to create new rule mechanics to fit. At its heart, Cepheus Universal is
a roll of 2D6, with a result of 8 or over being a success.
Once you have created a character, with skills and characteristics, almost everything
else is optional. A cyberpunk game won’t be using the starship design or starship
combat rules, for example, but will use the chapters on computers and cybernetics.
Area Fire might be dropped from normal character combat situations, but it might prove
very useful in a mercenary campaign. Rules are provided for the kicking-in of doors and
for damaging items, but a Game Master will probably just want to narrate these things;
it’s quicker and easier to do. Use the rules when you need the dice to take over … if a
bad guy is trying to smash the only working radio on an Antarctic base, and a player
character is trying to stop him, then how much and how quickly he damages that radio
could mean the difference between life and death. Don’t slavishly employ every rule or
every design system. Build up the rules you need for the setting you want, and ignore
the rules that don’t add to that setting. If you are emulating Frank Herbert’s desert epic,
or a battle with ‘force swords’, for example, then use the duelling rules – they will bring
out a key aspect of that setting. For most science fiction settings, however, those
duelling rules will just slow down a combat situation and jar with the fast-paced, high-
tech mood of the game.
Note that there are two fundamentally different scales of damage in Cepheus
Universal. The first is character and vehicle focussed, with vehicles given an armour
value, and a Hull and Structure rating to track their damage. The second is starship
focussed, and it’s on a much bigger scale. Spaceships also have Hull and Structure
points, as well as an armour score – but they and the weapons that they carry, are not
compatible with those of vehicles and characters. A ground car might have armour 4
and Hull/Structure of 3/3; while an airliner-sized 100-ton starship might have armour 0
and Hull/Structure of 1/1. When we are dealing with some starships that are a kilometre
long, scaling up the numbers without that break would involve rolling scores of dice and
turn starship combat into an unwieldy number juggling exercise. Yet the two scales of
damage can easily interact when needed – as you will see.
14
GAME TERMINOLOGY
The Cepheus Universal game uses certain words and abbreviations throughout the
rules system. The following serves as a guide:
2D6: Two six-sided dice, used to and 66. Often used when rolling to find
resolve most actions. an entry on a long list of things.
Action: A character activity. Damage: Harm caused to a character
Adventure: A story created by the by injury, illness, or some other source.
referee and players, comprised of a Often noted as a number of six-sided
series of related scenes or encounters. dice.
Also referred to as a ‘scenario’. Dice modifier (DM): A modifier
Attack roll: A skill check used to applied to a check or roll.
determine whether an attack hits during Die (plural is dice): A small
combat. polyhedron, typically a cube, with each
Attack: Any of numerous actions side having a different number on it,
intended to harm, disable, or neutralize ranging from one to the number of sides
an opponent. of the polyhedron, thrown and used in
Bonus: A positive modifier to a die roll. gambling and other games involving
Campaign: A series of linked chance. This book uses six-sided dice
adventures or scenarios, often featuring exclusively to create random results
the same set of player characters. during play.
Character: A fictional individual in the Difficulty: A modifier applied to a check
game. The players control characters, that is assigned by the referee,
whilst the GM controls non-player reflecting the relative ease or difficulty
characters. of a given action.
Characteristic modifier: These are Durability Points: A measure of how
modifiers to some task rolls that are much damage an object or robot can
based on the characteristics of the take before being disabled.
player character. A high Intelligence Dying: Unconscious and near death, a
characteristic, for example, benefits dying character can take no actions.
from a positive characteristic modifier Effect: The difference between a roll
which is applied to an intelligence-based result and the target of 8 (i.e. how much
task, as required. higher or lower the result is).
Characteristic score: One of the six Encounter: An unexpected or casual
basic character traits -- Strength (Str), meeting with someone or something. A
Dexterity (Dex), Endurance (End), large part of the Game Master’s job is
Intelligence (Int), Education (Edu) and the administration of encounters.
Social Influence (Soc). Exceptional failure: Any check that
Credit (Cr): The primary unit of fails by 6 or greater (i.e. has an Effect of
currency used in the Cepheus Universal -6 or worse).
rulebook. In your setting, you can easily Exceptional success: Any check that
change the name to some other name, succeeds by 6 or greater (i.e. has an
if desired. Effect of +6 or better).
D66: A special dice roll generated by Extended action: An action in combat
rolling one die twice, and reading the that takes longer than a single combat
result as a two-digit number between 11 round to complete.
15
Grapple: An unarmed attack involving a protagonists of an adventure or
wrestling move. campaign.
Game Master: The one person who Patron: A non-player character who
portrays characters not controlled by the gives financial or other support to a
other players, arbitrates the rules and person, organization, cause, or activity.
makes up the story and setting for the GMs often use patrons as a tool to
game. attempt to engage player characters in
Homeworld: The world that serves as adventures.
a character’s place of origin, usually the Penalty: A negative modifier to a die
world on which the character was raised roll.
and which had the most impact on their Ranged attack: Any attack made at a
development during their pre-adult life. distance, including gunfire and thrown
Hull Points: A measure of how much attacks.
damage a vehicle, building or spacecraft Ranged weapon: A firearm or thrown
can take before being disabled. weapon designed for attacking at a
Mainworld: The primary world of a star distance.
system; the world represented by the Roll: A method of deciding the result of
UWP in a list of worlds for a given region a character's action. Rolls are based on
of space. a relevant ability, skill, or other trait. To
Melee attack: A physical attack in make a roll, roll 2D6 and add any
close combat – either hand-to-hand, or relevant modifiers. If the roll result
with a weapon. equals or exceeds a target of 8 or the
Melee weapon: A handheld weapon result of an opponent's roll, it succeeds.
designed for close combat. Round: A six-second unit of game time
Minor action: An action so fleeting that used to manage actions, usually in
it does not require a full combat round combat.
to complete, such as checking the time, Significant action: An action intended
looking through a window, turning to do something within about 3 or 4
around, falling prone, shouting a seconds. You can perform a single
warning, etc. significant action per round.
Modifier: Any bonus or penalty applied Seriously wounded: If you have two
to a die roll. Characteristics reduced to 0, then your
Natural: A natural result on a roll is the character is seriously wounded suffering
actual number appearing on the dice, bleeding or other trauma.
not the modified result obtained by Skill: An ability to perform a set action,
adding bonuses or subtracting penalties. such as navigating a starship, operating
Non-lethal damage: Damage that can a rifle, or programming a computer.
potentially stun or knock out a target, Skills are attained in levels (Navigation-
but does no permanent harm. 1, Computer-2, etc.); the higher the
Non-player character (NPC): A level of a skill, the more expertise a
character controlled by the GM (as character has in that area. Level-3 is
opposed to a character controlled by a considered to be quite an expert. Many
player). different individual skills are available to
Non-starship: A spaceship without a characters.
Faster-Than-Light drive and thus Small Craft: A vessel under 100 tons,
incapable of interstellar travel on its capable of only interplanetary, not
own. interstellar travel.
Player character (PC): A character Standard Day: A unit of time that is 24
controlled by a player, one of the hours long.
16
Standard Year: A unit of time that is Unarmed attack: A melee or hand-to-
365 Standard Days in length. hand attack made without a weapon.
Starport: A port where interstellar and Untrained: Having no ranks in a skill.
interplanetary vessels load or unload, Some skills cannot be used if untrained.
are repaired and refuelled. Sometimes Unskilled skill checks usually suffer a
also referred to as a spaceport, landing DM-3 penalty.
field or downport. UPP: Universal Personality Profile – a
Starship: A spaceship with a Faster- single line alphanumeric entry describing
Than-Light drive, capable of interstellar the most important attributes of a
travel on its own. character, accompanied by a list of skills
Structure Points: A measure of how they possess.
much damage a disabled vehicle, UWP: The Universal World Profile, a
building or spacecraft can take before single line alphanumeric entry describing
being destroyed. the most important attributes of a world.
Target: The intended recipient of an Vessel: General term used for starships,
attack, action, or effect. small craft, or vehicles as a general
Tons and Tonnes: A standard ‘ton’ is a inclusive group. Most commonly, it
unit of volume or displacement, refers to any vehicle or ship capable of
approximately 500 cubic feet or 14 cubic interplanetary or interstellar travel.
meters in size (sometimes abbreviated World: A generic term in the rules for
to dton). A tonne is a metric unit of any asteroid, moon or planet
mass, equal to 1,000 kilogrammes. represented by a Universal World Profile.
Trained: Having knowledge of, and
therefore levels in, a skill.
17
TECHNOLOGICAL LEVELS
TL 0 Primitive
Stone Age.
TL 1 Primitive
Roughly on a par with Bronze or Iron age technology. Earth 3300 BC-1400
AD
TL 2 Primitive
Renaissance technology, scientific method and gunpowder. Earth 1400-
1700.
TL 3 Primitive
Beginnings of mass production allows for product standardization,
urbanisation and steam power. Earth 1700-1860.
TL 4 Industrial
Transition to steam-powered industrialisation is complete, bringing electric
generators, telephones and other such inventions. Earth 1860-1900.
TL 5 Industrial
Widespread electrification, telephones and internal combustion for cars and
aeroplanes. Medical advancement. Earth 1900-1939.
TL 6 Industrial
Development of nuclear power and more advanced computing, as well as
rockets and jet engines. Earth 1940-1969.
TL 7 Pre-Stellar
Supersonic passenger planes, hovercraft, telecommunications satellites,
reliable access to space, portable computers. Earth 1970-2000.
TL 8 Pre-Stellar
Modern Day. The internet, smartphones, and an integrated network
society. Possible to reach other worlds in the same star system with rocket
technology. Basic robots now available. Earth 2000 onwards.
18
TL 9 Pre-Stellar
Cybernetics in use. Slower-than-light drives mature and a star system can
be fully explored and colonised. Fusion power plants are developed.
Cyberpunk tropes fit this TL.
TL 18 (J) Quantum
Energy transfer is now perfected. Sentience can travel without physical
form, and snap in and out of planes of existence. Indistinguishable from
magic.
19
TING
CAMPAIGN CONCEPTS
These science fiction roleplaying rules allow many kinds of futuristic sci-fi adventures, in
a range of settings. Both the Game Master and players should decide on the type of
game or campaign they want to play. Will they be the crew of a salvage ship, looking to
make a big score? Or a squad of star marines who are dropped into one warzone after
another? How about playing out the first mission to Mars, to find intelligent (and
perhaps hostile) life there? Game or campaign concepts might be on-going, multi-
session affairs. If so, the concept must support the episodic TV style of play. Features of
episodic play include a broad spread of character skills ready for future potential
situations, characters without local ties that are free to move from one adventure
location to another, and threats that aren’t going to incapacitate or kill too many of the
player characters (they will be needed for the next scenario in the campaign!).
Concepts can also revolve around a single event or encounter, with player characters
designed specifically for that unique adventure. It may take one, two or more sessions
to play through at the gaming table, but once the story has reached its finale, the game
comes to an end. This is the movie style of play, and it benefits from not having to
include the features of episodic play. Challenges can be more brutal, skill choices can be
more focussed on the situation at hand, and the finality of the game’s ending can be
extremely satisfying, for all concerned.
20
CAMPAIGN SUGGESTIONS
There are a number of campaign concepts, activities that players can engage in, that
are already associated with the science fiction genre.
AGENTS
Player characters are secret agents or law enforcement officers, who are dispatched to
other planets in order to investigate and then solve problems. Each mission is different
from the last, each involves travel to alien worlds and each mission invariably involves
danger. They might be interstellar marshals, star cops, agents of a secret intelligence
service, or perhaps even the corporate agents of a massive megacorporation.
Careers – Most of the characters will be Agents, but a Fixer or a Rogue might also
prove useful.
COLONISTS
The player characters are the key personnel of a small colony. It might be newly
established on a wild and alien planet, with the characters facing many challenges
ahead in order maintain the colony and stop it from failing. All the while trying to
expand its infrastructure and explore the world around them. Alternatively, the colony
might be long-established, but an unexpected threat has appeared (civil unrest, alien
organism, rival human faction?) and the PCs must attempt to deal with it and prevent
the colony from being ripped apart.
Careers – Most of the PCs will be Citizens, although one or two might be a Doctor,
Scientist or Technician. It would be helpful if at least one of the player characters
possessed the Leader skill, in order to get the colonists to follow a course of action.
FREE TRADERS
This commercial starship crew have a ship and hire it, and themselves, out to undertake
charters, salvage operations and special one-of-a-kind missions. Sometimes it’s just
hauling cargo because the regular freighter is unserviceable. More often the cargo is
hazardous, or has to go somewhere off the beaten track, or it is dangerous or illegal.
The crew don’t ask questions and their lives (and the missions themselves) are varied,
interesting and not without danger.
Careers – Merchants, with engineering and repairs handled by a Technician. A Fixer
might be perfect for all those trade talks and business deals.
21
INFANTRY SQUAD
Marines are shipboard troops that carry out ship-to-ship boardings, customs searches
and security details. In times of war they are dropped on to planet to seize installations,
carry out commando strikes and rescue hostages. They are closely linked with the
interstellar navy, and serve as an elite fast-reaction force, often going in ahead of
conventional forces. Interstellar hijackings, terror situations, uprisings, colonial
insurgencies and inter-colony strife may all result in Marine intervention. Meanwhile,
planets often have their own military forces, with armies that can defend the
population. The PCs might be on-planet members of one such army, about to face some
great threat to the colonists, such as local alien organisms, or indeed a human foe.
Some of these infantry forces might actually be mercenary units, which make great
vehicles for roleplaying. The PC mercenary unit can move from planet to planet,
following the rise and fall of conflicts and strife, skirting legality and butting heads with
the conventional forces they are there to supplement.
Careers – An infantry campaign will naturally feature either all-Marines, or if a colonial
army or mercenary campaign, will feature all-Mercenaries.
SURVEY SCOUTS
The player characters are deep space explorers, on their own, and far from home. Are
they mapping new star systems? Are they exploring a planet ready for colonization?
Have they been ordered to make contact with a new alien race? Some exploration
teams are only interested in finding something that will turn a profit, rare minerals, and
exotic gems, etc. Explorers must be tough, resourceful and skilled.
Careers – Most of the crew will be Explorers, but variety can be added with a Scientist
or Technician.
22
PIRATES
Who wants to follow interstellar law?! The player characters may want the thrill of
surviving on the wrong side of the law, dodging the interstellar navy and avoiding
custom patrols, all in order to get rich by plundering cargo ships and the yachts of the
elite, as well as carrying out salvage operations, and smash-and-grab raids on remote
installations and space stations. The pirate ship must be disguised as something else in
order to move freely through space, and land at starports without arousing suspicion.
Perhaps it is a converted cargo hauler, mining vessel or scout ship. There must be a
cover story, and the pirates must have a cover occupation in order to mask their dark
deeds … and dark hearts.
Careers – Most of the pirate crew will be Spacers, Merchants or Rogues.
REBELS
Some interstellar states are tyrannical and authoritarian. When that occurs there may be
freedom fighters, rebels and guerrilla forces that are waging a star spanning insurgency
against the forces of the state. These fighters will be a rag-tag bunch, arming
themselves however they can, and desperately trying to tell friend from foe as they
attempt to recruit allies in their fight against tyranny. The rebellion might be small in
scale, limited to one key planet, or it may be star spanning in nature, which means the
player characters will most likely have a ship. This ship is their base of operations, their
mode of travel, and their chief weapon against the forces of the state. In this case the
campaign will closely resemble the Pirates campaign (see above), with the ship adopting
a false identity and the PCs adopting a cover occupation.
Careers – Rebels may be of any career, people from many walks of life are drawn to
resist the forces of tyranny. Realistically, however, given some experience fighting
against the interstellar state, most of the PCs will resemble Mercenaries (or Spacers, if
they have their own ship). Rogues make great rebels, and it is always useful to have at
least one on the team.
TIME TRAVELLERS
The player characters have been selected for their talents and skills to travel in time
periods of the past and future. The missions they carry out will vary depending on the
nature of the campaign and the intentions of the builders of the time machine. Time
travelling teams must be resourceful, independent, fearless, and possess a wide variety
of skills.
Careers – Many careers fit the bill for this type of campaign, including Scientist,
Technician, and Agent. A soldier or ex-cop, such as a Mercenary, will prove useful for
security, and characters good at stealth, breaking-and-entering and social skills, will
also come in useful (such as the Agent or Rogue). Finally, if a character from a TL 0-3
society joins the team, that character would use the Primitive career.
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POST-APOCALYPSE SURVIVORS
The setting might be Earth in the near (or even distant) future, where a catastrophe has
plunged civilisation into chaos. Cities are destroyed, and society has broken down into
small, defended townships or fortress cities. In the barren wild lands are dangers that
will only be faced by the bravest, and hardiest of travellers: radiation, genetic mutation,
malevolent cyborgs, alien invaders, human raiding gangs, zombies … or whatever else
the setting includes as part of the reason behind the destruction of civilisation.
Careers – The Scavenger is a prime career for this campaign, but the Technician,
Mercenary, Primitive, Citizen and Rogue could all play their part in this type of game.
SALVAGE TEAM
The campaign is based around a group of player character salvors, men and women
who recover lost or derelict spacecraft for a fee. They also strip out components from
wrecks that they can sell on the open market. The salvage teams will have a ship,
perhaps owned by their employers, or perhaps they are paying it off with their profits.
The characters operate in deep space, without back up, and engage in difficult and
dangerous work. They are a tough, no nonsense breed of people. And salvors are
known to skirt the law, sometimes claiming wrecks or debris they have no right too.
Some flirt with piracy. And their skills often come in useful as a rescue crew, so that
local authorities sometimes call on them to perform rescues in deep space … for a fee,
of course.
Careers – The most likely careers for a salvage crew are Spacers, Technicians and
perhaps a Belter. A Fixer will be useful in selling the goods, negotiating contracts and
dealing with clients.
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CHARACTERS
Player characters (PCs) in Cepheus Universal will face dangerous situations with the
odds stacked against them, they will need to use their resourcefulness and skills to
overcome the challenges that they might face. In this chapter we create our heroes, the
player characters, and create first their physical and mental characteristics, and then
determine their skills.
Who are the player characters? What do they do? What have they been up to in the
past? All of that depends on the type of science fiction setting that you intend to run.
The PCs might be the crew of a trading ship, making money where they can, and
skirting the edges of legality. They might be mercenaries, moving from warzone to
warzone in search of lucrative military contracts. They could be explorers, opening up
new star systems for colonisation, or perhaps scientists and adventurers, travelling
through time to set things right. Look at the campaign concepts in the previous chapter;
what type of campaign will you be playing? Each suggestion provides ideas for
character careers that will provide the character with skills appropriate to that role.
Because the scope of adventure and possibility is so wide, these character creation rules
are likewise wide in scope and do not track a character’s career year by year, or
determine his every promotion or personal triumph. Design your character based on a
Career that fits the GM’s setting and the players’ campaign type.
RANDOM OR DESIGNED?
Game Master and players should decide whether to use Design-based or Random
character creation.
Design-based character design is the default method, and gives the players a
character that they may already have in mind, perhaps inspired by a fictional hero
from a book or movie.
Random character creation is just that, dice are rolled to create a character and the
result will often surprise the player. As a variation, this process can also be carried
out semi-randomly, where the player makes decisions as well as rolling dice. A third
option is to chart the career in four-year ‘terms’, guiding the character through a
random process to build up picture of their past. See page 416.
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DESIGN-BASED CREATION
Start the process of building a character with a basic concept, “a devious scientist with a
mysterious past” and then go from there. We start with the basics: name, sex,
personality, etc. and then move on to his characteristics and skills.
1 – NAME
At the very least, every character needs a name, preferably one that fits the style of
your gaming group and the setting. Consider choosing a name based on actual ‘real
world’ names. If you are stuck, look up your favourite movie on IMDb and pick a name
from the acting or production credits.
2 – SEX
In most games, this means choosing either male or female. There’s nothing that says
you have to play a character of your own sex.
3 – APPEARANCE
Players are free to detail their character’s NOTABLE FEATURES
appearance, such as hair colour, clothing style 2D6 Feature
and so forth. This makes it easier to describe 2 Jewellery
your character, and helps everyone at the table 3 Cap or hat
visualize them in-play. Distinctive features often 4 Tattoo
give your character a way of standing out. The 5 Boots
Notable Features table indicates some notable 6 Hair
feature of a character’s appearance, and can be 7 Accessory item
used as a list to pick from, or can be rolled on 8 Shirt
randomly. Rolling the entry ‘boots’ for example, 9 Customised uniform
indicates the character’s boots are non- 10 Bald
standard, non-regulation or flamboyant. 11 Jacket
Serving military characters will have less leeway 12 Shades or glasses
in this regards than their civilian counterparts.
4 – EDUCATION
Education represents knowledge and Education Educational Experience
understanding about the world, with 5+ High School
high levels standing for broad general 9+ Bachelors’ Degree (BA or BSc)
knowledge or advanced academic A Masters’ Degree (MA)
interests such as geology, genetics or B Doctorate (PhD.)
material science . As a very general C+ Doctoral Fellowship
guide, the Education value can be
equated to standard educational milestones (see table). Allow Education rolls if a
character’s career and backstory fit the subject; if it’s general knowledge then anyone
can make a roll. If it’s quite specific academic information, then a roll should probably
only be open to someone whose background can justify it.
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Languages – A character can speak their own language with fluency 5. For every point
of Edu above 5, that character gains one fluency level in another language. Level 1
represents useful phrases and words. Use fluency level as a skill in rolls to communicate
something unusual or understand jargon or obscure texts. Not all settings will suit this
approach, in which case ignore this rule.
HEIGHT: Multiply either Str or Dex by 3 (player’s choice). Add the result to 154cm
(male) or 144cm (female).
WEIGHT: If all three characteristics are under 7 then the character is Out-of-Shape;
see the relevant section, below. For other characters, add Str to End and multiply by 4.
Add the total to 24 kg (if male) or 14 kg (if female). For Out-of-Shape characters,
subtract first Str and then Dex from 7. Add them together and multiply the total by 10.
Finally add 50 kg (if male) or 40 kg (if female).
6 – PSYCH EVALUATION
The player is free to play the character however they wish. Optionally, choose a general
psych evaluation file (a personality trait) from the table below that might fit the
character, or roll 2D6 for a random determination. The evaluations do not need to be
followed slavishly, they are intended to suggest possible character responses to certain
situations. Player freedom is paramount.
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7 – DETERMINE CHARACTERISTICS
Characteristics measure a character’s most basic abilities: how strong, dexterous,
educated or intelligent they are. Characters have six abilities: Strength (Str), Dexterity
(Dex), Endurance (End), Intelligence (Int), Education (Edu), and Social Influence (Soc).
Strength, Dexterity, and Endurance are called physical abilities, whereas Intelligence,
Education, and Social Influence are loosely termed mental abilities.
String A: 7, 8, 7, 5, 8, 7
String B: 10, 7, 4, 6, 6, 9
String C: 3, 8, 9, 8, 5, 9
String D: 2, 12, 9, 7, 5, 7
Example: I use String A, and allocate the numbers for my Marine like this: Str 8, Dex 7,
End 8, Int 7, Edu 5, Soc 8.
CHARACTERISTIC MODIFIERS
Characteristic modifiers are applied to any task roll where a characteristic will play an
important part. Climbing an uplink tower, for example, might require a characteristic roll
on 2D6 for 6+, with the player adding in his Dexterity modifier.
CHARACTERISTIC MODIFIERS
Characteristic 0-2 3-5 6-8 9-11 12-14 15+
Modifier -2 -1 - +1 +2 +3
HEXADECIMAL NOTATION
These rules use a form of pseudo-hexadecimal notation as a type of shorthand in noting
specific values of characteristic scores. The ‘pseudo’ hexadecimal notation proceeds as
normal for values from 0 to 9, but extends beyond 9 with letters replacing two digit
numbers A for 10, B for 11, C for 12, etc. For example, a character with Str 7, Dex 7,
End 10, Int 6, Edu 12 and Soc 2, would look like this: 77A6C2
Characteristic Score Limit – For player characters, a characteristic score may not
typically exceed a maximum of 15, nor may a score drop permanently below 1 except
under certain circumstances.
28
Altering Characteristic Scores – Over the course of play, your character's
characteristic scores may change for the following reasons:
Physical damage, such as from combat, falling, disease or poison.
Mental trauma, such as head injuries, panic and drug problems.
8 – RANK
Use your Social Influence score to determine your character’s status within his career.
Since we assume characters have left their careers (‘mustered out’) in order to begin
the game, these ranks are mostly for flavour. The ranks below are representative.
Specific agencies and organisations in your setting may have different rank titles.
9 - AGE
Decide how old your character is, or 1D6 Age Optional Skill
roll on the table. Most characters Level Total
will be experienced, anywhere from 1 Early Twenties 4
25-50; this has no real game effect. 2,3 Late Twenties-Early Thirties 5
As an option young characters 4,5 Late Thirties-Early Forties 6
might get fewer skill levels. 6 Late Forties-Early Fifties 6
10 - CAREER SKILLS
Divide up SIX skill levels between the skills offered by your character’s chosen career.
No skill level may start at more than 3. You must select the Automatic Skill as one of
your skill level choices (think of it as a basic skill received during initial training in the
career). Other skills are chosen at your discretion. If Vehicle is a skill within the
character’s career, decide which type of vehicle you will choose: Ground Vehicle,
Watercraft or Aircraft. When you gain a skill and you do not already have levels in that
skill, take it at level 1. If you already have the skill, increase your skill by one level. The
careers listed below are broadly representative of the types of occupations and activities
that feature in science fiction movies, TV shows and novels.
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Agent: A law enforcer, secret agent, spy or police officer.
Belter: An asteroid miner, pioneer, prospector or colonial roughneck.
Citizen: A colonist or civilian, representing one of many occupations.
Explorer: A survey scout, deep space explorer, first-in mission specialist.
Fixer: A deal-maker, middle-man, executive, sleazy lawyer, street fixer.
Marine: Mobile infantry, space marines, ship’s troops or star commandos.
Mercenary: Ground-based infantry, either regular army or mercenaries.
Merchant: Interstellar truckers, haulage crews, making money between the stars.
Rogue: A criminal, thief, gang-member or saboteur.
Primitive: Inhabitant of a low tech, primitive world, barbarian, savage.
Spacer: Military crewman or officer, member of the interstellar navy or space force.
Scavenger: A post-apocalyptic road warrior, survivor or resistance fighter.
Scientist: Anything from a doctor to a geologist, physicist to bioweapon expert.
Technician: A gearhead, engineer, hacker, mechanic, cyborg technician, etc.
AGENT BELTER
Automatic Skill Automatic Skill
Investigate Vacc Suit
CITIZEN EXPLORER
Automatic Skill Automatic Skill
Vehicle Survival
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FIXER MARINE
Automatic Skill Automatic Skill
Broker Gun Combat
MERCENARY MERCHANT
Automatic Skill Automatic Skill
Gun Combat Vacc Suit
ROGUE SPACER
Automatic Skill Automatic Skill
Streetwise Vacc Suit
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PRIMITIVE SCAVENGER
Automatic Skill Automatic Skill
Survival Ground Vehicle
TECHNICIAN SCIENTIST
Automatic Skill Automatic Skill
Computer Investigate
11 - BONUS SKILL
Your character gains a bonus level 1 skill. Select a skill from Table A or Table B, or roll
a 1D6 on the table of your choice. If the character already has that skill, increase its skill
level by +1 (if it pushes the skill level above 3, roll again).
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12 – FINAL DETAILS
CASH
Every character begins with some starting cash (the generic interstellar currency in
these rules is the Credit, with a million credits represent by ‘MCr’). Simply multiply Soc
by 1D6 x 500. My scientist, with Soc 6, rolls 4, and receives 6 x 2000 for a total for
Cr12,000. If the characters have Mustered Out (officially left their career to work
freelance) then they must buy any equipment they need. If the player characters are
still in their careers, then they will have access to equipment used in that job, although
they will not own it.
CARRYING GEAR
Strength determines how much weight that characters can lift and how much they are
slowed down. Characters carrying more than their Light Load suffer a penalty to
climbing, throwing, jumping and other purely physical activities (including hand-to-hand
combat). Most tasks such as shooting, driving, navigating or fixing machinery will not be
affected. Use these rules when they matter, not all of the time. Medium and Heavily
Loaded characters will also suffer fatigue faster than Lightly Loaded characters – see
the Fatigue rules on page 74.
Light Load (Up to 2x Strength): A character can lift and carry up to twice
their Strength characteristic score in kilogrammes without any penalties.
Speed is unaffected.
OWNING A STARSHIP
Some campaign concepts may require the characters to own, or command, a starship. If
so, the GM should provide a suitable vessel in order that the player characters can
trade, travel or explore. If the GM would rather leave it to Fate, then any Rank 3
Merchant or Explorer (or higher) can roll 2D6. On an unmodified 10+ that character
owns outright a 200-ton frontier trader (or equivalent).
BUYING EQUIPMENT
Weapons and all kinds of equipment can be bought using the lists provided in the
Equipment chapter.
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THE UNIVERSAL PERSONALITY PROFILE
This game utilizes a concise format to record a character’s characteristic scores, age,
skills, psych evaluation, height, weight cash and personal equipment in a manner that,
with a little practice, can be quickly and easily read. The string of six numbers represent
the individual’s characteristic scores. These scores are, in order: Strength (Str),
Dexterity (Dex), Endurance (End), Intelligence (Int), Education (Edu), Social Influence
(Soc). Below is an example of a dedicated starship navigator:
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RANDOM CREATION
You may well prefer a random, or semi-random, method of creating your characters.
This is especially true for GMs who will need to create a number of NPCs frequently. In
this section, we provide an optional randomised system, with two approaches: 1) Roll
everything randomly and explain what or who the resultant character is; or 2) Decide on
a profession or role, then select the Skill Category tables to roll on.
INITIAL DETAILS
See pages 26-27
CHARACTERISTICS
For random creation, roll each characteristic with 2D6 and keep the result. For semi-
random, roll randomly, then swap the values of two characteristics, if desired.
SKILLS
A player will have six rolls to divide up between TWO
SKILL
Skill Category tables, as the player sees fit. For random
CATEGORIES
creation, roll to determine those two tables on 1D6 (re-roll
if you get the same table twice). When it comes to rolling 1D6 Table to Use
for the actual skills, the player can roll odd or evens for 1 COMBAT
each skill roll, to determine which table to roll on. For 2 PEOPLE
semi-random, decide on your character’s career or role, 3 SPACE OPS
then pick two Skill Categories that best fit that concept. 4 TECHNICAL
Roll randomly on those tables as desired. If the same skill 5 CIVIL
is rolled again, this indicates an increase in skill level. We 6 WILDERNESS
limit the player to only two tables to try and prevent every
character ending up with 1 level in every skill he
possesses.
Bonus Skill – Also, remember to roll for a random Bonus Skill (page 32).
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PLAYING ALIEN CHARACTERS
Humans are assumed to be the standard species in these rules. However, this section
offers several examples of humanoid alien archetypes that frequently occur in science
fiction. Some settings are populated only by humans, whilst others might have dozens
or even hundreds of alien species for the characters to encounter. The Game Master
should decide which (if any) of the alien races in his setting he allows to be used as
player characters. Not all alien species are suitable for the types of situations (and the
types of locations) that player characters frequently find themselves in.
AMPHIBIAN
These humanoid amphibians are descended from aquatic hunters and are around
1.5m in height and weight 60 kg. Their eyes are large and round, with enlarged
lenses, adapted for focusing on light that is refracted upon entering water. The
lenses are not as well-adapted for sight in air. They prefer to breathe Thin air but can
also breathe Standard air without difficulty. Naturally they are fantastic swimmers
and can hold their breath for up to 15 minutes. Their thick skin gives them a natural
Armour Value of 1.
MYSTIC
The mystic species is a humanoid alien race that has an innate telepathic ability.
Members of the species are known for their total self-control, lack of emotional
outbursts, and wise and thoughtful philosophy. Some (or all) of the species has
mastered telepathy. Depending on the setting, the talent may have to be brought out
by long periods of training, or it might be a power that all possess from birth.
Regardless, the player character has the talent of telepathy, and a Psionic Strength
(Psi) rating of 1D6+6. See page 53. for more details.
SAURIAN
Bearing a strong lizard-like appearance, the saurians descend from homeothermic
carnivorous chaser stock. Their scales tend to be patterned, particularly among the
males of the species. Standing approximately 1.9m tall, with a mass of 85 kg, the
saurians still bear many of the features of their ancestors. Saurians are driven by a
strong sense of territoriality and a primal need to hunt, making the bounty hunter
career a popular one for them in interstellar society. After discovering FTL travel, the
saurians found themselves with entire new worlds to claim. They can be
untrustworthy. They are able to tolerate Hot conditions without suffering damage.
However, in Cold conditions saurians are sluggish, reduce Dex by half (round down).
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HIVE
Descended from carnivore chaser stock, the hive is an insect-like race that is hard for
most other races to understand. Averaging 1.8m in height, and massing around 90
kg, the hive are very community-conscious, putting the needs of their colony before
the needs of the individual. They have a very limited concept of individual identity,
and more often consider themselves as an extension of the queen. With improved
nutrition impacting intelligence, as well as exposure to other cultures, a growing
minority of hive have begun to establish a stronger sense of a personal self, but
remain heavily influenced by their communal instincts. Hive often serve the greater
whole of interstellar society in service-oriented roles, depending on their particular
gender, those being ‘worker’ (sterile female), ‘soldier’ (sterile male), ‘drone’ (fertile
male), or ‘queen’ (fertile female). While there is little in the way of gross anatomical
differences between the genders, carapace coloration and bearing help non-hive
distinguish one from another. Their carapace gives them a natural Armour Value of 2.
Dex +2
WARRIOR
This warrior species is tall (2m) and powerfully built. The males may dominate the
species, with their territorial nature and warlike culture. Heroism, bravery, truth and
sacrifice are often highly prized. The alien race may follow strict ritual behavior to
prevent dangerous aggression between individual warriors. Both male and female
have a high pain threshold, with a +2 to ignore debilitating pain from torture or
injury.
ANDROID
Some settings may have cyborgs which can pass as human, and the Game Master
may allow a player to take one as a character, along with a suitable back story. In
settings where androids are used as slave labour, or are treated as machines, the PC
may find significant problems operating freely in human society. Other settings may
allow AI androids full or partial citizenship. And in some settings there may be an
entire world, or an entire society of androids, perhaps governing themselves, or
governed by a centralised artificial intelligence. In many settings, androids are
incapable of causing harm to humans, or allowing them to be harmed; consider this
the downside to the upside of being stronger and more capable than humans. The
player should not put an android through the Life Path system. The android
described below is built at Tech Level 14.
Str 10, Dex 7, Durability Points 36, Int 8, Edu 5, Soc 2, Vacc Suit-0, Vehicle-0.
Runs for six months on internal power. Select 3 skill levels from the following: Flight,
Medical, Science, Technical, Translator (Technical is Electronics, Mechanical and
Engineering; Flight is Pilot and Navigation).
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CHARACTER LIFE PATH
If the Game Master and players want to expand their character’s back story, then they
might want to use the following life path system, inspired by a classic cyberpunk
roleplaying game. It begins by establishing the type of planet the character originated
from, looks at their family background, and then goes on to suggest key events from
the character’s life so far. It is random, even if you are designing your character.
1 - HOMEWORLD
Roll 2D6 to determine the type of world that your character grew up on. This will
determine the type of environment and Tech Level (TL) that they will be most familiar
with. Roll the Tech Level using a 1D3, 1D6 or 2D6 as directed. For those campaigns set
on some future Earth, then instead roll on the Future Earth table to determine the type
of environment your character was brought up in.
2 - PARENTS STANDING
Roll 2D6 to determine the status of your How has your family coped. What are
parents. they like?
PARENTS STANDING
2D6 Result 2D6 Result
2-3 Orphan (go to SURROGATE) 2 Parent/parents were difficult and
4-5 Abandoned (go to SEPARATED, nasty individuals
then SURROGATE) 3 They are strangers in a strange land
6-8 Alive (go to STANDING) 4 Constantly on the move to earn a
9-12 One is Absent (roll randomly for living
which); roll 1D6 to determine 5 Dirt poor and struggling
reason: 1-3 CASUALTY 6 Incredibly wealthy
4-6 SEPARATED 7 Average, they get by just fine
8 Life was really easy, too easy
9 A poor family made good
10 High status family, but lost its wealth
11-12 Bound into a life of crime and trouble
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CASUALTY SEPARATED
Somebody has died. How? Somebody is no longer there. Why?
CASUALTY SEPARATED
2D6 Result 2D6 Result
2 Assassinated by the government 2 Amnesia
3 Assassinated by other organisation 3-4 Vanished without a trace
4-5 Killed in an accident 5 Kidnapped
6 Innocent casualty of war 6 In hiding – why?
7 Died of illness 7-8 Separation by work or disagreement
8 Murdered in random act 9-10 Consumed by addition/obsession
9 Targeted murder 11-12 Psychological problems
10 Killed in terror attack
11 Died of disease/outbreak
12 Suicide SURROGATE
Who brought you up?
3 – SIBLINGS SURROGATE
How many brothers & sisters do you have? 2D6 Result
2 Raised in peaceful religion
SIBLINGS 3 Raised by street gang
2D6 Result 4-5 Raised by the state
2-4 None 6-8 Raised by relatives (go to PARENTS)
5-6 1 9-10 Adopted (go to PARENTS)
7-8 2 11 Entered a military organisation
9-10 3 12 Raised in unusual circumstance
11-12 4
13+ 5
Homeworld TL 1-3 +2
Homeworld TL 10+ -2
SIBLING RELATIONS
Roll for relations with each sibling.
SIBLING RELATIONS
2D6 Result
2-6 Traditional sibling love & rivalry
7 Bitter rival
8 Sibling looks up to you as a hero
9 Sibling holds a grudge
10 Sibling is dead (go to CASUALTY)
11 Sibling hates you
12 Sibling absent ( go to SEPARATED)
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4 – LIFE EVENTS FRIENDSHIPS
Roll for 1D6+2 Life Events. Roll for a Friendship.
LUCKY BREAK
2D6 Result
2-4 Gain recognition, fame and a name for yourself.
5 Gain some unusual training, not normally available to you. One level.
6 You are owed a great favour by a contact, willingly or reluctantly.
7 You gain wealth from an unexpected source (Cr20,000, plus 1D6 x Cr10,000).
8 Gain an increase in status, rank or position of authority.
9 Gain a useful contact in an organisation that can supply information.
10-12 Gain a powerful friend who can trade assistance, for a favour in return.
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TRAGEDIES ROMANCES
Roll for a personal Tragedy. Roll for a romantic relationship.
TRAGEDIES ROMANCES
2D6 Result 2D6 Result
2-3 Hunted by criminals 2-5 TRAGIC AFFAIR
4 Falsely accused 4-6 Happy Affair
5 Bout of illness or addiction 7-8 Affair with ISSUES
6 Debt or financial ruin 9-12 Brief Fling
7 Psychological trauma
8 Lost a career or status in society
9 Responsible for a tragedy ISSUES
10 Injured in an accident What issues did your ‘Affair with Issues’
11-12 Hunted by the authorities have?
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5 – REASON FOR LEAVING HOMEWORLD
Why has the character sought a life amongst the stars?
42
EXAMPLE CHARACTERS
1 – CHARACTERISTICS
We roll the numbers 6, 7, 9, 7, 4, 6 and allocate them to the six characteristics in that
order.
2 – SKILLS
For Skill Categories, we roll People and then Wilderness. And since we have 6 skill
rolls, we roll a D6 to see how we should divide up those skill rolls. We roll 3 … that’s 3
rolls on the first category, leaving the rest (another 3) of the rolls for Wilderness. Our
skill rolls give us: Leader-3, Bribery-1, Recon-1 and Medical-1. All characters get a free
roll on the Bonus Skill tables, we roll on Table B and gain Admin-1.
3 – SKILL INTERPRETATION
So, what does this character do? He is a natural-born leader, but in what? He has no
combat skills, so perhaps he leads exploration or survey missions. That would explain
his medical and recon training. He is easy-going, so maybe he has a lot of experience
and is very capable, his administration skills suggest that he is a good organiser too,
so he doesn’t just order people about, he looks like a very good team leader. Let’s say
he is a Commander in an Exploration or Scout Service, this doesn’t line up if we use his
Social characteristic to determine his Rank, but that’s just optional, anyway.
4 – FINAL DETAILS
Before we explore Kallen’s Life Path, we finish up his Final Details. He is bald,
suggesting an older man, he measures 175 cm in height, and weighs 74 kg. He only
has Cr3000 to his name.
5 – HOMEWORLD & FAMILY
We move on to his Life Path information, and find out he grew up on a TL 15 Garden
world, but was orphaned as a child and was brought up within a military academy.
This might explain his excellent leadership qualities! He has no brothers or sisters.
6 – LIFE EVENTS
We rolled for five Life Events: two Romances, a Friendship, a Lucky Break and a
Tragedy:
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7 – REASON FOR LEAVING HOMEWORLD
We roll to find out why Kallen left his homeworld and discover that he left it in order to
make his parents proud of him. Because he was brought up in a military academy, we
instead change that to ‘make his teachers (or perhaps a single instructor or mentor)
proud’, instead.
SUMMARY
So, what happened? With no long term romances, we can say Kallen is a good and
charismatic leader, but otherwise withdrawn and quite private (that also fits his Social
Influence score of 6). He has a buddy in the service with whom he has shared some
challenging missions, and one of those missions propelled him to fame, perhaps
gaining him an award or medal for bravery. He might have led a mission to rescue the
passengers of a civilian starliner that had crashed on a hostile planet, bringing them all
out alive. Only after the dust had settled and Kallen had received his recognition, did
Kallen piece together the facts that pointed to the crippling of the liner not by pirates,
but a Star Navy patrol ship on a training mission. The Navy has denied this, and
aggressively attempted to destroy Kallen’s reputation and livelihood. Maybe that’s why
he has left (or been kicked out of) the service, and why he only has Cr3000 to his
name!
1 – SKILLS
We select the Technician career, and divide up our six skill levels this way:
Computer-1, Mechanical-2, Engineering-1, Grav Vehicle-1 and Comms-1. All characters
get a free roll or choice on the Bonus Skill tables, we select Vehicle/Grav Vehicle from
Table B, to push Vance’s Grav Vehicle skill up to Grav Vehicle-2.
2 – CHARACTERISTICS
We select the characteristic string B (10, 7, 4, 6, 6, 9), and decide to leave them in
that order.
3 – SKILL INTERPRETATION
So, what does this character do? He is a starship engineer on a survey ship, with some
skills (Grav Vehicle and Comms) for use on planetary surveys.
4 – FINAL DETAILS
Before we explore Vance’s Life Path, we finish up his Final Details. He has short, spiky
hair, measures 184 cm in height, and weighs 80 kg. He has Cr9000.
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5 – HOMEWORLD & FAMILY
We move on to his Life Path information, and find out he grew up on a TL 7 Desert
world. His father was absent, in hiding. The family had been wealthy, but had lost its
wealth. Perhaps this explains why his father was in hiding. Was he massively in debt?
He has a single sister, and has always had a rivalry with her.
6 – LIFE EVENTS
We rolled for six Life Events: two Lucky Breaks, a Friendship and two Tragedies:
SUMMARY
What is Vance’s story? It might start with his father in hiding; perhaps he owed
millions of credits to a crime syndicate, perhaps he was their accountant and got
caught embezzling the funds. That story might account for Vance, as his son, suddenly
leaving the planet ‘for his own safety’. One of the Life Path tragedies was ‘Debt’ so we
can deduce that the syndicate want the money from Vance if they can’t find his father.
Let’s say Vance Codinger is an assumed name, to hide his family connections. The
other tragedy suggested that, whatever it was, Vance was responsible for it. Maybe he
let people die … for his own benefit. I am thinking that a law enforcement agency
forced him to cut the power to a colony, in order to starve terrorists of oxygen. It
turned out there were hostages who also died. The agency paid him off with a false
identity in order to hide him from the crime gangs who were hunting him, if he kept
quiet. His contact at the law enforcement agency remains a powerful ally that he can
occasionally call on. Finally, he has one more powerful ally. I will pick something at
random: a starport official at the subsector’s capital world.
45
SKILLS
SKILL ROLLS
Skill rolls use the core task resolution system to resolve actions. Whenever your
character attempts any action with a chance of failure, roll 2D6, add the appropriate
skill level and the relevant difficulty DM. If the result equals or exceeds 8, the action
succeeds. If the result is lower than 8, the action fails. The basics of the task resolution
system can be found in the Game System chapter.
TASK FORMAT
Skill rolls are noted as comprising the difficulty level followed by a required skill. For
example, repairing damage on a starship in mid-combat might be an Average (0)
Engineering task; docking with a tumbling space station will be noted as a Difficult (-2)
Pilot task. The GM gets to choose the time increment involved, if it is not already
obvious from the context. If the GM decides, a suitable characteristic modifier can be
added to the player’s roll. That space station docking roll might qualify for a Dex
modifier to be included, for example.
46
SKILL DESCRIPTIONS
Administration: Admin, paper-work, dealing with rules, regulations and officials, as
well as law and legal personnel.
Agriculture: Growing and harvesting crops and raising animals, including hydroponics
and aquaculture (on an ocean world).
Aircraft: Operation and control of atmospheric craft, including transports, helicopters,
fast jets and jump jets. Aircraft expertise can also be used as Grav Vehicle-0.
Archery: Allows use of bows and crossbows, useful on TL 0-3 worlds.
Bribery: Offering bribes to circumvent local law, or to influence someone’s decision.
The cash bribe must be appropriate to the situation.
Broker: Locating suppliers and buyers, and facilitating the purchase and resale of
commercial goods, haggling, bartering and so forth.
Carousing: Social skills, including picking up gossip or rumours, making friends and
reading people’s body language.
Comms: Operating drones, sensors and radio equipment. Skilled characters can boost
an incoming or outgoing signal, create or break a secure channel, detect signals and
anomalies, hide or piggyback on another signal, jam local communications, locate and
assess potential threats, and analyse complex sensor data.
Computer: Operation and programming of computers, including creating or breaking
data encryption; mining data effectively; creating or breaking data and network security
protocols; overriding a computer protocol, as well as other general programming tasks.
Demolitions: Using demolition charges and other explosive devices, including
assembling or disarming bombs.
Electronics: Operating and repairing complex electronic devices.
Engineering: Use and maintenance of powerplants, reactors and starship drives.
Forgery: Faking documents, currencies, and identification badges in order to deceive
officials, government agents and security forces.
Grav Vehicle: Operation and control of TL 10+ anti-grav vehicles of all kinds. Grav
expertise can also be used as Aircraft-0.
Ground Vehicle: Operation and control of wheeled and tracked vehicles, including
ATVs and Armoured Fighting Vehicles.
Gun Combat: Using and maintaining small arms including pistols and rifles, SMGs,
lasers, machineguns and shotguns.
Gunnery: Using starship-mounted weaponry.
Heavy Weapons: Using military support weapons including rocket launchers, tactical
missile launchers, artillery, grenade launchers, energy cannons and tank guns.
Investigate: Scientific analysis and the use of complex and accurate scientific tools
and equipment to gather clues at a crime scene or scientific location.
Leader: Motivating others in times of crisis or stress, particularly Non-Player Characters
who might be reluctant to carry out an action.
Loader: Operation and control of all heavy machinery, everything from fork-lift trucks
to cranes, augmented power loaders, diggers and all forms of heavy machinery.
Mechanical: Operating and repairing mechanical devices, from truck engines to airlock
doors, hydraulic lifters to life support machinery.
Melee Combat: Fighting hand-to-hand, with fists, feet, wrestling or grappling moves,
or any number of melee weapons (such as knives, swords and clubs).
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Medical: Training and skill in the medical arts
and sciences, from diagnosis and triage to
surgery and other corrective treatments. This
skill represents a character's ability to provide
emergency care, short term care, long-term
care, and specialized treatment for diseases,
poisons and debilitating injuries.
Mining: The character has experience and
training in prospecting and mining, both on a
world surface and in a zero-G environment. It
includes the use of mining equipment.
Navigation: Plotting courses on planets, and
in space and using instruments, maps and
beacons to determine exact location.
Pilot: Operation and control of small craft, as
well as interplanetary, and interstellar
spacecraft. Pilot expertise can also be used as
Aircraft-0 and Grav Vehicle-0.
Recon: Scouting out dangers and spotting
threats, ambushes, booby traps, unusual
objects or out of place people. Characters are
also adept at silent movement and in
camouflage techniques.
Security: Installing and also bypassing or
dismantling security measures, from
mechanical locks to swipe-card locks, keypad
locks, surveillance cameras and various types
of alarms and their triggers.
Steward: The care and serving of passengers
and other guests, including customer service.
Streetwise: Familiarity with underworld
society, its rules, personalities, groups and
customs.
Survival: Staying alive in the wild, including hunting or trapping animals, avoiding
exposure, locating sources of food and fresh water, producing fires, finding shelter,
avoiding dangerous flora and fauna and dealing with the dangers of hazardous climates
(arctic, desert, etc.).
Tactics: This skill covers tactical military planning and decision, as well as calling in fire
support correctly.
Vacc Suit: Use and training in all types of vacuum suits, hostile envirosuits and
combat armour, as well as operating in a zero-G environment.
Vehicle (Cascade Skill): The various specialties of this skill cover different types of
planetary transportation. When this skill is received, the character must immediately
select one of the following: Aircraft, Grav Vehicle, Ground Vehicle or Watercraft.
Watercraft: Operation and control of ocean or water-going craft including motorboats,
hydrofoils, hovercraft, submarines and large commercial ships.
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GAINING EXPERIENCE
Many roleplaying games feature an Experience Point (XP) system, allowing characters to slowly
advance in abilities and competency over the course of several game sessions. Cepheus
Universal does not lend itself too easily to this style of play, primarily because a skill of 1 is
itself influential on gameplay, whilst a skill level of 3 is very powerful. A skill of 1 is essentially a
qualification – to fly an aircraft, to work as a mechanic and so on. It is a professional level of
skill. Level 3 in a skill represents a highly educated, or highly experienced, professional (a doctor
or lawyer, a firearms instructor or chief engineer). These skill levels take years of training and
on-the-job experience to gain, and so increasing these levels every couple of game sessions
would transform the player characters into advanced experts in all of their skills within the year.
TANGIBLE EXPERIENCE
The way that Cepheus Engine, and other 2D6 sci-fi games, represent experience is through
tangible rewards. As they play in session after session, the characters will make valuable
contacts, they will, amass wealth, perhaps gain political power, spend their money on
customising their starship, add more starships to their inventory, set up a business, or a
mercenary unit, or a criminal organisation … in short, they live their lives and advance within
the game setting through their tangible actions.
ABSTRACT EXPERIENCE
However, some players crave that feeling of advancement, particularly if they are used to such
systems in the other games that they play. This is understandable. An abstract system of
Experience Points (XP) is presented here, and this works best over a limited duration campaign,
or for groups of players who meet up once every three or four weeks for a game session, not
every week. In the end the Game Master will have to decide if this system suits his game and
his players. It is GM controlled, though, so he does have the ability to throttle the amount of
Experience Points that are earned.
49
THE SETTING
50
Recon: Scouting out dangers threats, ambushes and booby traps. NOT including
stealth.
Riding: Training in the riding of animal mounts, in their behaviour and care.
Siege Combat: Skill in siege warfare, siege mines, towers, rams and siege defences.
Stealth: Characters are adept at silent movement and in camouflage techniques.
Steward: The care and serving of wealthy customers or guests.
Stonemason: Skill in carving stone to make houses, buildings, bridges and statues.
Streetwise: Familiarity with underworld society, its rules, groups and customs.
Survival: Staying alive in the wild, NOT including hunting or trapping animals.
Tactics: This skill covers tactical military planning and decision.
Watercraft: The use and maintenance of boats, sailing ships, and galleys.
The following list of careers is representative of those that might be available on a Low
Tech world (TL 1-3). The skill in brackets is the career’s automatic skill, at least one skill
level must be allocated to it.
Aristocrat
[Admin] Liaison, Bribery, Leader, Deceive, Carousing, Riding
Hunter
[Hunting] Survival, Archery, Artisan, Navigation, Melee Combat, Stealth, Recon
Mercenary
[Melee Cbt] Siege Cbt, Artillery, Tactics, Leader, Archery, Riding, Gunpowder
Merchant
[Broker] Admin, Carousing, Evaluate, Bribery, Leader, Driving, Deception
Nomad
[Riding] Melee Combat, Archery, Driving, Artisan, Navigation, Recon
Sailor
[Watercraft] Artisan, Carpenter, Carousing, Melee Cbt, Artillery, Navigation, Recon
Scribe
[Admin] Steward, Magic, Investigate, Navigation, Forgery, Evaluate, Deception
Servant
[Steward] Deception, Bribery, Driving, Broker, Artisan, Medical, Carousing
Sorcerer or Mystic
[Magic] Admin, Deception, Navigation, Artisan, Medical, Investigate
Thief
[Deception] Melee Cbt, Streetwise, Driving, Evaluate, Stealth, Recon, Bribery
Warrior Noble
[Melee Cbt] Riding, Leader, Navigation, Recon, Tactics,
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BONUS SKILL
The Low Tech character also gains a bonus level 1 skill. The Game Master can allow the
player to select from any skill on the skill list, or roll on the Social Standing table (below)
where a selection of skill choices are provided.
SOCIAL STANDING
2D6 Social Class Available Skills
2-7 Peasant Survival, Agriculture, Driving, Navigation, Melee Combat,
Archery, Bribery, Carousing, Deception, Mining, Recon,
Stealth, Watercraft.
8-10 Townsman Artisan, Bribery, Admin, Stonemason, Carpenter,
Blacksmith, Broker, Steward, Melee Combat, Watercraft,
Carousing, Deception, Gunpowder, Medical, Stealth,
Streetwise
11-12 Noble Riding, Leader, Liaison, Hunting, Bribery, Carousing,
Deception, Investigate, Admin, Medical, Navigation, Tactics,
Melee Combat, Watercraft
52
THE SETTING
MIND POWERS
Psionics are latent mental powers that defy the laws of physics. The GM’s setting might
include them in one form or another. Psionics are divided into six different categories,
called talents. These talents are: Awareness, Clairvoyance, Telekinesis, Telepathy,
Teleportation and Special. The setting might have a humanoid alien race with
Telepathy, or there might be a government intelligence agency that trains psions as
secret agents with the Telepathy and Clairvoyance talents. One famous science-fiction
setting has an elite order of warrior monks who are trained in the Telekinesis and
Telepathy talents. Use these rules as required, they are wholly optional.
PSIONIC STRENGTH
Psionics are powered by the Psionic Strength characteristic (Psi), typically rated 2-12.
However, if the character has been trained to use psionic talents either by his alien
upbringing, or is a gifted individual trained by some organization, then his Psi should be
rolled on 1D6+6. To activate a talent, the psion must spend the listed number of Psi
points, which are taken temporarily from the Psi characteristic. If this cost brings them
below zero Psionic Strength, then any excess points are applied to their Endurance
score as damage. A character with no Psionic Strength points remaining cannot activate
a talent. Each talent notes a Psi level required for its activation, which is also the cost in
Psi points to activate. It also notes the talent’s range. Characters regain their full Psi
points after an 8-hour rest.
GAINING TALENTS
As already discussed, gaining a talent might depend on the details of the psionics that
appear within the setting. Only one or two might be available, and there is probably no
choice. Or in some settings, all of the possible talents are available to be learned. In
that case, allow a psionic ‘student’ to select ONE talent. He may also attempt to gain
further talents. For each additional talent, make a Psi characteristic roll to receive that
talent, DM-1 per talent the character already has. His training may cost as much as
Cr100,000 and take 4 months, there may be other difficulties and challenges in finding a
teacher. Talents listed include Psi cost to use and maximum range. The talents are:
Awareness – Powers that allow the psion’s mind to control his own body.
Clairvoyance – These powers permit perception at a distance.
Telekinesis – Mind over matter.
Telepathy – Involving the reading of minds and mental communication.
Teleportation – Moving from one point to another instantly.
Special – Some other power, unique to the GM’s setting.
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AWARENESS
Awareness is the psionic talent which allows greater control over one's own body.
Enhanced Characteristic (Psi 1+, Personal) – The character may add psionic
points to their Str, End, or Dex as desired. This costs 1 Psi point per characteristic point
added and lasts for 10 minutes.
Suspended Animation (Psi 3, Personal) – Enter a meditative state for 7 continuous
days without requiring food or water or a breathable atmosphere. The psion may
terminate this talent at will during this period.
Regeneration (Psi 9 but see below for cost; Personal) – The psion can
immediately (within 1 combat round) heal their own Str, Dex, or End points lost due to
combat damage. This requires 1 Psi point per characteristic point healed but requires a
minimum of Psi 9 to use.
CLAIRVOYANCE
Clairvoyance allows the character to sense events at a location away from the viewer. It
usually cannot be blocked.
Sense (Psi 1, Medium) – The character learns the rudimentary characteristics of a
nearby location when applying this ability.
Clairvoyance/Clairaudience (Psi 5, Very Distant) – This ability allows the
character to view (clairvoyance) or to hear (clairaudience) at a specific displaced point
up 25 km range.
Clairsentience (Psi 7, Very Distant) – The psion can both hear and see from any
point within 25 km range.
TELEKINESIS
Telekinesis allows the psion to manipulate objects without physically touching them.
Lift 1 gram (Psi 1, Medium) – Lift and manoeuvre up to a 1 g object for 1 minute
(10 combat rounds)
Lift 1 kg (Psi 2, Medium) – Lift and manoeuvre up to a 1 kg object for 1D6 combat
rounds. Can cause 1D6 damage if hurled at a target within Short range.
Lift 100 kg (Psi 5, Medium) – Lift and manoeuvre up to a 100 kg object for 1D6
combat rounds. This will cause 4D6 damage if hurled at a target within Short range.
Choke (Psi 8, Medium) – Grab a single humanoid by its throat, or equivalent, and
suffocate them for 1D6 damage per round, for a maximum number of rounds equal to
the character's full Psi score.
Microkinesis (Psi 10 but see below for cost, Close) – Manipulate microscopic
objects. Microkinesis may be used for subtle, but highly effective attacks on internal
organs, causing 1D6 damage per 2 Psi points invested. Alternatively, this power may aid
microsurgery by DM+1 per 3 Psi points invested. Finally, the psion may assist
Engineering and other repair skill throws by DM+1 per 3 Psi points invested in
microkinesis.
54
TELEPATHY
Telepathy is the talent of establishing mind-to-mind contact. It is usually subtle but can
also be used to bluntly crush the wills of those who oppose the telepath. Note that
thoughts are universal, and thus psionic communications ignores language barriers.
However, psionic scan or communication with a target significantly different from the
user (such as an insectoid alien scanned by a human) incurs double Psi cost.
Life Detection (Psi 1, Short) – Detect the presence of other minds, their general
type (human, alien, animal, etc.), and location.
Telempathy (Psi 2, Short) – Read and communicate basic emotions; may influence
the behavior of others, both sentient beings and aliens, subject to GM discretion.
Read Surface Thoughts (Psi 3, Short) – Read active, current thoughts. A non-
Psionic target cannot notice this talent being used on them, but a Telepathic Shield (see
below) blocks the attempt.
Communicate (Psi 5, Distant) – Communicate telepathically with one individual. The
target does not have to be a telepath to communicate with the psychic.
Emotion (Psi 6, Medium) – Causes one target to feel a very strong emotion (such as
fear) for 1D6 combat rounds.
Suggestion (Psi 7, Distant) – Plants a simple hypnotic suggestion in the target. Note
that targets will not obey suggestions which may physically harm themselves; if the
suggestion is that the character will harm a friend, they may make an Int roll to resist
the effect.
Probe (Psi 9, Close) – Reads deep thoughts and long-term memories.
Assault (Psi 10, Long) – A brute-force telepathic assault, causing 4D6 damage to the
target. Apply damage first to the target’s Psionic Strength, then Int and finally End.
Characters who are reduced to 0 in all these characteristics die from brain hemorrhage.
Lost Int regenerates at a rate of one point per day.
Domination (Psi 12, Distant) – Mind-control one target for 1D6 minutes. The control
is complete and may include harming the target's friends. Only when the dominated
target is forced to harm itself, it may make an Int roll to shake off the mind control.
Shields and Telepathic Combat – All telepaths can shield themselves, and other
individuals in a 3m radius from telepathic intrusion. Attempting to use a telepathic talent
against a shielded target requires an Opposed Psi roll. The defender wins on a tie. If the
intruder wins, they may use their talent as desired at the usual cost, and the defender
loses one point of Psionic Strength. If the intruder loses, they fail to penetrate the shield
and expend one point of Psionic Strength.
TELEPORTATION
Teleportation allows instant travel between locations. The psion may only teleport their
body, clothes, and personal equipment. Characters cannot teleport over a height
differential of over a kilometre, as the difference in potential energy heats or cools the
user, and beyond one kilometre, the user's body temperature will change to a lethal
degree.
Blink (1 Psi, Close) – Teleport 3m in any direction while carrying up to a light load.
Teleport Self (Psi 7, Continental) – Teleport up to 5000 km with up to a double
load.
Teleport Extra (Psi 11, Continental) – As teleport self, but allows the teleporter to
teleport while carrying over a double load (including carrying another living being).
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PSIONIC EQUIPMENT
The following psionic equipment is available in settings using psionics.
Item TL Cost
Psionic Booster 9 Cr500
Psionic Inhibitor 9 Cr4000
Psionic Shield Helmet 8 Cr8000
Psionic Shield Implant 13 MCr1
56
THE SETTING
GAME SYSTEM
The characters will face dangerous situations with the odds stacked against them and
no help expected from the authorities. Decisions made and actions taken might well be
prove fatal. We don’t let the players themselves decide if their characters succeed or
fail, neither do we give this power to the GM. We often let the dice decide – it’s the only
way to be sure of some impartiality. Right? For tasks that could be considered easy or
routine or without stress (cycling an airlock, for example), then GM may just declare the
attempt to be a success. Where tasks are carried out under stress, with haste, under
trying conditions or opposed by some other force, then we turn to the dice.
TASK RESOLUTION
When you have to resolve a task using dice, it will typically involve a 2D6 roll plus
modifiers, against a target of 8+ (read that as eight or higher). You always want to roll
high on a task roll. It is the GM who will generally ask a player to ‘roll the dice’ to
resolve a situation. We use 2D6 to make task resolution rolls, there are four kinds:
SKILL ROLL
A skill roll determines what your character can accomplish with a
particular skill. It is a roll of 2D6, with your skill level (if possessed)
added on, increasing your chance of success. Finally, a Die Modifier
reflecting the difficulty of the task will be added or subtracted. The aim
8+
is to gain a roll of 8 or more. That is a success. Skill rolls sometimes have gradations of
success and failure based on the Effect of your check result (how much higher or lower
your total result was when compared to the target of 8). See the section titled Difficulty,
below. If a character does not have any levels in the required skill, then he or she
suffers a –3 penalty for being unskilled. If the GM decides that a specific characteristic
might have an influence on the skill roll, then add the appropriate characteristic score
modifier. Characteristic modifiers are explained in the Character chapter.
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CHARACTERISTIC ROLL
A characteristic roll is very like a skill roll but instead it measures raw
ability, like strength, endurance, or intelligence. These rolls are used
when the task is one not covered by an obvious skill, or where the
character’s innate abilities are the most important influence on the result.
6+
To make a Characteristic check, you must roll 2D6 and add the appropriate
characteristic score modifier. Characteristic modifiers are explained in the Character
chapter.
CHARACTERISTIC MODIFIERS
Characteristic 0-2 3-5 6-8 9-11 12-14 15+
Modifier -2 -1 - +1 +2 +3
ATTACK ROLLS
An attack roll determines whether or not you hit an opponent in combat.
An attack roll is essentially a skill roll, using your skill levels in a relevant
combat skill as a modifier. There are some additional rules involved in
combat, and these are found further on in the Combat chapter.
8+
PERCEPTION ROLL
The GM may offer a character the chance to notice something useful or
potentially dangerous in or out of combat. This calls for an Average (0)
Recon roll, adding the Int characteristic modifier, and will vary in
difficulty based on lighting, distance to the thing being spotted and so
8+
on. Characters sprinting will not be able to make perception checks.
In combat, the initial combat encounter will be determined by a group perception roll,
see Initiative in the Combat chapter.
DIFFICULTY
A task’s Difficulty is a number set by the GM that modifies your task result. When no
Difficulty is given, the assumed Difficulty is +0. So, for a task with a Difficulty of -2, you
must subtract -2 from the roll. You succeed on a total of 8 or better. The list of Difficulty
ratings can be found below:
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EFFECT
In some cases, the consequences of a roll vary based on how much the result is above
or below the target of 8. The difference between the result and the target of 8 is called
the Effect. If the Effect is 6 or higher, the check is considered an Exceptional Success.
When the Effect is -6 or lower, the check is considered an Exceptional Failure.
In combat, damage inflicted is increased by the Effect of the attack. The surgery rules,
for example, use the Effect to determine how much healing takes place (see the
Combat chapter). The GM, however, may come across other situations in which the
Effect can play a crucial part. Perhaps a Recon roll gains several points of Effect,
providing the player character with extra pieces of information – likewise with the
Investigation skill, or any technical skill being used to diagnose a problem. In any
Opposed roll (see below), the character with the highest Effect wins that contest,
whether it be arm wrestling, fast drawing, vehicle racing or whatever. In a similar way
to Aiding Another (see below), there are some circumstances where one character’s
task result may influence the task of another character (such as a character with
Streetwise trying to set up a deal for another character with Broker skill). The Effect
rolled can, in some non-combat circumstances, be added to the second character’s roll
as a DM (whether positive or negative!).
OTHER SITUATIONS
AIDING ANOTHER
Sometimes characters work together and help each other out, carrying a stretcher or
battering down a door. The GM imposes a minimum number of people required for the
task. The task might be impossible if that number isn’t met or the GM may impose a
negative DM.
A standard one-man task might benefit from assistance from another character if the
GM allows. In this case, one character (usually the one with the highest skill) is
considered the leader of the effort and makes the check normally, while each helper
makes the same check. The Effect of a helper's check result can provide either a bonus
(DM +1 if Success, DM +2 with an Exceptional Success), no bonus (failed roll), or even
a penalty (DM –2 with an Exceptional Failure) to the leader's check result. In many
cases, outside help isn't beneficial, or only a limited number of helpers can aid someone
at once. The GM limits aid as appropriate for the task and conditions.
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CIRCUMSTANCE MODIFIERS
Some circumstances make a check easier or harder, resulting in a bonus or penalty that
is added to the check result. A character might benefit from useful gear or tools (+1 or
+2), or suffer a penalty based on lack of tools (-1 or -2). There may be other
hampering factors such as a sandstorm, darkness, fog, heavy rain, etc. which will
impose a negative DM up to -5.
MULTIPLE ACTIONS
A character can try to do two or more things at once, like firing a spacecraft’s weapons
while also flying, or disarming a bomb while hiding from guards. For every extra thing
that the character is doing, he suffers a –2 DM to all skill checks.
OPPOSED ROLLS
If two characters are opposing each other directly in a task, then the character who
obtains the highest Effect wins. For ties on opposed rolls, the character with the highest
relevant characteristic score wins. If the characters tie on characteristic scores, they
reroll.
TIME TAKEN
Outside of stressful situations such as combat, performing a particular task often takes
a set period of time, depending on circumstances. The GM should let the player know
how long it will take to carry out the task. At other times the GM can let the dice decide,
using a D6 to represent 1-6 seconds, minutes or hours…
You can choose, before you roll, to move up or down one or two rows on the Time
Frame table. Moving up (reducing the time increment) gives you a –1 DM for every row
you move; moving down and increasing the time taken gives you a +1 DM for every
row you move. Your GM will help adjudicate any issues that might arise from a change
in the time frame.
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TRYING AGAIN
In general, you can try a task again if you fail and keep trying indefinitely. Some tasks,
however, have consequences for failure. For example, failing an Engineering roll while
stopping a fusion reactor going critical probably means it cannot be stopped and you
need to get to minimum safe distance. Such tasks just can't be attempted again once a
roll has failed. For most tasks, once you've succeeded, additional successes are
meaningless. (Once you've fixed a broken radio using the Comms skill, for instance,
there's no further benefit from additional Comms checks.)
ADDING DRAMA!
There are ways in inject added drama into a situation through the use of certain types
of dice roll.
ESCALATING PERIL
The outcome of a task has some great importance attached to it. And the player fails
the roll. The Game Master might allow a second roll, but only with the understanding
that a failed roll this time, will have far more dire consequences. Then, let the player
decide whether or not to attempt that second roll. This only works with those tasks that
can ordinarily only be attempted once.
COUNTDOWN TO DISASTER
Sometimes the player characters might be attempting a task over time, with a deadline.
Perhaps an escape pod is hanging off a cliff, and the PCs need to get out of it with as
much survival equipment as they can salvage before it slips off the edge. The GM sets a
figure, such 14, and reduces that number by 1D6 for each attempt made (or each round
that passes, depending on the situation). Of course the target number can be changed
to 10, for a shorter period. When it reaches 0, the expected catastrophe occurs. In this
case the life pod finally slips off the edge of the cliff, taking with it anyone who was still
inside. Another example might be driving a vehicle across a frozen river, the ice gives
way when 0 is reached. This type of thing is a standard movie trope, from Battle of the
Five Armies, to Mission: Impossible – Dead Reckoning to The Italian Job.
RANDOM DISASTER
The single D6 is versatile and extremely useful. At a moment of tension or crisis the
Game Master can ask himself: ‘what is the worst thing that could happen right now?’
Then, roll a D6. On a ‘1’ that terrible calamity occurs. This certainly creates tension and
ramps up the stakes if a ‘1’ comes up.
Example: The characters are wading across a rapidly-flowing river, near some semi-
submerged rocks. They carry their kit above their heads. The characters make a quick
skill roll and succeed - but I wonder, what is the worst thing that could happen right
now? Well … wouldn’t it be awful if the local ambush predators (six legged critters that
are a cross between crocodiles and spider crabs) suddenly attacked the characters?
Let’s roll a D6…
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STRESS
People can only handle so much stress before falling apart. A rapid number of terrors
and psychological stresses will soon drive even the strongest to the brink of sanity.
Players are always in control of their characters, but there are times – typically when
faced with overwhelming and indescribable horror – that the character may freeze or
even be temporarily removed from play due to extreme psychological stress. These
should be rare and the character is always returned back to the player’s control.
STRESS EVENTS
Characters suffer stress in a number of ways. These are called Stress Events. These
include:
In a breached vacc suit, or a vehicle, or ship that takes damage for the first time.
Each time a characteristic reaches zero (such as from wounds or hunger).
Seeing anyone in your party injured, poisoned, or fail a Panic roll.
Catching fire
Encounters with terrifying creatures or situations.
Losing control in zero-G during a space-walk.
Firearm malfunction in combat
Facing violence or witnessing a violent act
First point of Int lost during a game – Stunned for one round.
Int reduced to Half (round up) – Make an Average (0) Int Panic check; failure
indicates that the player must roll on the Panic Effects table.
Int reduced to 0 – The player makes a Difficult (-2) Int Panic check. If successful, Int
is returned to 1. If failed, roll on the Panic Effects table with a +2 DM.
PANIC ROLL
When a character’s stress overwhelms them, they must struggle to retain control of
their sanity. The Panic check is an Int roll, and if failed, requires the player to roll on the
Panic Effects table. Success indicates that the character fought back the terror with grim
determination.
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PANIC EFFECTS
2D6 Description
2-4 Stunned – 1D6+2 rounds
5-6 Flee – Overwhelming drive to escape the situation for 1D6+2 rounds
7-8 Stunned – 1D6+2 minutes
9 Phobia – Stunned for 1D6+2 rounds, and also develop a phobia. Pick
something appropriate; each time you are exposed to it take a -2 to all Stress
checks.
10 Flee – Overwhelming drive to escape the situation for 2D6 minutes
11 Stupefied – Blank, uncommunicative, unresponsive and oblivious for 1D3
days
12 Psychotic Break – Reality has no meaning, the character turns illogically on
his comrades by sabotaging equipment and hampering any chance of escape
or survival, even if it means the character’s own death. Lasts until cured.
Stunned characters may babble incoherently, suffer total paralysis, stand there
screaming, curl up into a foetal position, throw up, cower in abject fear … and so on,
depending on the situation. Characters stunned for days are stupefied, staring blindly
into space, unable to communicate and capable of being tamely led around. Phobias
suitable for those who receive them include fear of blood, fear of the dead, fear of
being left alone and fear of enclosed spaces (including autodocs, vacc suits and
cryoberths). Characters who flee will do so blindly and heedless of any danger they may
be putting both themselves, and their comrades, into. Psychotic characters require 1D3
weeks of counselling to recover, with a dose of polyphenol-z administered each week.
Each time a character experiences a Recovery Event he makes a Routine (+2) Int check
and if successful regains a point of Int, in effect becoming a little calmer and more
capable, returning to normal bit-by-bit. Failure has no effect. Psychotic characters
require 1D3 weeks of counselling from a trained medic (Medical-1+) to recover, with a
mild dose of truth drug administered each week and a Routine (+2) Medical check.
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THE HORROR!
Note that characters may encounter situations, or entities such as sanity-smashing alien
beings, that can rip right through this process. This may include forcing an immediate
Stress Roll at a penalty, or forcing a player character to make Panic roll regardless of
their Stress. The GM is cautioned to use such ‘cosmic horror’ encounters sparingly!
ACID
Corrosive acids deal 1D6 damage per round of exposure, except in the case of total
immersion (such as into an industrial vat of acid), which deals 10D6 damage per round.
An attack with acid, such as from a hurled vial or an animal's acidic spittle, counts as a
round of exposure.
The fumes from most acids are poisonous. Those who come close enough to a large
body of acid to dunk a creature in it must make an Average (+0) Endurance check or
take 1D3 point of damage. All such characters must make a second Average (+0)
Endurance check one minute later or take another 1D3 point of damage. Creatures that
are immune to acid's caustic properties might still drown in it if they are totally
immersed and need to breathe. For more details, see Suffocation.
FALLING
FIRE
Characters exposed to a fire source might find their clothes, hair, or equipment on fire.
Those at risk of catching fire are allowed a Dexterity check to avoid this fate. If a
character's clothes or hair catch fire, he takes 2D6 damage immediately. In each
subsequent round, the burning character must make another Dexterity check. Failure
means he takes 2D6 damage that round. Success means the fire has gone out. Being on
fire forces an instant Panic Roll. A character on fire may automatically extinguish the
flames by jumping into enough water to douse himself, spraying himself down with a
fire extinguisher or otherwise smothering the flames. If the character has no such
means, rolling on the ground or smothering the fire with cloaks or the like permits the
character a DM+2 on his next Dexterity check. Putting out a fire with a fire extinguisher
or extinguishing a fire on another person requires a successful Easy (+4) Dexterity roll.
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DISEASES
SAMPLE DISEASES
Disease DM Damage Interval Symptoms
Wound Infection +4 1D3 1 day Swelling, pain, fever
Pneumonia +2 1D6+4 1D6 weeks Cough, fever, chest pain
Anthrax –2 1D6+2 1D6 days Cough, fever, tiredness, chest pain
Cholera +1 1D6–2 2D6 hours Diarrhoea, vomiting, thirst
Ebola –4 1D6+4 2D6 days Fever, muscle pain, internal bleeding
POISONS
SAMPLE POISONS
Poison DM Damage
Nerve Agent 0 6D6 (or 2D6 damage if End roll made)
Toxin -2 4D6 (or 1D6 if End roll made)
Sedative -4 Unconsciousness for 1D6 x 10 mins
Paralytic -2 Paralysis for 2D6 mins
Cyanobacteria 0 Mild insanity for 1D6 hours
SUFFOCATION
In an area where sufficient oxygen is not long available, such as on board a starship
without life support, a character begins to suffocate, suffering 1D6 damage each
minute. A character who is utterly without air (such as one who is being smothered or
strangled) suffers 1D6 damage each round, instead.
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HOSTILE ATMOSPHERES
TEMPERATURE
The following labels cover a temperature band that can be equated with an Earth-like
climate or the climatic conditions on some moon or planet within the solar system. As a
planetary label, it is simply a generalization
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Each damage value below is paired with a time increment – how often that damage is
incurred. This time increment will decide the scenario’s time scale; the characters might
be moving week by week across an ice field on a Frozen world, in an ATV, but if a
character one day smashes his suit helmet whilst digging the ATV out of a ditch, then
the scale of time moves instantly from weekly to minutes (the character is inside a
sealed suit, but since it is no longer sealed we can treat it as ‘Suitable Clothing’ and
begin inflicting 4 damage points every minute). The GM must decide on the
temperature of the terrain being crossed. The dune seas of Mars’ Herschel Impact Basin
are Cold. Those of Saudi Arabia’s Empty Quarter are Hot. Polar regions are either Cold,
or on icy planets and moons like Ganymede, can be Frozen. Cold and Hot environments
are dangerous and can kill if not adequately equipped.
HOT: Assumes zero water to drink; -6 from damage if minimal water available; -8 if
plentiful water available.
COLD: Assumes unheated tent/shelter; -4 from damage if heated shelter; -2 if eating
hot daily meal.
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RECOVERING TEMPERATURE DAMAGE
Characteristic points lost due to extremes of high or low temperature can only begin to
be restored if the character can get into heated (or cooled) shelter. If the character is
not Seriously Wounded, then natural recovery can begin.
A Seriously Wounded character who has found shelter is still deteriorating. Surgery is
not appropriate. Instead, they can be treated by a medic once per hour, who must
make an Average (0) Medical roll. This restores 3 characteristic points, and allows the
character to begin recovery, as above.
After 2 days of 50ºC desert temperatures, an explorer (777675) dressed for warm
weather but without any water, is reduced to 270675. Two more days of this will kill
him. He finds a cool deep cave with a pool of water at the end. This is shelter, with
drinking water, and so he gains 2 points each day. Now his problem is food …
RADIATION
Radiation can be real killer in space. Solar storms bathe interplanetary space with
energized protons that can reach deadly levels very quickly and some stars and gas
giants have particularly deadly radiation belts which should making prolonged travel
nearby equally unhealthy. Radiation in Cepheus Universal is measured in Rads.
RADIATION EXPOSURE
Radiation Source Exposure Level
Hot Zone (close to white dwarf or radioactive gas giant) High Level per hour
Danger Zone (close to gas giant, star) Low Level per hour
Minor Solar Flare (duration 1-6 hours) Low Level per hour
Major Solar Flare (duration 1-6 hours) High Level per hour
Nuclear Blast Extreme Level
Crew Radiation Hit (Minor) Low Level
Crew Radiation Hit (Critical) High Level
Irradiated Area (per hour) Low/High/Extreme
Inside Chamber of Leaking Reactor Extreme
Exposure Level Rad Exposure
Low Level 2D6 x 5
High Level 3D6 x 20
Extreme Level 1D6 x 1000
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RADIATION PROTECTION
Subtract the relevant value from the Rad Exposure before totalling up the character’s
Rad dosage. Roll each hour if the exposure is extended.
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EFFECTS OF RADIATION DAMAGE
Damage from radiation is not quite like that inflicted by a knife or bullet, its effects
manifest over time. The severity of the sickness is indicated by the loss of characteristic
points. While the rules here are quite clinical and clean, radiation sickness is not
although such unpleasantness may be glossed over as the GM sees fit.
PRESSURE LOSS
On many small moons, on asteroids and in deep space, humans are battling against lack
of pressure, in most cases a vacuum or a near vacuum. This is always the greatest
danger to any space traveller.
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If a weapon hits an outer hull, roll for weapon damage as normal and subtract from this
the armour rating of the target. If penetration occurs, a 1 cm diameter hole is punched
into the hull and decompression begins.
Explosives of any kind automatically strike the hull if detonated internally. The fact that
the atmospheric pressure of the cabin is exerting great force on the skin of the habitat
or vehicle adds a considerable punch to any internal explosion, increasing the chance of
a puncture. Roll explosive damage and subtract the relevant armour modifier. Every
point of explosive damage beyond that needed to puncture the hull widens the hole by
20 cm. A frag grenade tossed into a TL 8 orbital lab goes off and does 24 points of
damage, lowered to 14 after the lab’s hull is considered: that constitutes a breach. The
14 points cause explosive decompression with a catastrophic hull rupture 2.8 m in
diameter... This combat rule can serve as a guideline for other projectiles, from
micrometeoroids striking the hull, to vehicles crashing into a surface habitat or fuel
pumps exploding. See the full rules for Defeating Barriers on page 111.
For a 1 ton cabin, a 1 cm diameter hole will cause pressure to drop by 50% in 5
minutes and to vacuum in 10 minutes. The half-way point marks the level at which
asphyxiation begins (see below) and the character suffers 1D6 damage per minute. This
basic value can be extrapolated to determine pressure loss for other sized-
compartments. Should a bullet punch a hole through the skin of a 20 ton cargo hold, for
example, pressure loss will take 20x longer (1 hr 40 mins to reach half an atmosphere,
3 hrs 20 minutes to be reduced to vacuum). The real danger is in hatches popping open
and in ruptures caused by explosions. Using the previous example of a 10 ton lab
module damaged by a grenade, the breach created was 2.8 m in diameter. Increasing
the affected volume increases the time to asphyxia to 50 minutes, but the breach was
also 280x larger:
Time to Asphyxia: (5 mins x 10) / 280 = 0.17 mins (10 seconds, or around one round)
If a 1 ton airlock blew its hatch and exposed unprotected individuals to vacuum, the
effects of asphyxia would occur much faster. Assume the hatchway is a 1.2m breach:
Time to Asphyxia: (5 mins x 1) / 120 = 0.042 mins (3 seconds or half a combat round)
Note that since full vacuum is reached after twice this duration, the people in the
airlock will suffer the perils of vacuum at the end of the six-second combat round. What
exactly does this do to the characters?
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EFFECTS OF VACUUM ON THE HUMAN BODY
Exposure to vacuum results in 3D6 damage per combat round. To save someone
suffering catastrophic haemorrhage and embolism requires that pressure be restored to
at least 50% or more of atmospheric norm. This will prevent further damage. Recovery
requires a trauma kit with a defibrillator to restart the heart, an oxygen bottle and
specific drugs (namely pentoxifylline, prostaglandins and calcium channel blockers), all
of which are found within spacecraft and habitat trauma kits.
To stabilize a patient exposed to vacuum: Difficult (-2) Medical, 1D6 mins. Failure
indicates the patient continues to deteriorate at 1D6 pts per hour. The medic can try
again each hour. Success indicates the patient regains 3 characteristic points and can
begin recovery as normal.
To repair a major breach: Difficult (-2) Vacc Suit, 1D3+2 rounds; or Very Difficult (-4) if
repairing one’s own suit. All suits include a suit repair kit.
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ZERO GRAVITY
At TL 10 and up, spacecraft and large space stations use grav plates to create artificial
gravity, allowing crew to walk around as if they were on an airliner. At TL 7-9, these
habitats must be spun to create the impression of gravity. Outside of those comforting
environments, and away from the surface of a moon or planet, zero-G is king. Simply
moving around carefully requires no roll but carrying out some tricky manoeuvre or task
certainly will. If using a firearm in zero-G, resolve the attack roll first, then whether the
shot hit or not, attempt to retain control. Losing control in zero-G during a space-walk is
a Stress Event.
Apply the following DMs: Using a tool to repair/construct -2; striking with tool or melee
weapon; or pushing/pulling -4; using a handhold or brace +2
Retain Control Whilst Firing a Gun With Recoil: the player rolls the Recoil number or
higher using 2D6.
Apply the following DMs: Dex Modifier; Vacc Suit skill; using a handhold or brace +2;
firing a 4-rd burst -4; firing a 10-rd burst -6.
Losing control means the character is tumbling and if a task was being attempted, it is
abandoned. Roll again to regain control, but this time there are no DM’s, either positive
or negative, except for those derived from Vacc Suit skill and the Dexterity
characteristic.
HUNGER
Characters might find themselves without food or water and without any means to
obtain them. In a survival situation in a temperate climate, a character needs at least 1
litre of water and about 0.5 kg of high protein food (meat, etc.) per day to avoid
starvation. In very hot climates, characters need up to five times as much water to
avoid dehydration.
Food Units: To make rationing food easier, we refer to food ‘units’, with 1 kg of meat
equating to 10 units and 1 kg of plant food equating to 5 units. In a wilderness
scenario, we can assume that a character requires 5 units of food each day to survive
(while a contented colonist enjoys 10 food units per day). A 2 kg ration pack provides 5
food units, for three days (15 units in total).
Starving: Without any food at all, a character deducts 1 point from Strength, Dexterity
or Endurance each day. With rationed food (1-3 food units per day) a character deducts
1 point from Strength, Dexterity or Endurance every week. This starvation damage
cannot be restored by normal means: 2 characteristic points are recovered each day
that a full 5 food units are consumed.
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Thirst: For each day water is rationed, reduce all three characteristics by 1 point if only
0.5 litre is drunk; by 2 points if 0.25 litre is drunk; and by 3 points if no water is drunk..
Similar to hunger, damage sustained from thirst is recovered at the rate of 2 points for
every characteristic each day they drink 1 litre of water.
FATIGUE
Player characters require a Sleep Period in every 24, equal to 8 hours, although
characters can reduce this by their End modifier for up to a week, followed by at least a
week of regular sleep. Sleep must be had as a full Sleep Period, or as two 4 hour Sleep
Periods. Fatigue always begins 16 hours after a Sleep Period has ended (14 hours if the
character has been hiking with a Medium Load and 12 hours if with a Heavy Load).
When this fatigue begins, the character must make an Average (0) End check to avoid
the need for sleep. Failure results in a -2 DM to all skill and characteristic checks until he
rests. The fatigue roll is made again two hours later, but the DM increases now to -3.
After that the character starts making Average (0) End checks every 30 minutes and if
he fails, will fall asleep for an hour (minimum), totally overcome by exhaustion. Fatigue
may play a part in a wilderness adventure, particularly if the scenario involves a
dramatic chase across country, where stopping to rest may prove fatal.
CLIMBING
Climbing anything more difficult than a ladder might involve a Routine (+2) test of
Strength at roughly 3m per round. Failure indicates lack of progress, the climber can try
again next combat round. Three consecutive failures indicates you are stuck. To
continue make a Str roll at the next difficulty level. If this is failed the climber falls.
Sheer surfaces, such as the vertical sides of buildings, dams, bridges, and rock cliffs
follow the same rules, but require an Average (0) Strength roll. Long climbs,
progressing at 1m per round, will require multiple rolls. Obviously, climbing ropes and
climbing gear will help immeasurably in such a climb.
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COMMUNICATIONS
UNDERWATER
Radios have a restricted range of 20-30m underwater, so instead hardwired cables are
used to connect seabed habitats with one another or the surface. Maser communicators
are sometimes used to communicate with work groups, subs and ROVs within 300m.
IN ORBIT
Some radios are able to contact a ship in orbit, but once it sinks below the horizon, the
ship is out of contact to all but TL 16 communicators (which can transmit through solid
objects). How long is the ship above the horizon? This doesn’t depend on the speed of
the ship, but its orbital altitude. Use these approximate values below. Note that a ship in
geostationary orbit always remains above the same location on the surface.
INTER-SYSTEM COMMUNICATION
Some settings may have faster-than-light communications, enabling star systems to talk
to one another. The easier this becomes, however, the less reason there is to travel
between the stars. Being able to call for help when your starship is stranded takes some
of the adventuring potential and isolation away from the player characters. Having no
FTL comms is fine, but if they are included, make them expensive to use and requiring
a time delay. This might be 1 hour per parsec, 1 day per parsec, or 1 week per parsec.
In a setting that Goes Where No Man has Gone Before, the speed of communication is
roughly 1 parsec per hour.
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MOVEMENT
RUNNING
Running requires the character to devote a Significant Action to movement. Running
can be either a sprint or a jog. Sprinting allows up to 18m movement in a combat
round, but sprinters cannot make perception rolls, dodge or dive for cover. Jogging
allows up to 9m movement, it allows perception rolls, the chance to dodge or dive for
cover and involves staying low to try and avoid being hit by gunfire. Characters can
alternatively crawl 3m per round, helping them to try and remain undetected by an
enemy force. Difficult terrain, such as rubble, mud or thick under-brush can halve a
character's movement. Anyone can move 2 or 3m as a Minor Action.
JUMPING
Characters can jump a distance of 1m easily, or jump over low obstacles with no roll
needed. To jump across 1.5 to 2.5m, though, requires a Routine (+2) Dexterity skill roll.
This roll could also be used to attempt some other unusual jump manoeuvre.
SWIMMING
These rules assume that all player characters can swim in calm water, unencumbered
by clothing or equipment at 3m per round. Add both the Str and Dex characteristic
modifiers to this figure. Use of swim fins increase speed by 2m per round. Bursts of
fast swimming speed at 6m per round can be attained for a number of minutes equal to
Endurance. A Routine (+2) Str roll is required each 30 minutes of swimming, or if the
swimmer is in unusual circumstances, such being lightly loaded, is injured, jumps into
water from a height, is in turbulent water or is being shot at. Failure indicates either
lack of progress or disorientation. Make a second roll, if this is failed, the character
suffers 1D6 drowning damage each round, and must attempt a fresh Str roll every
round (with a cumulative DM -1) until he or she either falls unconscious and dies, or
regains control.
Cold Water: Falling or jumping into cold water (0-10˚C) without a survival suit can
cause shock in the human body. This is a Stress Event. Make a Routine (+2) End roll or
suffer drowning damage, as above. The character then suffers 1D6 points of cold
damage every 10 minutes if without a survival suit, or 1D6 points every hour if wearing
a survival suit.
Lifesaving: An Average (0) Str roll is required to swim to the aid of a victim and
prevent them from drowning. Failure means the victim almost drowns you in their
desperation (suffer 1D3 damage). A second failed roll indicates that the lifesaver
themselves is now being pulled under and is drowning. Roll Routine (+2) Strength to
fight them off and swim away. If a lifesaving roll is successful, the character may be
able to tow the victim at half speed to safety if applicable to the situation.
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UNDERWATER
Diving is possible using a self-contained underwater breathing apparatus (SCUBA) such
as a rebreather or scuba tanks and equipment. Both allow a diver to swim without the
need for decompression down to a depth of 20m (on Earth). Characters descend and
ascend at their normal swim speed; a Str 10 character with diving fins, for example,
descends at 3m +1 + 2 = 6m per round (36m per minute).
PRESSURE AT DEPTH
Atmospheric pressure on the Earth’s surface is 1 PRESSURE & DEPTH
‘atmosphere’ (atm), this pressure on a diver increases the Pressure Depth on
deeper he goes, reducing his air supply and increasing his (atm) Earth (m)
chance of suffering nitrogen narcosis. See the Pressure & 1 0
Depth table. The depth a diver can reach on an alien world 2 10
depends on the planet’s gravity and its atmospheric 3 20
density. For a Thin atmosphere +5m to the depth; for a 4 30
Dense atmosphere -10m for the depth. The GM will need 5 40
to decide the air density himself in atmospheres A, B or C. 6 50
The final depth can be multiplied by the world’s surface
gravity value if additional realism is required. Since the air breathed by the diver will be
compressed with depth, more air must be breathed the deeper he goes. Time allowed
below the surface is determined by the air tank’s supply divided by the atmospheric
pressure at the depth of operations. A diver with six hours of oxygen, diving to 3
atmospheres (20m) will only have 2 hours of air, for example.
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Example: Wanting to access a disabled ROV at 4 atm depth, our diver looks along the
table – he can work on repairing the drone for 1 hr, 2 hrs or 3 hrs, but a 2 hr schedule
will mean his ascent must take 3 hrs; a 3 hr schedule means his ascent must take 5 hrs.
DECOMPRESSION SICKNESS
A character who exceeds his allotted time at depth by 25% or more, or who does not
spend the required time rising to the surface, will show signs of the bends within 3D6
minutes of surfacing. The character makes a Difficult (-2) End roll and if successful will
suffer 1D6 points of damage. If the roll is failed then 1D6 damage is suffered every
hour until treatment is received. Oxygen can be administered with a Routine (+2) Medic
roll, which will reduce damage to 1 pt per hour instead. Treatment and recovery
requires 1D3+1 hours within a hyperbaric recompression chamber (common on large
diving ships), or an autodoc. A starship airlock could fulfil the same purpose.
NITROGEN NARCOSIS
Nitrogen narcosis or (‘rapture of the deep’) is a condition that occurs when the diver
breathes compressed air. When divers go to 3 atm or greater, the partial pressure of
nitrogen produces an altered mental state similar to alcohol intoxication. This can be
very dangerous, since the diver himself may not realise he is being affected. At 3 atm
depth, a diver should always make an Easy (+4) roll to avoid narcosis, apply both the
character’s Int and End modifier. At each atmosphere pressure below 3, the roll is
repeated with an additional -1 DM. If failed, the GM should impose a – 1D6 penalty on
any action taken. Even to carry out his own decisions (such as ascend to a safer depth),
the character must make a Routine (+2) Int roll! The effects of narcosis disappear once
the diver has ascended above 3 atmospheres.
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BUILDING INTRUSION
At some point, there will be player characters who need to gain access to a secret
laboratory, or to an off-limits military complex at the far end of the starport. And getting
in to those places, may not be easy…
A failure to climb a barrier means the character is stuck halfway-up, roll again. Two
failures in a row means a fall. It is usually best to cut through fences so as to not be
seen struggling over them, this is an Average (0) Mechanical roll, taking 1D6 mins (if
using bolt-cutters, disintegrator or cutting torch). Concrete or steel barriers can only be
breached using explosives or disintegrators, although neither are discrete.
Avoiding Foot/Robot Patrols – Make a Security roll (add Int modifier) to move
around the inside of a compound or to climb a fence unseen. Difficulty is listed on the
table below, with the first column on the table being used if the character is attempting
a random penetration, the second column is if he is using a timepiece or rota to time
the foot or robot patrols. The time-factor is how long-apart the patrols are. Crossing
floodlit areas at night means that the character will probably be visible to cameras or
patrols. If a character with Security skill leads the penetration of the compound, he
makes the rolls (assuming his comrades do as they are told).
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Level of Security Frequency Task Difficulty
- Random - - Timed -
Low Security 30 mins Routine (+2) Easy (+4)
High Security 10 mins Average (0) Routine (+2)
Maximum Security 2 mins Difficult (- 2) Average (0)
CAMERAS
Cameras cannot be watched 24 hours a day, and are therefore hooked up to a video
recorder. A character may be able to get away with being visible to a guard scanning
several monitors. For a permanent system malfunction (such as disabling the camera)
or blatant video evidence (such as a dead guard lying in a corridor) roll 5+ on 2D6
every 5 minutes for it to be detected. For fleeting system malfunction or video evidence
(such as shooting someone in front of a camera, but pulling the body out of the way)
roll 9+ once only, to spot. Players can roll a Routine (+2) Security roll to spot a
particular camera before their agents are seen by it. At TL 12, a camera is monitored by
computer which watches for unusual activity, or faces that it does not have in its
database. It requires a Difficult (-2) Security roll to fool such a surveillance system.
BYPASSING LOCKS
Lock types vary by Tech Level, and these types provide a DM to defeat them if the
character possesses the right equipment. Mechanical locks can be cracked with
improvised tools at -2. Others always require dedicated security kits.
LOCK TYPES
Tech Level Introduced Type DM
4 Mechanical +1
6 Passcode/Card +1
8 Biometric (Thumbprint/Retina/DNA/Facial ID) 0
Locks of the same type can be made more difficult to bypass depending on the security
classification of the area they protect. The mechanical lock of a bank’s vault will be
tougher than the front door lock, that in turn will be tougher than a desk drawer lock.
The difficulty of the bypass attempt will be based on the area it protects, modified by
the Tech Level of the lock. Give a building a single general security rating then decide
what locks defend the important locations within.
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Roll To Bypass The Lock: The character makes a Security roll at the difficulty stated
in the table above, modified with a DM based on the lock’s type. Each attempt requires
1 minute, and gets more and more difficult (-1 each time). Three failures in a row either
activates an alarm or jams the door lock mechanism. Mechanical skill can be substituted
for Security when dealing with a mechanical lock, and Electronics can be substituted for
Security when dealing with a card/voice/retina lock. There will be a -2 penalty (just like
improvising) and each attempt takes 2 minutes, not 1 minute.
Example: Marco (Security 1 skill, with a security kit), wants to break into a starport
warehouse to look at a bonded cargo shipment. This is a High Security Building at TL
10 (biometric locks). To gain access through the exterior door is Average, with a DM 0.
He rolls 6+1 for 7, but he needs an 8 to succeed. He tries again, now with a -1. He
rolls 10+1 and -1 for 9, and succeeds on his second attempt.
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WEATHER
TRAVEL
Deep snow stops wheeled vehicles and halves the speed of tracked vehicles.
Heavy rain will lower ground vehicle speed by 10%
Wind, snow or heavy rain will lower hiking speed by 1 kph.
Hurricane winds fill the air with wind-blown debris, aircraft are stranded and
ground vehicles are in danger of being tipper over. Hikers must find shelter
immediately or be subjected to 1D3 points of damage (make a Routine Strength
roll to avoid). Further checks might be demanded by the GM should characters
insist on moving about unprotected.
Thick mud reduces travel to slow going, a vehicle driver must make an Average
(0) drive roll, or get the vehicle mired in the mud. It will take 2D6 hours and a
Difficult drive roll to unfree the vehicle, +1 if 3 or more people get out and help,
+2 if 6 or more get out and help.
INITIATIVE
Snowfall counts as visibility restricted (-2 DM) whilst spotting the enemy or making an
initiative roll.
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CHARACTERS
COMBAT
Tense situations, such as combat, are divided up into combat rounds. These are
essentially one ‘turn’ for every participating player and non-player character. It is an
arbitrary ‘chunk’ of time equal to about 6 seconds, roughly equivalent to the time it
takes for someone to fire a shot from behind cover then duck back again, or for a
character to sprint across a street. In a combat round each player character gets one
significant action and one minor action.
Minor actions can usually be accomplished with little effort: looking around, calling
over to someone, dodging into cover, parrying a melee attack, checking the time,
moving up to 3m. etc. A character can also change to any one of the three stances –
prone, crouched or standing – as a minor action.
RANGE
Personal combat is divided into a series of range bands. These are identified in the table
below:
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ENCOUNTER RANGE
When a combat begins, the GM must decide the
starting range that separates the combatants. For DARKNESS
combat in tight quarters, such as during an
ambush, inside a building or within an Total darkness reduces
underground tunnel system, the starting range is starting range to Short or
usually Short. The range for jungle, woodland or less. Partial darkness
urban encounters is usually Medium and more restricts starting range to
open areas such as farmland, prairies, hills, Medium or less.
mountains, deserts, and open roads make it easier to see at a distance, so Long or even
Very Long range would be appropriate. If the GM would rather let the encounter range
be randomised, refer to the table below:
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INITIATIVE
In a combat situation, these rules use a group perception mechanic, where one player
rolls for the PCs and the GM rolls for the NPC antagonists.
Example: The players are moving through a ruined colony, between buildings, and
they will meet a gang of six colony scavengers, looting a building, the encounter is
at Short range. We roll for both sides, first the players. The roll is 8+ with +3
for Short range, +1 because the scavengers are busy, +1 because one of the PCs
has Recon-1. We roll 9+5 = 14. The PCs spot the scavengers. The GM rolls for the
scavengers, with +3 for range, -1 for being distracted, and rolls 9+2 = 11. The
scavengers simultaneously spot the player characters!
In some cases the decision is made by the GM on the logic of the situation. If an
ambush party of player mercenaries has been sat at the road junction all day to catch
an unwary patrol in their sights, they have the initiative; but many times the side with
initiative should be decided randomly using a group perception roll.
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AMBUSHES
The PCs or their antagonists may be able to set up an ambush in concealment,
this ambush must be established in a concealed location likely to be visited by the
enemy. When the victims of the ambush arrive within Medium range of the location, a
-3 DM is applied to their group perception roll. Should this roll fail, the ambushers gain a
full combat round of surprise, catching the victims exposed and out on the
open. Alternatively, the ambushers can wait for the victims to enter Short range where
a second group perception roll will be required. Conversely, the GM may assume
that the ambushers automatically spot the victims walking into their trap, or he may ask
for a group perception roll with a +3 DM.
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ORDER OF COMBAT
The order of combat is pretty straight forward: the player characters get to act, then
any NPC squad-members on the side of the PCs, and finally the enemy. When it’s the
turn of the player characters to attack in combat, they have the following options:
Melee Combat – A hand-to-hand attack within 3m or less, the opponent can parry and
counter-attack
Direct Fire – Shooting at opponents that are visible.
Area Fire – Shooting at an area that is concealing opponents.
Non-Combat Action – Run, reload, radio in, start CPR, unjam a gun, etc.
Melee attacks ALWAYS go before Direct Fire to give them an edge. At close range, the
melee fighter strikes before the gunman - does the gunman defend himself with a
bayonet, or use his rifle as a club, or risk waiting … and then attempting Direct Fire?
MELEE COMBAT
An unarmed human can inflict 1D6 damage when they hit in combat, +1 if Str 9 or
more, -1 if Str 5 or less.
RANGE OF MELEE
There are two ranges at which melee combat can take place, Close (1.5-3 metres) and
Personal (in touching distance, less than 1.5 metres). Melee weapons are listed either
as Personal range (such as a dagger) or Close range (such as a fire axe). Fighting at the
wrong range incurs a -1 penalty. Changing ranges is a minor action; moving away from
Personal to Close can be done freely, but moving inwards from Close to Personal may
be contested by your opponent. Both roll their Melee skill, with the winner deciding the
outcome of that action.
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PARRYING
Characters attacked in Melee Combat can always attempt to parry if they have a hand
weapon or other item with which to block the attack (laptop, spear, sword, rifle, chair,
whatever). To parry a blow, simply make an Average (8+) Melee Combat roll, add in
the Dex modifier. If failed, the attacker still inflicts damage on the defender. If
successful, the Armour Value of the object will block the attack if the incoming damage
is equal to or less than the object’s AV. If it exceeds the AV of the object, then whatever
damage exceeds the AV is still inflicted on the defender.
If the incoming damage exceeded the AV of the parrying weapon: lower its AV
by 1 point permanently, and carry on with the combat. When it reaches 0 AV in
combat, the weapon breaks.
If an object was used to parry and it is important to the story: whether or not it
blocked the incoming damage or not, subtract the object’s AV from the damage
inflicted, and whatever is left is used to lower the object’s Durability Points
(roughly equal to its mass in kilogrammes). When reduced to zero, the object is
destroyed. See Damaging Objects on page 108. Note that a rifle used to parry
will be considered an object, and may be damaged or destroyed if used in this
way.
BACKSTAB
A successful surprise attack with a blade will inflict 3D6 damage (plus Str modifier AND
Melee Combat skill), whether knife, sword, axe or whatever.
GRAPPLING
A character can attempt to wrestle or grab another person instead of hitting him. The
attacker must make a Melee Combat 8+ roll. The opponent will probably try to parry
(see above) and can do so, even if unarmed. If the attack succeeds, he has 7 options:
Throwing an opponent ends the grapple. With any other option the winner can choose
to end or continue the grapple (with a +2) as he sees fit. A character in a grapple
cannot move nor do anything other than make opposed hand-to-hand combat skill rolls.
He may struggle to break the grapple for a number of rounds equal to his End. Each
time an opposed roll is made the winner can choose an option from the above list.
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ANIMALS IN COMBAT
Animals on alien worlds can make hand-to- ANIMAL WEAPON RANGES
hand attacks just like humans, although Weapon Range
using whatever natural weapons (horns, Claws melee (Personal)
claws, ram, kick) at their disposal. They Hooves melee (Close)
fight with skill-0 and apply their Dex Horns melee (Close)
modifier to the attack roll. Unless otherwise Projectile ranged (Short)
noted, animals operate just like characters Stinger melee (Close)
in combat. The range category of an Teeth melee (Personal)
animal’s weapons can be found in the Thrasher melee (Close)
Animal Weapon Ranges table.
TWO-HANDED FIGHTING
If a character wants to fight with two one-handed weapons simultaneously, then he or
she will suffer -2 DM to both attack rolls. Two-handed fighting allows a character to
attack two opponents simultaneously, or one opponent twice. It is difficult to attempt,
more cinematic than realistic – but certainly attested in history with the popularity of the
main gauche, or parrying dagger.
Example: Let’s consider Chris Ross, a miner sent out to check the perimeter at night
before the shutters are closed up. He has a flashlight and a metal bar used to lock the
shutters around the mine entrance.
Chris Ross 888555 Age 26
Vacc Suit-1, Mining-1, Melee Cbt -1
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What next? We always ask the PC first. He can’t attack (he’s not within 3m) but he
will look for a doorway into the colony, and turn and run back through the compound
for 18m. The creature can’t carry out a melee attack either, but it will chase him. Its
twice as fast, so moves 36 metres, covering the 8m range plus another 28 metres. At
the start of the next combat round, it has easily caught Chris.
In round two, Chris decides to fight it off with the metal bar. This is 8+, DM +1 Melee
Combat skill, but no bonus for his Strength or Dexterity. The steel bar is a Personal
Range weapon (within 1.5m), so Chris fights at that range. With a 5, he fails to hurt
it. The creature can’t parry, it needs a weapon or object to do that, and of course it
doesn’t need to and now gets to fight back. Animals have skill-0 and add their Dex
modifier (in this case +3). It’s using teeth, which, like the steel bar are best used at
Personal range. A total of 13 on the 2D6 roll, that’s a success with an Effect of 5.
Chris gets a chance to parry with his weapon… but with a total of 4, he fails.
Its teeth do 1D6 damage, with an added Effect of +5, we roll 5+5 for a result of 10.
Poor Chris, despite trying to beat the thing off with the metal bar, is knocked to the
ground, the huge creature pinning him down and savaging him with a series of bites.
Chris’ physical Characteristics are 888, and his Endurance is immediately lowered to
0. But there are two more points of damage, and the player decides to take them
from Dex, lowering that to 6. His Characteristics are now 860. According to the Injury
and Recovery rules, Chris is stunned for one round (he can defend, but not attack).
We also roll 1D6 for an injury: Leg Disabled (move 6m per round maximum).
In the next round, Chris can only defend by parrying, which he desperately prepares
to do. It is the creature’s turn to act; it attacks again, with a roll of 5+3 = 8. It will
hit, Chris successfully makes a parry roll. The creature’s damage must overcome the
steel bar’s AV of 9. Since it only does 1D6 damage with no Effect in this round, that
can’t happen. The bite was parried.
In the next round, Dave Santos, another miner steps around the corner with a rifle.
He sees his friend in trouble and intends to fire at the creature at Short Range.
However, melee combat goes first. Chris isn’t stunned anymore and tries to hurt the
creature with the metal bar. It’s still 8+, +1 for his skill, and we roll 5+1 = 6, he
can’t hurt it. The creature goes next and rolls 4+3 = 7 (Chris must be doing enough
with the iron bar that the creature doesn’t bite him again).
Now we move to ranged combat. Dave has a rifle, but only Gun Cbt-0, so he needs
8+ to hit. The rifle has a range of Long, so Short range is no problem, and incurs no
penalties.
We could invoke the ‘Firing Into Combat’ rule. But instead I think we’ll just roll the
2D6 and see if Dave hits the creature: we roll 8, and hit the scavenger with no
additional Effect. It does 3D6 points of damage, we roll 15, subtracting the creature’s
AV of 2, leaving 13 points of damage. This reduces the creature’s End to 0, with 4
points left over, which we roll randomly and determine that Dex is reduced by those 4
extra points to 13. The Game Master takes pity on Chris, and has the alien creature
flee into the night, stung by the pain of the bullet wound. Dave runs across to drag
his bleeding friend inside the mining complex.
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DIRECT FIRE
Direct Fire is that standard type of roleplaying gunfire used by PCs - the
target can be seen, the target can be shot at. An enemy soldier moving
around, standing up, stood out of cover or away from concealment can
be targeted by Direct Fire. This is the easiest and most direct way to
8+
engage any enemy force, as such, Direct Fire will generally be carried out when enemy
troops are seen moving, or if caught out in the open, either in a chance encounter (see
Ambush, Surprise and Movement) or in a planned ambush. Once enemies drop to the
ground and stop moving or get under cover, they can no longer be targeted by Direct
Fire and players must switch to Area Fire to continue the firefight. Note that NPC
antagonists have their own combat rules (see later). Combat at Short or Close Range is
always Direct Fire.
Dmg: Damage, TL: Tech Level, Wgt: Weight, Mag: Shots available
To attack a visible opponent at range, the attacker declares his target and then makes a
skill roll. The difficulty of the shot is based on the weapon’s effective range since all
ranged weapons (like firearms) have a Combat Range Band. If a target is within that
effective range band the player requires an 8+ to hit and, if successful, he deals
damage to that target. Each successive range band increases the difficulty.
MODIFIERS TO GUNFIRE
Advantage Modifier to Hit
Shooter’s Dexterity DM +DM
Target in Weapon’s Range Band 0
Target 1 band beyond Range Band -2
Target 2 bands beyond Range Band -4
Point Blank (3m or less) +2
Aiming for one round +1
Aiming for one round with Scope, Tough Scope or Night Scope +2
Propelled Grenade with burst effect +1
Shotgun Short Range (4D6 damage) +1
Medium Range (2D6 damage) 0
Long Range (1D6 damage) 0
Target Moving, Dodging, Sprinting -1
Target in Cover, Partial -3
Frenzy Fire -2
Firing into Hand-to-hand Combat -2
Autofire 4 rd burst x2
Autofire 10 rd burst x3
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AIMING
A character that spends a one full round aiming at an enemy target gets a +1 DM to his
next attack on the target, as long as the character does nothing except aim until he
makes his attack or unless his aim is spoiled. If using a Scope, Night Scope or Tough
Scope, this bonus increases to +2.
BLIND FIRING
Firing in pitch darkness or while temporarily blinded, works exactly like any other form
of firing (including automatic), but it always treats the firer as having Level 0 in that
weapon’s relative skill. Additionally an extra die is thrown when firing, but before any
calculations are made the highest die (or one of the highest, in case of a tie) is removed
completely.
COVER
Should a character take cover behind a wall or other impenetrable object, he cannot be
hit be enemy fire. If he wishes to use the cover to fire from, shooting from behind a low
wall, or from behind an airlock door, for example, the opponent’s chance to hit him is
lowered by -3. For outdoor cover, such as general undergrowth, rocks, farmland, crags,
buildings or anywhere else the enemy can drop down and stop moving, they become
effectively invisible, and must instead be targeted with the Area Fire rules that follow.
DODGING
A character who is not surprised, or not sprinting, may try to dodge into cover as a
minor action, if there is any to be had within 6m. This gives his attacker a –1 DM.
Characters can try to manoeuvre closer to their opponents or escape by exposing
themselves to the shots of their enemy very briefly in this way.
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DISINTEGRATORS
Disintegrators have a variable energy output, and a user can set the output to anything
from 1D6 up to 10D6. This means it can deal up to 10D6 in one attack. Simply subtract
the number of dice done in an attack from the Magazine Score. If used at the level of
6D6 or more, it can even damage vehicles (see People Attacking Vehicles, page 209),
but unlike slugthrower firearms, disintegrators at 6D6 or more, can reduce a vehicle’s
Hull and Structure points.
Stun Attack: A disintegrator’s 1D6 attack can be used to Stun an opponent rather than
inflict damage.
Wide Attack: A disintegrator’s beam width can be adjusted so that it can be used to
affect up multiple adjacent targets (people ‘standing in a group’ for example). Simply
split the damage dice up between any adjacent targets. Only one attack roll is
necessary. Faced with three opponents, a character could employ a medium-level 6D6
attack, with 2D6 on each target. Or he could go to 9D6 and inflict 3D6 on each target.
OFF-HAND
If forced to use their off-hand to fire a pistol (or throw or use a melee weapon) the
character suffers a DM -2.
FRENZY FIRE
Frenzy Fire is what happens when a character ‘blasts away’ to make sure someone is
definitely going down, and it uses all remaining rounds in the weapon. It can be used by
anyone with a single-shot weapon, such as a semi-automatic rifle, pistol, shotgun or
revolver, who is within Short range of the target. If a hit is scored, additional damage is
done. Use the most appropriate row on the table below. There is a DM –2 penalty to
hit; Frenzy Fire does not affect vehicles.
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FRENZY FIRE MODIFIERS
Remaining Ammunition Fired Attack Modifier
6 or less +4 points of damage
10 or less +2D6 damage
20 or less +3D6 damage
100 or less not possible
GRENADE LAUNCHERS
Direct Fire: Grenade launchers can direct fire at a target, like a rifle. If so, they receive
a DM +1 due to the burst effect giving more chance of the target being caught in the
burst radius. All burst effect propelled grenades receive +1 DM to attack a target within
range.
Indirect Fire: Grenade launchers can also be used for indirect fire, to hit targets in the
distance where individual soldiers are not visible. Use Area Fire for this, if employing
explosive grenades. Or use this alternate method: the weapon is not aimed at the
target, but is fired at a high trajectory to strike the target from above. It has a default
DM of -4. If the strike of rounds can be seen, the modifier can be reduced by one each
subsequent combat round up to a maximum of the user’s Heavy Weapons skill. A
character with Heavy Weapons-2, could reduce the penalty to -3 in the second round,
and -2 in the third round. All subsequent rounds in which the grenade is fired will have
a DM -2. The user himself might not see the fall of shot, but a forward observer who
can, could radio the information to the user, allowing him, then, to adjust his fire
appropriately.
RECOIL
Firearms include a Recoil number which indicates the minimum strength required to
handle and fire the gun without problems. If the user does not have that Str or greater
(even due to wounding), then apply a -1 DM to all shots. Firing a 4-rd burst increases
Recoil by +1, while firing a 10-rd burst increases Recoil by +2. Recoil will have a
dramatic effect on firearms attacks in zero gravity (page 73).
SHOTGUN SPREAD
Shotguns are so-called because they fire ‘shot’, multiple projectiles that spread out as
they leave the barrel, increasing the chance to hit. As the shot disperses, the potential
damage of that attack reduces. A shotgun gets a +1 at Short range and does 4D6
damage. At Medium range it does 2D6 damage and at Long range 1D6. The damage for
shotguns as well as all of the factored range DMs are included in a shotgun section on
the table of to-hit Modifiers to Gunfire (page 91).
STUN
Stun weapons (stun baton, agonizer, etc), are weapons designed to deal non-lethal
damage and will incapacitate a living target instead of killing it. On a successful hit, the
victim makes a Difficult Endurance roll. If this is failed, the target is incapacitated and
unable to perform any actions for 1D6+2 minutes. If the End roll succeeds, the victim is
still stunned for one round. Disintegrator hand weapons can also inflict Stun damage.
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THROWN ATTACKS
Throwing Weapons - Throwing distance for a primitive ranged weapon is 10m +
Strength – weight (kg). The character makes a Difficult (-2) Dex roll; if the target is
under half the throw distance, apply a +2 DM. Thrown weapons can add the Effect of
the attack roll to their rolled damage. Thrown weapons cannot be aimed. Note that
grenades and hand-held stones can be thrown much further (see below).
SPECIAL DAMAGE
Some weapon damage values come with a code (HE, AP, AB) which indicate some
special damage effect. See page 209.
AREA FIRE
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AREA FIRE POOL
Area Fire uses a 'hidden' task resolution system, participants know when their fire is
hitting the ‘beaten zone’ but not if they hit a human target. When player characters use
Area Fire, they must nominate a 10m wide patch of vegetation, street front or
landscape within range of their weapons. They cannot see individual opponents,
perhaps only identifying the beaten zone by the muzzle flashes or the direction of
incoming bullets.
Every participating player character makes his normal to-hit roll with 2D6, adding a
bonus for weapon skill, Dex DM and any range DM. Scopes are not suitable for use in
area fire. Auto fire should not provide additional chances to hit – instead add additional
dice to the Area Fire Pool as indicated in the Area Fire DMs table (below).
Still, the players don’t know the effect they’ve had, they don’t see their victims get shot
and most likely don’t hear any screams. The enemy themselves probably continue firing
next turn, or they might pull back, or simply pause to remove the dead or reload. The
player characters might want to continue to use Area Fire, or venture out of cover to
investigate… exposing themselves to Direct Fire from their waiting enemy… Typically a
cautious group will spend several combat rounds pounding a stretch of vegetation or
building frontage with Area Fire before moving forward, dodging from cover-to-cover to
assault the firing position. Use Area Fire in this way for player characters only. If
using the rules for NPC squad members, refer to the section later entitled Rolling For
The Enemy Unit.
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Example: Detective Sergeant Jerry Wagner is a cop on a mission of vengeance;
he’s tracked down a killer to his lair, an abandoned factory. Wagner carries a police
issue TL 14 plasma pistol and wears an AV 6 concealed vest.
Jerry Wagner 989977 Age 38
Investigate-3, Security-2, Melee Cbt-2, Gun Cbt-1, Computer-1, Medical-1
A new round starts with Jerry going first (because he is a PC), he ducks into nearby
cover as a Minor Action and returns fire. He needs an 8+, with DM +1 for Gun Cbt-1
and a DM -3 due to the target using cover. We roll a 9 -3 +1 for a 7. He fails to hit
with his plasma blaster. Next it’s the killer’s turn. This time he receives a -3 because
Jerry is using cover. We roll a 5 and an 11 for his two chances to hit, and the 11 is
high enough (11-3 = 8) to hit. Damage is rolled immediately, 8 points, reduced to 2
points by the concealed vest’s AV 6. Jerry’s End is reduced to 2, he is bruised and
winded, but not badly injured.
Round three. To break the stalemate, he risks changing position to get around the
side of the machinery to get a shot onto the killer without any cover being in the
way. This is a sprint (a major action) to new cover. He cannot fire while sprinting.
Now the killer has a chance to shoot Jerry while he is out of cover. The killer gets a
DM -1 for Jerry’s movement, but of course gets two attacks for his 4 round burst
(that will be 12 bullets fired, almost out of ammo). With a 7 and 6, the killer’s spray
of bullets does not hit Jerry.
It is round four, and from his new position Jerry gets a clear shot at the killer, with a
DM +1 for his skill (and no minuses). He rolls 8+1 for a 9, that’s a hit with an Effect
of 1. His plasma pistol inflicts 14 +1 points of damage, reducing the killer’s End to 0,
knocking him down and stunning him for 2 full rounds, with the excess 7 points
reducing his Dex to 1. Jerry saunters over, holsters his pistol and kicks the machine
pistol away.
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MISCELLANEOUS
EXTENDED ACTIONS
Some actions will take longer than a single combat round to complete. The GM will have
to decide how long the task will take and then work out how many 6 second combat
rounds it will take to complete. A character engaging in an extended action cannot do
anything else but can abandon their action at any time and return to the combat at
hand. A character who is hit by an attack while undertaking an extended action must
make an 8+ roll using the skill in question, with a negative DM equal to the amount of
damage the attack caused (after armour). Failure indicates that this combat round's
work does not count towards the completion of the task. Failure by six or more (an
Exceptional Failure) ruins the task and the character must start again.
FIRE SUPPORT
In military games, the characters might be able to call on fire support from a grav ship
or aircraft tasked to support them, or an artillery fire base in range. However, the troops
may have to wait for fire support and might not get any fire support at all. There are
times when the unit is out of range of an artillery firebase, or when dropships or jump
jet gunships are just not available. If the PCs need some support, the squad leader, or
anyone with Tactics-0 or higher, can act as the ‘fire director’ and call it in on the radio.
You can never count on support; the GM must either determine availability, or roll 1D6.
On a result of 5-6 fire support or air support is available. To avoid overuse, the GM
should allow only one call for support per mission in a military scenario. In a multi-day
mission the GM may allow more than one call for fire support. He should tell the player
characters how many calls they are allowed during the mission briefing. Do not waste
them!
Once called, the shells or bombs fall 1D6+3 rounds later. It is an Average (0) Tactics
roll, taking 1D6 rounds. If successful, the 10m beaten zone is hit and 8D6 is added to
the Area Fire Pool (+1D6 for every level of Tactics the fire director possesses).
Remember that every ‘6’ result is a secret enemy casualty. If the enemy is heavily
entrenched, or dug-into bunkers, the Area Pool is halved. If unsuccessful, the fire
support landed in the wrong area (roll 1D6 on the Fire Mission Failure table). It can be
redirected with a new series of Tactics rolls made at +1.
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FIRE MISSION FAILURE
1D6 Failed Fire Support Request
1 Directly on-top of the player-characters’ squad (1-3 random NPC or player
characters take 4D6 damage).
2 Between the PCs and the enemy (1D6 squad-members take 1D6 damage)
3-6 A nearby building, or anywhere else that will cause mayhem.
STANCE
A character can be standing, crouched or prone.
UNDERWATER COMBAT
The density of water affects both the use of gunfire and melee attacks underwater.
Gunfire suffers a -2 DM, whilst melee attacks suffer -1 DM to hit and damage. Lasers
are ineffective beyond close range and also suffer a -1 due to beam scattering.
Explosive concussion is doubled in water, but fragmentation is slowed significantly –
consequently, explosives should be treated as normal. If a character shoots from the
surface at a submerged target, obscuration and refraction result in a -3 DM (and vice
versa).
UNRELIABILITY
This is an optional rule. A character’s firearm natural attack roll that equals double-one
(a ‘2’ before any modifiers or bonuses), may indicate a sudden malfunction, misfire or
reliability issue. The player must immediately roll another 2D6 and roll 8+. If this
succeeds, then the result of the ‘2’ was not a malfunction, but was simply an automatic
miss. If the roll fails, however, then the weapon has malfunctioned for some reason.
This is a Stress Event if it occurs in combat. This does not affect energy weapons.
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NPCs IN COMBAT
The team or squad kills or disables one enemy soldier on 12+ if conducting Area Fire or
Direct Fire, but just as the enemy has more chance of killing enemy soldiers that they
can see, so to do friendly NPCs. Not only do they get a +2 DM for Direct Fire, but they
may hit additional enemy soldiers out in the open. With Direct Fire, every number over
12 indicates an extra enemy hit, the GM can adjudicate this as a serious wound or a kill
etc, just as he would following an Area Dice Pool. Imagine a platoon of guerrillas
storming the wire of a starport. With a machinegun and a few assault rifles, the NPC
team should rack up several kills in short order.
You will notice that the NPC Team’s 12+ roll to hit isn’t very effective, that’s because
the advantage is the player characters and their additional rolls, the ability to split the
squad into separate teams sometimes able to attack from different directions, and the
fact that this is blind firing – area fire. The idea is for area combat to be slow and
mostly ineffectual, with the drive to outflank or assault the enemy in order to get into
visual range, using far more effective Direct Fire or even melee combat.
Please note that the use of Area Fire and the GM rolling for NPCs is intended to a) keep
players afraid, worried and in the dark, and b) to minimize dice rolling for the GM. On
this latter point, the NPC system is a fudge, intended to give an approximation of
reality. The rules described here are vague and generalized, but they have to be. As
GM, interpret them to suit the situation, but keep dice rolling to a bare minimum. Let
players track wounds, positions and ammo of their team members. And remember to
try and minimize casualties during Area Fire. We have imposed a limit of one player
character casualty per Enemy Rating roll.
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ROLLING FOR THE ENEMY UNIT
If the combat is being conducted with Area Fire and the PCs cannot see the enemy for
much of the time, it seems silly to treat the enemy combatants as player characters with
individual kit lists and skills. Instead, the GM can decide how many enemy are actually
in the unit (1 to 10) and make a single roll for the enemy unit.
ENEMY MORALE
The enemy is left nebulous and generally unquantified, a force of nature that the GM
can play either with cunning and malice, or as limited, ineffectual and cowardly. It is left
to the GM, but you might want to assign a Morale skill value to the unit so that its
behavior is, ultimately, down to Fate. Either select a troop type or roll the Morale skill
randomly on 1D6-1:
ENEMY TROOP MORALE
Skill Troop Type Example
0 Non-combatants Armed civilians; old men and boys
1 Green Fresh recruits or an untested militia
2 Well Trained Trained soldiers
3 Experienced Soldiers with combat experience
4 Combat Hardened Soldiers who are combat veterans
5 Elite Experienced and highly motivated units
When the GM wants to use Morale as a test of courage or skill, he assigns a difficulty to
the task, then rolls 2D6, adding the Morale skill.
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Examples of Morale Skill Rolls:
NPC CASUALTIES
Enemy casualties are out of the fight, either incapacitated or dead as the GM decides.
When an NPC soldier is hit in combat, rather than roll any weapon damage, roll 1D6
(ignore armour): On 1-3 he is injured and stunned for a round; on 4-5 he is seriously
wounded; on 6 he is dead. These wound descriptions are explained on page 106.
Injured: A PC performing an Average (0) Medical roll will get an injured NPC back in
the fight, but he is still classed as wounded. Should he be injured again then he is now
seriously wounded.
Seriously Wounded: A PC performing a Difficult (-2) Medical roll with a trauma kit can
stop a seriously wounded character dying within the hour, but the NPC is incapacitated
and must be evacuated to a medbay, autodoc or hospital as soon as possible.
Example: The PCs are mercenaries armed with disintegrator carbines and wearing
combat armour. They are patrolling a mountain pass, and will come into contact with a
squad of 6 rebels, all armed with gauss rifles. One of the rebels also has a grenade
launcher. These rebels will roll a basic 12+ as a squad when attacking the PCs.
PC Mercenaries 888777
Gun Cbt-1, Melee Cbt-1, Tactics-1
Rebels 777777
Gun Cbt-0, Melee Cbt-0
We roll Medium for the encounter range. Next we roll for initiative, and the PCs roll 9 with
the rebels rolling 5, so the player character mercenaries spot the rebels around 30-40
metres away beyond some boulders. The PCs drop into cover, and each pick a target and
fire. Since the enemy squad is stood up out in the open, this is Direct Fire. Two of the PCs
make their rolls and drop two of the rebels. The surviving four rebels drop into rock-
strewn cover, making both opposing sides virtually invisible to one another (cont’d).
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In the next round the PCs open fire, each making a Gun Cbt roll for 8+ (no penalty for
range). They are conserving power so do not use the ‘wide attack’ option on their
disintegrators, opting for a 3D6-damage attack. Two of the four succeed, and so 2D6 is
added to the Area Fire Pool. The GM rolls this in secret, the two dice show up as 6 and 5.
That’s one six, meaning one enemy casualty. The rebels are down to 3 men, but the PCs
don’t know that, they just see the cloud of energy, dust and rock fragments as they blast
the 10 metre area where the rebels took cover.
The rebel squad makes a morale roll to continue fighting. They are experienced (Morale
3), and the difficulty for NPCs to keep fighting after being reduced to 50% casualties is
10+ (add 3 for Morale). We roll 8 +3 = 11. Success. The enemy squad now need 12+,
and gain +1 for being under their weapon’s optimal range of Long. We roll a 3. They
inflict no PC casualties as they pepper the players’ position with fire.
The PCs initiate another Area Fire volley. Two make successful rolls, but the GM rolls only
a 3 and 4. No more rebel casualties. It’s now the rebels turn, and their roll is 9 … not
enough to inflict casualties on the player characters.
This to and fro combat can continue for a long time, which reflects the reality of this type
of combat. Can the stalemate be broken?
The rebels might send out one of their number to crawl out of cover to grab that grenade
launcher and give them a bit of an edge (another +1 on that 12+ attack roll). To do that
he is moving and therefore becomes visible. Any of the PC mercenaries could opt out of
that round’s Area Fire and instead conduct Direct Fire on that brave rebel. If the PCs were
to try a similar stunt, then the enemy squad would get a +1 on its 12+ roll to hit that
brave (or foolhardy) player character!
What could the players do to break the stalemate? If they could spare the power, they
could conduct wide-attacks with their disintegrators, committing energy attack of 6D6 to
gain a +1D6 to the Area Fire Pool. Or, they might have access to fire support (perhaps an
airstrike, or nearby friendly artillery). Since the commander who would call it in has
Tactics-1, then if is succeeded it would add 9D6 to the fire pool. It would be a one off
event that would not be able to be used for the rest of the game, so players call in fire
support only when there is no alternative. Let’s say the roll succeeded; the GM rolls those
9D6 and gets 6,2,4,6,1,2,6,4,3. That’s three enemy casualties, wiping out the rebel
squad. Of course, when the dust clears, neither the players nor their characters will know
that. The rebels may just be stunned or injured. The PCs will either get up out of cover to
continue their patrol, or go and investigate. That might be nerve-wracking, being in the
open, not knowing the rebels are all dead, or waiting till the PCs are exposed and easy
targets for their railguns.
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104
INJURY AND RECOVERY
Each weapon lists the damage it inflicts as a number of D6. Add the Effect of the attack
roll to this damage.
EFFECTS OF ARMOUR
Armour reduces the total weapon damage by the value of the armour being worn at the
time. It will reduce the incoming damage, but often some damage is still suffered
through blunt force trauma. If the damage that penetrates is still significant, this
indicates the bullet struck some unarmoured part of the soldier’s body. It is a
generalized defence against a generalized attack. A hit with Effect 6+ always inflicts at
least one point of damage, regardless of the target's armor.
DAMAGE INFLICTED
The first time a character takes damage, it is applied to the target's Endurance.
Once a character has taken this initial damage, then damage from subsequent attacks is
allocated to any of the three physical characteristics, as the character so chooses.
Example: A rifle bullet hits a character with a roll of 10 when 8+ was required. That
is an Effect of 2. This is added to the rolled rifle damage (3D6) for a total of 14 points
of damage. Those 14 points cannot be split up when they are being applied to
Endurance, Strength or Dexterity. Soon after, the character is hit by a club for 4
points of damage, the player can subtract those 4 points from either Str or Dex his
End has been reduced to 0 by the gunshot).
DAMAGE RESULTS
DAMAGE RESULTS
Characteristic Damage Result
Endurance is damaged Wounded; bleeding and bruised
Endurance is 0 Injured. Stunned one round. 1D6:
(1-3) Knocked Down for 1-3 rounds
(4) Arm Disabled
(5) Leg Disabled
(6) Head Struck
2 characteristics are 0 Unconscious & Seriously Wounded
3 characteristics are 0 Dead
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End is Lowered - Wounded: A wounded characters has suffered some minor cuts
and bruising, the damage is not enough to lower a characteristic to 0.
End is 0 - Injured: The character suffers a minor debilitating injury and is stunned for
one round, able only to drop into cover or block or parry in melee combat. Roll 1D6 to
determine its details:
Arm Disabled - One arm is hurt and cannot easily be used to carry items or
operate a weapon or piece of equipment. Make an Average Str roll. If failed, the
arm is broken.
Knocked Down – Knocked to the ground, dazed and stunned for an additional
1-3 combat rounds, after which he may get up and function as before.
Leg Disabled - One leg is hurt. He can longer sprint and cannot swim, walking
speed is at 3m per round (not 6m) unless aided by another. Make an Average Str
roll. If failed, the leg is broken.
Head Struck – Dizzy with blurred vision. He suffers a DM -2 on any vision
related tasks (including firing a weapon), and -1 on mental tasks. If a helmet is
being worn, ignore this injury effect.
UNCONCIOUSNESS
An unconscious character may make an Average (0) Endurance check after every
minute of unconsciousness – if successful, he regains consciousness. If he fails he
must wait another minute and can then try again with a +1 DM on the check for every
check previously failed. Most unconscious characters will revive within 5 minutes or
so. When revived, the character is still a little groggy and suffers a -1 to all actions,
this penalty remains with him for 24 hours.
MEDICAL TREATMENT
Wounded: For characters who are not injured, anyone with Medical-0 can apply first
aid, taking 5 minutes, and restoring 3 points of Endurance.
Injured: For characters who are injured, a Routine Medical roll is required (or Average
if no medical kit available), taking 5 minutes, and restoring 3 points of Endurance. A
broken arm or leg can be put in a splint, but the limb is still debilitating. A head injury
can be treated to remove the skill penalties. Failure means that no points are restored,
and those head injury penalties are not removed. Further attempts can be made every
hour until a success is achieved. A broken limb will start healing when treated in a
medical facility by a Medic-1 or greater. It takes 60 days to fully heal a broken limb (TL
6: -20, TL 10: -40, TL 14: -50, TL 16: only requires 6 hours) during which time it will be
held immobile in a cast.
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Seriously Wounded: Requires surgery before
any recovery can begin. Surgery requires a 10
minute procedure using a doctor’s kit (Difficult
Medical roll) or a half-hour procedure in a medical
facility or autodoc (Formidable if TL 1-3, Difficult if
TL 4-5, Average if TL 6-9, Routine if TL 10+).
Assume a Medical skill of 3. The difficulty
increases two levels if the surgeon is using
improvised tools, or the patient is performing
surgery on themselves. After the surgery, a
patient will have a number of characteristic points
restored equal to the Effect of the surgery roll,
and the patient will no long have to roll for
deterioration. Points restored are divided as desired among all damaged physical
characteristics. If the roll (and the surgery) is failed the patient loses characteristic
points (i.e. suffers more damage) equal to the Effect of the failure. Further half hour-
long attempts can be made to extend the surgery, each one incurring an additional -1
to the task roll. Surgery does not benefit characters that are not seriously wounded.
NATURAL RECOVERY
Any character who has successfully
received first aid and has not been
seriously wounded, can begin healing
naturally. However, characters cannot
always afford to stay in one location and
wait for an injured comrade to return to
full health. Travelling is not conducive to a
rapid recovery.
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OBJECTS IN COMBAT
Every roleplaying scene is littered with inanimate objects which might need to be
damaged or destroyed; a locked door or a radio transmitter, for example. Objects might
even be used as improvised weapons, perhaps a chair to break through toughened
Plexiglas or a fire extinguisher thrown at an oncoming predator.
DAMAGING OBJECTS
Up to a limit of 10 kg, an object has a number of Durability Points (DP) equal to its
weight in kilogrammes. Over 10 kg, an object has instead 10 DP, plus 1 DP for every 10
kg the object weighs in total. A tall refrigerator weighing 100 kg, will have 10 DP, plus
10 DP for a total of 20 DP. A ceramic toilet weighing 50 kg, will have 10 DP, plus 5 DP
for a total of 15 DP. Above 100 kg, use the rules on page 210 for damaging vehicles,
instead. To give your very large object the hull and structure points of a vehicle, assume
a car has 3/3, a bus has 12/12, a small commercial fishing boat has 20/20, and a
submarine or airliner has 75/75. Buildings have very similar rules to objects, which you
can find on page 110.
If the object sustains damage equal to half of more of these points (round up), it is
damaged and may not work correctly or reliably. If those Durability Points are equaled
or exceeded, then it is effectively rendered useless, disabled or destroyed. Firearms will
typically only inflict half their normal damage on inanimate objects (with exceptions for
fragile objects). Almost all objects have some inherent Armour Value, decided upon by
the GM.
Field radio, 3 kg, AV6 Damaged after 2 pts, Destroyed after 3 pts.
Autodoc, 10 kg, AV8 Damaged after 5 pts, Destroyed after 10 pts.
Toughened Plexiglas, AV7 Damaged after 2 pts, Destroyed after 4 pts.
Vacc Suit, 24 kg, AV4 Damaged after 6 pts, Destroyed after 12 pts.
Generator, 70 kg, AV2 Damaged after 9 pts, Destroyed after 17 pts.
Floodlight, 8 kg, AV1 Damaged after 4 pts, Destroyed after 8 pts.
Portable Computer, 3 kg, AV2 Damaged after 2 pts, Destroyed after 3 pts.
Door Lock, 2 kg, AV6 Damaged after 1 pts, Destroyed after 2 pts.
Empty Rifle 4 kg, AV10 Damaged after 2 pts, Destroyed after 4 pts.
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BREAKING THROUGH DOORS
Doors follow these same rules but characters (and creatures) can use their bodily
strength to try and force them open. Forcing a door is an Average (0) Str roll. Success
indicates that the character inflicts damage against the door equal to his Strength
characteristic. If the Effect is -4 or lower, he takes 1 pt of damage and does not
damage the door. Firearms generally cannot breach doors, although they can be used
to disable some types of door lock (AV 8, 2 kg). Only objects with a cutting blade stand
a chance of damaging a door.
Example: A starship crewman (Str 8) tries to kick down the sliding door (15 kg) to
the computer room, where the crazed captain is trying to shut the mainframe down.
His first roll is 3 which is Effect -5, inflicting 1 pt on the crewman. His fourth attempt
succeeds and he reduces the 15 points by 8 = 7. His eleventh attempt succeeds, and
he reduces the 7 points to 0. He is in – but is he in time? Eleven rounds is just over
one minute. If he’d had a fire axe it might have only taken two or three rounds to
break through.
OBJECTS AS WEAPONS
Many objects can be used as improvised weapons, providing a few extra points of
damage to be inflicted. The down-side is that these ad hoc weapons are not suited to
melee combat and larger items will incur a penalty to hit.
Penalty: If the character’s Str equals or exceeds the objects weight (in kg) there is
no penalty. If the Str is less than the object’s weight, then apply a -1 penalty for every 2
points (or part of) that Strength is exceeded.
Damage Inflicted: An improvised weapon inflicts 1D6 + Str modifier, +1 for every 5
kg the object weighs.
THROWING OBJECTS
Of course these improvised weapons can also be thrown if the character is strong
enough. Throw distance is 10m + Str – weight (kg). The character makes an Average
(0) Dex roll and if the target is over half the throw distance, apply a -2 DM. Note that
grenades and hand-held stones can be thrown much further (10m + double Str).
FALLING OBJECTS
A falling object will suffer 1D6 damage for every 2m it falls, just like humans. If an
object is dropped on to a person or creature from a height, it will probably inflict
damage. For every full 5 kg that an object weighs, it inflicts 1D6 points of damage per
2m fallen. If the object weighs 1-4 kg, it inflicts only 1 point per 2m fallen. Helmets
provide good protection from falling objects equal to the type of armoured suit being
worn (concealed and ballistic vests are not provided with helmets).
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DAMAGING BUILDINGS
Buildings have Durability Points (DP) much like other inanimate objects in these rules.
If the building sustains damage equal to half of more of its DP points, it is badly
damaged, un-liveable or inoperative – windows are smashed, the roof may have
collapsed and utilities are disabled. If its total Durability Points are equalled or
exceeded, then the building is effectively rubble. Only explosives (bombs, missiles, etc.)
can damage vehicles. Like other objects, buildings have an inherent Armour Value that
is first subtracted from any incoming damage.
BUILDING DAMAGE
Target Type Armour Value Durability Pts
Townhouse 18 20
Villa 18 40
City Building 18 80
Factory 18 100
Villa 18 40
Large Compound 18 40
SAM/Radar Site 18 50
Fuel Storage Tank 18 10
One Span of a Bridge 18 60
Hanger 18 40
Power Station 18 100
Airport/Space Terminal or High-Rise Building 18 150
Squad/Machinegun Bunker 24 10
Small Artillery Bunker 28 20
Large Artillery Bunker 40 40
Communications /Satellite Uplink Tower 18 20
Small Enclosed Colony Complex 18 100
Example: Two heavy bombs (14D6) are successfully dropped on a power station
(AV 18, DP 110), in an attempt to cripple it. The first does 51 points of damage
(subtract 18 = 33), the second does 46 points of damage (subtract 18 = 28). This is
a total damage of 62 points, more than half of the power station’s 110 Durability
Points, damaging the plant and disabling its power production capabilities. If those
same bombs were dropped on a heavily reinforced large artillery bunker, only 17
points would get through, not enough to stop the big gun inside it from firing.
BUILDING SCREENS
In settings where defensive screens exist, some important buildings may be fitted
with them (such as palaces or embassies). These large screens cost anything from
Cr100,000 to MCr1, based on the size of the building, and the screen rating of 2D6
only needs to be rolled when hit by a vehicle weapon, heavy weapon, or spacecraft
weapon. Such screens have a diameter of 100m per Cr100,000. In some settings
these ground-based screens prevent grav vehicle and flying craft entering the field.
See page 238 for more information on how screens work.
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Crashing into Buildings – A vehicle might be driven at a building or barrier. The GM
should assess the size of the object and then its speed. Add these values together to
determine the number of dice damage inflicted. This is a very rough approximation.
Example: A truck is used by the PCs to smash through a concrete wall (AV 15)
around a villa complex. The truck will inflict 9D6 damage (6 + 3). We roll 32 points
of damage, subtract the AV of 15 to leave 17. That’s a hole in the wall 1.7m wide!
Example: A cargo shuttle (Large) lifting off from the rooftop of an embassy is shot
at and disabled, causing it to crash back onto the embassy building (AV 18,
Durability 65). It will inflict 19D6 damage (16 + 3). We roll 67 points of damage,
subtract the AV of 18 to leave 49. That is more than half (32) of the building’s
Durability, rendering it damaged and partially collapsed.
REPAIRING BUILDINGS
Buildings can be hastily repaired to get them operating once again. A work crew equal
to the building’s total Durability Points can return the building to exactly half DP in 1D3
weeks if an 8+ is made on 2D6. Harsh punishments or large bribes can provide a
DM +2. Workers with the skills, tools and materials must be available in the area,
however. If the work crew is half the required size, the task is Difficult (-2). Re-roll a
failed attempt every 1D3 weeks. An Exceptional Failure indicates the building cannot be
repaired and must be demolished or rebuilt taking DP x 4 days. At a more relaxed rate,
a quarter-sized work crew can easily repair 1 DP per week.
DEFEATING BARRIERS
Any door, wall, fence or fortification can be defeated by explosive shells, grenades or
demolitions. A hole can be blown through the wall, with increasing damage creating a
wider hole. The Armour Value of the barrier is first subtracted from the explosive
damage roll. If any damage exceeds the AV, it is multiplied by 10 cm to determine the
width of the hole. If the damage equaled the Armour Value exactly, then there is no
breach, but the rating is reduced by 1-3 points.
Armour Piercing – A weapon doing AP (Armour Piercing) damage only has a
multiplier of 1 cm, and its damage goes through that hole to affect anything or anyone
directly on the other side of the barrier.
Pressurised Cabin – An explosive breach on the outer hull of an aircraft or grav
vehicle at high altitude, a spacecraft or submarine, will double the size of the hole.
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BARRIER ARMOUR VALUES Example: An insurgent throws a grenade
Barrier Type AV (5D6) at the steel storm wall (AV20) around
Wooden 4 a colony habitat. The grenade does 19 points
Mudbrick, Wooden Gate 10
of damage, making a hell of a noise, but
Wooden Palisade 12
doing no damage. Later he returns with a
Brick 13
Concrete 15 500g (8D6) block of C4 and plants that on
Stone Wall 20 the storm wall. When detonated it does 28
Fortified Stone Wall 32 points of damage, exceeding the AV by 8 (x
Rock Wall (3m) 40 10 cm) creating a hole in the steel wall 80
Military Gabion Blocks 26 cm wide.
Metal Reinforced 20
Earth Bank (2m wide) 30
Vehicle Hull 4
Spacecraft Hull (TL6-9) 10
Spacecraft Hull (TL10+) 20
Space Station Hull 20
Space Habitat Hull 30
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LOW TECH FIREARMS
At Tech Levels 2 and 3, gunpowder firearms are available, but are sufficiently more
complex and time consuming to use than weapons at higher Tech Levels. In that light,
rules are provided here as a guideline for their use. At TL 2, matchlock guns, which are
fired by the use of a slow-burning match are dominant, with flintlocks (where a spark
ignites the gunpowder) being used at TL 3. Modern metal cartridges are introduced at
TL 4.
RELOADING
Reloading a TL 2 or 3 firearm is a complex and time-consuming business in comparison
with the modern ability to simply pull the trigger a second time. With these archaic
firearms, the gunpowder has to seated on the pan, and the rest emptied down the
barrel, the musket ball is ‘patched’ (wadded, to create a tight grip inside the barrel) and
then rammed into the barrel with a ramrod. Only then can the gun be raised for firing.
Later, TL 3 percussion rifles do not require gunpowder to be sprinkled on the pan,
instead they require a brass-cased percussion cap to be fitted to the firing ‘nipple’. All
this takes time – and with training and experience that time decreases. Check the
character’s skill level on the following table:
MISFIRES
Gunpowder firearms are notoriously unreliable. A GM wanting to add extra realism (and
complexity) should ask a player to roll 1D6 at the moment of shooting. On a ‘1’ the gun
misfires and must be reloaded before it can be fired again. The unfortunate player does
not have to roll again for a misfire during that combat.
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DUELLING
A duel is a tense hand-to-hand stand-off, with fighters unwilling to charge in, headlong,
and more willing to jockey for position, and seek an opening. To simulate this, an
alternate melee system is offered here. Game Masters might even want to use this
alternate system instead of the standard Cepheus Universal melee combat rules.
1) Both players roll 2D6 + Melee Combat skill. If the result is greater than 8, then
note down the Effect. Repeat this each combat round. Initiative is not used in a
duel. Range is always ‘Close’.
2) If any roll is failed (the result is less than 8) any saved Effect points are lost and
the total drops back to 0.
3) If the total Effect of any one duellist reaches 6 or more, then he or she makes a
successful attack and damage is inflicted. If both duellists reach 6 or more in the
same round then the fighter who rolled the highest Effect inflicts damage,
preventing the other from scoring a hit. If both rolled the same Effect, then let
them both draw blood!
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THE SETTING
SURVIVAL
In the wilderness of an alien planet, flung out from some starship burning up in a
rapidly decaying orbit, the characters may have little with them, and desperately need
the essentials of survival: tools, clothes, shelter and weaponry with which to catch or kill
food. The option exists here, to improvise tools, clothes and equipment, to hunt and
gather wild food.
IMPROVISED EQUIPMENT
It is a fact that the most important piece of survival equipment is a good knife. This
useful tool can be used to fabricate an endless number of other items. But if there are
sharp stones, such as flint or obsidian (or even scavenged glass, which can be knapped
just like flint), then these sharp, hard stones can be carefully shaped to form blades,
axes, spear-points, arrowheads and more.
On Earth, wood has been exploited to create all manner of useful objects, from tent
poles to fish traps, sleds to arrow shafts. There may or not be a wood-analogue on the
wilderness planet - let’s hope there is. Likewise, tribes on Earth have used the skins of
animals for clothing, shoes, quivers, boat hulls and tent coverings – does such an
analogue exist on the character’s wilderness planet? In most science fiction settings,
wood analogues and leather analogues are fairly well established.
We will assume that anyone can create a useful item, but that Survival skill makes this
process much faster – the character with that skill having had plenty of previous
experience.
RAW MATERIALS
To create anything you firstly need the raw materials. Most items will either require
leather hide, wood, stone/flint, or bone/horn/ivory. Crash victims will be able to
scavenge all sorts of useful raw materials from an escape pod, shuttle or aircraft.
Curtains, seat covers, glass … the possibilities are too numerous to mention. For those
without man-made wreckage to exploit, animal hide can be used for an innumerable
range of items, from boots to leggings, bags to cordage, bowstrings to tents. A large
animal is killed, bled and skinned (then gutted and cooked) and the skin is stretched on
a wood frame, the fat and flesh cleaned with a scraper and then cured or dried (either
in the sun or over a low fire). If the fur is to be left on, the job is done. If leather is
required the cured hide is soaked in water for a couple of days, the fur can then be
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pulled out and the hide scraped once again. To tan the hide and make leather, a
mixture of the animal's brains and body fat is worked steadily into the skin. Finally the
hide is dried over a fire. Total preparation time: 4 days.
Hamstrings and other leg sinews can be dried and used as bindings and threads with
which hides can be stitched together or as short rope or bowstrings. Sinews are sticky
when wet and dry hard - they make excellent bindings for spear heads. Total
preparation time: 3 hours. Bones, antlers and tusks can be turned into sharp spear
points, tool handles, toggles, belt buckles and anything else the characters can think of.
Terrestrial animal horn can even be heated, flattened and shaped into cups, combs or
even lamp-shades! Ice Age tribes used the shoulder blades of cattle as shovels and deer
antlers as picks for mining minerals. Be creative!
MANUFACTURING AN ITEM
Should a player character wish to create something from the list overleaf, make a
successful Average (0) Survival skill roll and add the character’s Int modifier. The GM
must apply the -3 penalty for being unskilled, if the task is attempted without
possession of Survival skill. Each item has a Time Required to build (in hours).
To fabricate an improvised item: Average (0) Survival roll (add Int modifier).
SPEED OF MANUFACTURE
Effect Time Reduced By
0-2 -
3–5 25%
6+ 50%
If the roll is failed, then there was a problem and the task roll must be repeated,
following the listed manufacture time. Three failed rolls destroy the main components
and fresh raw materials must be acquired before the task can be attempted again.
There may be other items that the characters can think of that they might want to
fabricate if they have access to the correct raw materials. The Game Master should
create a Time Required using those in the table overleaf as a guideline. Err on the side
of longer rather than shorter!
Example: Mikels has no Survival skill, but is stranded in scrubland, on a dry, desert
planet. He fails his first two attempts to make a bow (costing him 30 hours), but on
his third try he makes a successful roll (result ‘9’). He has a bow and it took him 45
hours (roughly 5½ days, or 5½ x 8 hour shifts) to make.
TEACHING
If a character with Survival skill instructs another person in the techniques required, and
models the construction, then that character can attempt to fabricate the item with only
a -1 penalty. This resembles a ‘workshop’ scenario with the expert leading one or more
students. If the student successfully constructs the item, he can go on to make more on
his own, but without penalty.
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IMPROVISED EQUIPMENT LIST
Item Time Required Materials Needed
Animal Trap, Spring-Loaded 8 Wood and 3m thread
Arrow 4 Wood, fletching, head
Axe, Flint Head - Wooden Haft 12 Sharp Stone, Wood
Bag, Leather 10 Leather Hide
Belt, Leather 2 Leather Hide
Horn Comb 30 Horn
Boots (Foot Wrappings) 8 Leather Hide/Sleeping Fur
Bow 15 Wood, 3m sinew
Cap/Bonnet, Fur 4 Sleeping Fur
Cloak, Sheepskin/Fur 4 Sleeping Fur
Coracle, Wood & Hide 60 Leather Hides, Wood
Club or Staff, Wood 1 Wood
Dugout Canoe (3-man) 300 Tree Trunk (large)
Fire Bow, Wooden 6 Wood
Fishhook, Bone 3 Bone
Fish-trap 16 Wood
Flint Sparker 3 Iron stone, Flint/Obsidian
Flint Tool (Borer, Scraper etc.) 1 Flint/Obsidian
Flint Knife - Wooden Handle 6 Flint Tool, Wood
Frame Pack, Wooden 12 Wood, 3m thread
Hammer Stone 1 Stones
Healing Herb Remedy 4 Herbs
Hide of Animal Leather 30 Gutted Animal Carcass
Mittens, Fur 6 Sleeping Fur
Needle, Bone 6 Bone
Net for Hunting or Fishing 6 30m of thread
Pick, Deer Antler 1 Antler
Pouch, Leather 4 Leather Hide
Quiver of Leather 8 Leather Hide
Raft 8 Wood, 9m thread
Rations, Dried Meat, per-day 4 Animal carcass
Rope of Plant Fibre (10m) 60 90m of thread
Shelter, Lean-To 6 Wood, Leaves
Shovel, Shoulder-blade 1 Animal carcass
Sledge, Wooden 10 Wood, thread
Sleeping Furs 14 Animal Carcass
Sling, Leather 4 Leather Hide
Spear, Fire-hardened 3 Wood
Spear, Bone-tipped 6 Wood, Bone
Spear, Flint-tipped 8 Wood, Flint/Obsidian Tool
Travois 4 Wood, Thread
Tent, Leather, per-man 22 3 Leather Hides, Wood, Thread
Thread or Sinew (3m) 3 Suitable woody plant stems
Tree Trunk (large) 2 Axe
Tree Trunk (small) ½ Axe
Trousers of Hide 12 Leather Hide
Tunic/Jacket of Hide 14 Leather Hide
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MOVING EQUIPMENT
BEASTS OF BURDEN
It may be that, depending on the nature of the planet, the society living on it (if any)
and the particulars of the scenario, that the player characters can use trained herbivores
to serve as beasts of burden. Such creatures must be trained by locals. A typical
herbivore suited to this task will walk at the human trekking pace, but will be able to
carry 200 kg of food, supplies or equipment, or a single wounded character. Some types
of creatures (such as horses) will be suitable for riding, but the rider will occupy 100 kg
of that creature’s load capacity. Beasts can take food and water from the environment
unless they are travelling through desert, dune sea, polar, tundra or volcanic terrain
types. Beasts of burden may be used as a food source in extremis.
Sled: Any weight on the sled is effectively reduced by 70% when determining carrying
capacity; 100 kg of supplies feels like pulling 30 kg.
Travois: Any weight on the travois is effectively reduced by 50% when determining
carrying capacity; 100 kg of supplies feels like pulling 50 kg.
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HUNTING & GATHERING
HUNTING ANIMALS
Characters may resort to hunting local wildlife either as a source of food, or raw
materials for the fabrication of tools or clothing. Each day the group remains in one
area, making no forward progress, they may attempt a Difficult (-2) Survival roll.
Success will be rewarded with an animal encounter that can either be rolled as normal,
or designed by the GM.
GATHERING
The gathering of edible plant materials
can be done while hunting and over
the same time period. Typically 1D6 kg
of material can be gathered in one
day, except in Steppe, Polar, Mountain,
Volcanic, Tundra and Desert terrain
types. Steppe and Mountain terrains
will only yield 1D-3 kg of plant
material. Plant material lasts longer
than meat, it will ‘go off’ after 4 weeks.
Winter seasons, if they exist, may not
yield any edible plant materials.
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E SETTING
EQUIPMENT
A high-tech universe is filled with high-
tech equipment, devices and vehicles. A
sample of useful equipment is listed here
with the Tech Level of its introduction, its
weight (in kilogrammes) and the price (in
credits). An item can be purchased at a
higher TL than its introduction, and may
be of better quality and more reliable.
Later Tech Level improvements are noted
where applicable; these improvements
cost the standard price when purchased
on a world of that TL, unless stated
otherwise.
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ARMOUR & PROTECTION
Armour protection has an Armour Value that is subtracted from incoming damage.
Some of these armour types, such as survival or vacc suits, have other uses, too.
Armour can protect from ballistic, energy or melee attacks; some of those; or all of
them. See the table below for details.
ARMOUR
Armour TL Cost Armour Value Weight Type of Protection
Leather Jack 0 Cr250 3 3 Melee
Lamellar 0 Cr1000 4 10 Melee
Mail Armour 1 Cr1000 5 12 Melee
Plate Armour 2 Cr5600 8 25 Melee
Ballistic Jacket 6 Cr400 6 5 Ballistic, Melee
Concealed Vest 7 Cr1000 6 3 Ballistic, Melee
Rigid Battle Armour 8 Cr5000 8 6 Energy, Ballistic, Melee
Ablative Armour 9 Cr500 6 3 Energy, Melee
Combat Armour 11 Cr200,000 12 10 Energy, Ballistic, Melee
Power Armour 13 MCr2 special 6 Energy, Ballistic, Melee
Survival Suit 6 Cr700 2 5 Ballistic, Melee
Hazmat Suit 6 Cr1000 8 5 Fire
Soft Suit 6 Cr7000 4 24 Ballistic, Melee
Vacc Suit 9 Cr9,000 5 18 Ballistic, Melee
Vacc Suit 12 Cr10,000 5 9 Ballistic, Melee
Hostile Envirosuit 9 Cr20,000 18 40 Energy, Ballistic, Melee
Repulsor Belt 16 Cr1200 3 0.5 Ballistic, Lasers, Plasma
Leather Jack (TL 0): A tunic of thick leather armour. It may also include leather
greaves and forearm protection. Weight 3 kg. Cr250
Lamellar (TL 0): This armour consists of thin metal strips or bands that are held on to
a leather backing with rivets. The arrangement of strips can vary tremendously from
culture to culture. Metal poor societies can manufacture strips of bone or wood. Also
known as splint, banded or studded armour. Japanese samurai armour prior to the 16th
century would be classed as lamellar. Damage reduction 4 points from melee damage
Weight 10 kg. Cr1000.
Mail Armour (TL 1): A shirt of metal rings, or scales backed by a padded lining to
protect against hand-held weapons. Includes a metal helmet for the head. Damage
reduction 6 points from melee damage Weight 12 kg. Cr1000.
Plate Armour (TL 2): Fully-articulated plate armour, providing total coverage for 8
point melee protection. Includes a metal helmet. Weight 25 kg. Cr5600.
Ballistic Jacket (TL 6): A bullet-resistant tactical jacket worn by security forces and
soldiers. Damage reduction is 6 points from ballistic and melee damage. Weight 5 kg. At
TL 9 it weighs 3 kg. Cr400.
Concealed Vest (TL 7): A tailored ballistic vest that can be worn under clothing.
Damage reduction 6 points from ballistic and melee damage. Weight 3 kg. At TL 10 its
weight is negligible. Cr1000.
Rigid Battle Armour (TL 8): Military grade ballistic rigid armour, in the form of a
helmet; a full-torso, clamshell-style, rigid body shell; and a set of lower leg guards. The
helmet features microphone, camera and short-range radio. Weight 6 kg. Cost Cr5000.
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Ablative Armour (TL 9): Armour that vapourises when hit by a laser or plasma
weapon. Damage reduction is 6 points from energy and melee weapons. Weight 3 kg.
Cr500.
Combat Armour (TL 11): A sealed military combat suit that acts as a vacc suit
providing life support for 6 hours. Damage reduction is 12 points from ballistic, energy
and melee damage. Weight 10 kg. Cr200,000.
Power Armour (TL 13): A 2.3m-tall powered armour suit, also known as ‘battle
dress’. In combat, treat Power Armour as a robot, with AV and Durability Points. Its
internal motors provide great strength, it also acts as a vacc suit providing life support
in vacuum and even in hostile environments, for 6 hours. It provides the wearer with
Strength 18 as well as night-vision and infra-red sensors, long-range radio and inertial
locator. Weight (for the wearer) 6 kg; actual weight 100 kg.
Survival Suit (TL 6): A flexible suit designed to protect the wearer from extreme cold
or heat (-50ºC to +50ºC) and even water immersion. It is not pressurized (although the
suit has a hood, gloves and boots). It can be made proof against toxic gas if a survival
mask is also worn. Cost Cr700. Weight 5 kg.
Hazmat Suit (TL 6): A hazardous materials suit is resistant to toxic spills and airborne
viruses, and provides some protection against heat, fire and radiation. It includes boots,
hood, oxygen mask and an integrated 3 hour air supply. It has an AV 8 against fire, and
reduces rad exposure by 20 per hour. Cost Cr1000. Weight 5 kg.
Soft Suit (TL 6): A flexible spacesuit used for protection in toxic environments and as
emergency ship suits. Also used at TL 6-8 for work in vacuum environments. Provides 6
hours of air. Weight 24 kg. Cr7,000.
Vacc Suit (TL 9): A spacesuit, providing 6 hours of air in unbreathable atmospheres or
very hot or cold environments. An insidious atmosphere will breach the seal of a vacc
suit in 2D6 hours. Damage reduction is 5 points from ballistic and melee damage.
Weight 18 kg, Cr9,000. At TL 12, weight is 9 kg, Cr10,000.
Hostile Environsuit (TL 8): A rugged spacesuit with an armoured covering to protect
against incredible temperatures, flames, deep-sea pressures, radiation and corrosive or
insidious atmospheres. It provides air for 6 hours. Damage reduction is 18 points from
ballistic, energy and melee damage. Weight 40kg. At TL 10 it weighs 20 kg. At TL 13 it
weighs 12 kg. Cr20,000.
Repulsor Belt (TL 16): Some settings may feature the repulsor belt, which, when
activated creates a repulsor field around the wearer (out to about 40cm). This stops all
ballistic or missile weapons, bends light enough to reduce the accuracy of lasers, and
makes it more difficult for melee attacks to reach the user. A society using these will
focus almost exclusively on melee combat and dart-firing thud guns. The belt has power
for 6 hours of continuous use and must then be recharged, which requires 30 minutes.
The repulsor field uses the body’s own electrical field to centre itself, touching another
person or a large object does not mean the field will grow to envelop that other person
or object, it maintains its volume and centres on the wearer’s belt unit. The repulsor
belt provides an Armour Rating of 3 against incoming melee attacks, and forces an
attacker using a laser weapon to take a -3 penalty. Weight 0.5 kg, Cost Cr1200.
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MELEE WEAPONS
Hand-held weapons are still a common feature of combat in most science fiction
settings. The following weapons all use the Melee Combat skill.
MELEE WEAPONS
Weapon TL Cost Dmg Wgt Range AV
Unarmed - - 1D6 - Personal -
Studded Gauntlet 1 Cr25 1D6+1 - Personal -
Hatchet 0 Cr25 2D6 1 Personal 8
Battle-Axe (1H) 1 Cr300 3D6 2.5 Close 12
Axe-Mace (2H) 1 Cr80 3D6 3 Close 10
Great Axe (2H) 1 Cr150 3D6+2 3.5 Close 10
Club, Wooden 0 Cr5 1D6+2 0.5 Personal 6
Club, Spiked 0 Cr20 2D6 1 Personal 6
Club, Metallic 1 Cr10 1D6+2 1 Personal 9
Mace 0 Cr30 2D6+1 2 Personal 10
War Flail 1 Cr100 3D6 2 Close 12
Staff (2H) 0 Cr10 1D6+2 1.5 Close 12
Warhammer (1H) 1 Cr80 2D6+2 2.0 Close 12
Bayonet, Fixed (2H) 6 Cr30 3D6 0.25 Close 8
Toothed Spear 0 Cr10 2D6 1.2 Close 11
Spear (1H) 1 Cr15 2D6 1.5 Close 14
Spear (1H/2H) 1 Cr35 2D6+2/+5 2.5 Close 14
Broad Spear (2H) 1 Cr60 3D6+2 2.5 Close 14
Halberd (2H) 2 Cr100 4D6 3.5 Close 16
War Scythe (2H) 1 Cr100 3D6+2 2.5 Close 15
Punching Dagger 1 Cr25 2D6+1 0.5 Personal 10
Combat Knife 1 Cr10 2D6 0.25 Personal 8
Long Sword 1 Cr150 2D6+2 1.2 Close 14
Shortsword 1 Cr90 2D6+1 1.2 Personal 14
Cutlass 3 Cr100 2D6+2 1.5 Close 15
Toothed Sword 0 Cr60 2D6+1 1.2 Close 10
Rapier 3 Cr100 2D6 0.5 Close 10
Telescoping Sword 9 Cr1200 2D6+1 1 Close 12
Broadsword (1H/2H) 2 Cr180 3D6/3D6+1 2.5 Close 16
Katana (2H) 1 Cr200 3D6 1.5 Close 15
Machete 1 Cr75 2D6+1 1.5 Personal 13
Stun Baton 9 Cr300 Stun 1 Personal 9
Force Sword 14 Cr5500 6D6 0.5 Close -
Shield, Small 0 Cr50 1D6+1 1.5 Close 12
Shield, Medium 1 Cr80 1D6+1 3 Close 18
Shield, Large 1 Cr150 1D6+1 6 Close 24
Studded Gauntlets (TL 1): Thick fighting gauntlets with metal spikes attached.
Hatchet (TL 1): A handaxe with a stout, reinforced handle and a metal axe-head
suited for close-combat – or as a survival tool. Also known as: tomahawk, boarding axe,
sagaris. A stone axehead does 1D6+3 damage.
Battleaxe (TL 1): A heavy, one-handed fighting axe with a metal blade. There are
many variations on the battle-axe. Also known as: masakari.
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Axe-Mace (TL 1): A long-hafted, double-ended axe weapon. At one end is mounted a
flanged axe or half-moon axe blade, at the other a heavy weight, used for punching and
bludgeoning.
Great Axe (TL 1): A large heavy, metal axe-blade is mounted on a long, 1.4m haft.
Some great axes are “double-bitted”, meaning double-bladed. Also known as: Danish
axe, broadaxe, sparr axe.
Club, Wooden (TL 0): A handy wooden or polymer club, around 80cm long. Also
known as: nightstick, baton, kosh, tonfa.
Club, Spiked (TL 0): A wooden club around 80cm long, embedded with metal spikes.
Club, Metal (TL 1): A handy metal club or pole, around 80cm long.
Mace (TL 0): A short (30cm) haft topped with a weight designed for crushing and
bludgeoning, the head may be metal or stone.
War Flail (TL 1): A metal handle with a couple of links of chain which attaches to the
equivalent of a long mace head. Also known as: nunchaku.
Staff (TL 0): A wooden fighting staff, 1.5 – 2m long, and used two-handed. Also
known as: Bo Staff.
Warhammer (TL 1): A heavy metal hammer designed for the battlefield. It typically
features a spike on the reverse of the hammer head. Also known as: pick.
Bayonet, Fixed (TL 6): A dagger-like weapon, designed for attachment to a rifle or
carbine. When not attached to a musket or rifle, the bayonet performs as a combat
knife. At TL 6 onwards, the bayonet is basically a combat knife, and when not attached
can serve as such. At TL 6+ the bayonet weighs only 0.25 kg and costs Cr30.
Toothed Spear (TL 0): A short 1.8m spear, tipped with a spearhead of flint, obsidian,
sharpened bone, antler or the teeth of a local predator. Found in primitive TL 0 or
metal-poor societies.
Short Spear (TL 1): A short 1.8m spear, tipped with a spearhead of metal. It can
easily be thrown as a javelin. Also known as: yari-nage.
Long Spear (TL 1): A long 2.5m spear, tipped with a spearhead of metal. It cannot be
thrown as a javelin. Also known as: yari.
Broad Spear (TL 1): A heavy, wide-bladed 2.5m-long spear. Also known as: partisan,
spontoon, ox-tongue, gintak, bohemian earspoon.
Halberd (TL 2): A wide slashing blade and a long spike mounted atop a 2.5m-long
shaft; the back of blade includes a hook. Also known as: poleaxe, bill, guisarme.
War Scythe (TL 1): A sword blade mounted atop a 2.5m-long shaft. The blade
extends upright from the pole rather than at right angles. Also known as: naginata,
Dacian falx, svardstav, sovnya.
Punching Dagger (TL 1): A stabbing dagger with an integral handguard.
Combat Knife (TL 1): A short weapon with a flat, two-edged blade approximately 20
cm in length. Combat knives are usually carried in a belt sheath, they are usually as
much a tool as a last-resort weapon of defence, and worn constantly. Also known as
tanto, sai, Fairburn Sykes, dagger, ballock, pugio, stilleto.
Long Sword (TL 1): The standard one-handed long-edged blade weapon, featuring a
flat, two-edged blade. It may or may not have a basket hilt or hand protector. A
scabbard to carry the sword may be attached to the belt, or to straps (or a sash) over
the shoulder. Blade length may vary from 70 to 95 cm. Also known as: spatha, Viking
sword, arming sword, Celtic sword.
Shortsword (TL 1): A short, cut and thrust sword with a two-edged blade, 45-65 cm
in length, often used in conjunction with a large shield. Also known as: gladius, xiphos,
kindjal.
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Cutlass (TL 3): A heavy, flat-bladed, single-edged weapon featuring a full basket hilt
to protect the hand. Blade length varies from 60 to 90 cm. Popular on board ship due it
its ability to cut ropes in emergencies, and allow fighting within the cluttered confines of
a ship’s deck. Also known as: cavalry sabre.
Toothed Sword (TL 0): Metal-poor societies can make effective slashing swords by
fitting rows of obsidian blades or the teeth of some local predator along a metre- long
wooden haft.
Rapier (TL 3): Also known as the foil, this weapon is a light, sword-like weapon with a
pointed, edged blade 80 cm in length, and a basket or cup hilt to protect the hand.
Rapiers are worn in scabbards attached to the belt. Also known as: foil, sidesword.
Telescoping Sword (TL 9): This high-tech retractable sword can easily be concealed
before use.
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PRIMITIVE RANGED WEAPONS
This section includes a variety of thrown weapons and primitive (TL 0 – 2) ranged
weapons. Archery skill can be used with the bows and crossbows, but not slings. Only
the character’s Dexterity modifier can be used with the sling and staff sling. Rules for
thrown weapons can be found on page 95.
Short Bow (TL 0): A short bow (less than 1.5m in length) that is also a ‘self bow’, i.e.
it is a bow made of a single piece of wood or bamboo. The easiest bow to make, and
using non-specialist types of timber. The bow is able to be used from horseback.
Longbow (TL 0): A long bow (typically 1.8 – 2m in length) that is also usually a ‘self
bow’, i.e. it is a bow made of a single piece of wood. The archer is able to draw the
string back much further than with a short bow, providing greater range and power.
Cannot be used from horseback. Also known as: Japanese higo-yumi, flatbow.
Composite Bow (TL 1): Made from wood, animal horn and sinew laminated together,
the drawn bow stores more energy than wood for the same length of bow, allowing a
powerful bow in a shorter length. The bow is able to be used from horseback.
Manufacture requires a range of components to source, takes longer than a wood bow
and the finished bow is more sensitive to moisture. Leather cases are often made to
carry the bows in. Also known as: Mongol bow, recurve bow, Turkish bow, Manchu bow.
Crossbow, Light (TL 2): Crossbows consist of a horizontal bow-like assembly
mounted on a frame which is handheld in a similar fashion to the stock of a gun. It
shoots arrow-like projectiles called bolts. It is easier to use than a bow (only DM -1 if
unskilled), though heavier and more expensive. Between shots, a light crossbow string
can be pulled back by wedging a foot inside an iron stirrup attached to the front of the
crossbow. Reloading requires one full round.
Crossbow, Heavy (TL 1): Crossbows consist of a horizontal bow-like assembly
mounted on a frame which is handheld in a similar fashion to the stock of a gun. It
shoots arrow-like projectiles called bolts. It is easier to use than a bow (only DM -1 if
unskilled), though heavier and more expensive. Between shots, a heavy crossbow string
must be pulled back by temporarily attaching a geared mechanism such as a ‘cranequin’
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(cost includes cranequin, weight 3 kg). Such mechanisms are hung from the
crossbowman’s belt when not in action. Reloading requires one full round. Also known
as: gastraphetes, arcubalista, arbalest.
Bolas (TL 0): Two weights connected by a cord or leather thong, the bolas are spun
and then thrown at fleeing game to bring it down by entangling its legs. Humans
constitute ‘fleeing game’, and can untangle themselves in two rounds.
Fighting Net (TL 0): A small combat net, with attached weights, that can be thrown
from the left hand to entangle an opponent. It may have other uses too. A human can
untangle themselves in one full round with an Average Dexterity roll.
Throwing Club (TL 0): A hardwood baton, usually slightly curved with a slight weight
at one end that can be thrown to bring down small game such as rabbits, birds and so
on. Early cultures, including the Egyptians, carried throwing clubs with them on to the
battlefield. Also known as: boomerang, rabbit stick, throw stick.
Throwing Steel (TL 2): Coming in a myriad of designs, the throwing steel is a small
but heavy metal blade that can be thrown. Often the blade is spun and so has a number
of blades mounted on a circular body. Also known as shuriken, kpinga, chakram,
kleegat. Cr10
Throwing Knife (TL 1): A combat knife optimized and balanced for throwing.
Throwing Axe (TL 1): A short handled hatchet that has a curved metal head, making
it efficient to use as a throwing axe. Also known as: francisca.
Throwing Dart (TL 1): The dart is a heavy 40cm arrow fitted with an barbed iron
head and a lead weight to add momentum. It is thrown either underhand, up into the
air to come down vertically onto the head of a target, or thrown overhand like a
throwing knife at shorter ranges. It is no toy. Typically carried within a leather quiver.
Also known as plumbata.
Sling (TL 0): A woven textile or leather pouch with two long cords attached. A stone or
lead bullet is placed in the pouch and the sling whirled rapidly, discharging the stone at
considerable speed. In the hands of an expert, comparable with a short bow. Using cast
lead sling bullets adds +1 to damage, otherwise ammunition can be picked up as
smooth pebbles from a beach or riverbank.
Staff Sling (TL 0): This is a sling mounted on top of a 1.2m wooden shaft, the cords
of the sling fastened to the tip of the pole. When slung in the manner of a trebuchet, a
single cord automatically detaches and the stone is released. The staff sling allows
smooth stones up to fist sized to be slung considerable distances.
War Dart (TL 0): The sling and war dart were once brought together in ancient
Greece to create the kestros, allowing a metre-long heavy war dart to be slung out to
much greater distances. Each war dart uses a leather sling to produce added
momentum and distance to the throw. Also known as: kestrosphendon, Swiss arrow,
Yorkshire arrow.
Javelin/Short Spear (TL 0): A short 1.8m spear, tipped with a spearhead of metal,
flint, obsidian or teeth. It can easily be thrown as a javelin. Can be used as a short
spear.
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AMMUNITION
Quiver (TL 0): Typically leather, textile or wood. Holds 20 arrows, crossbow bolts or
throwing darts (not interchangeable). Weight: negligible. Cr20
Quiver Load of Arrows (TL 0): There are four types of arrow; barbed, broad-head,
punch-head and incendiary:
Barbed (TL 0) – A standard military or hunting arrowhead, typically with barbs
to ensure the arrow stays in the target. Weight for 20: 2 kg. Cost for 20: Cr40
Broad-head (TL 0) – A wide cutting head, doing +1 extra damage. Weight for
20: 2 kg. Cost for 20: Cr80
Punch-head (TL 1) – A needle-like piercing arrowhead, designed to penetrate
armour designed to defeat melee damage. Ignores 4 points of armour. Also
known as a bodkin. Weight for 20: 2 kg. Cost for 20: Cr80
Incendiary (TL 1) – The point is fashioned as a small cage into which a small
oil-soaked rag is inserted and lit. If shot at something flammable (not humans)
then allow that target to catch fire. Weight for 20: 2 kg. Cost for 20: Cr80.
Quiver Load of Bolts (TL 1): A load of 20 crossbow bolts. Weight: 2 kg. Cr40
Pouch of Sling Stones (TL 0): A bag of 20 river pebbles, carefully chosen for shape.
Weight: 1.5 kg. Free
Pouch of Lead Sling Bullets (TL 1): A bag of 20 uniformly-cast lead sling bullets (+1
damage). Weight: 2 kg. Cr40
‘Flintlock Fantasy’ settings often include magic and monsters, with gunpowder
technology added to the mix. Examples of modern fantasy authors creating such a
setting include Brandon Sanderson (the Mistborn series) and Brian McClellan (the
Powder Mage trilogy). The author Naomi Novik wrote the Temeraire series, which is "a
reimagining of the epic events of the Napoleonic Wars with an air force - an air force of
dragons, manned by crews of aviators". Meanwhile, Django Wexler (author of the
Shadow Campaigns) created a world resembling Europe and North Africa of the
Napoleonic era, with its own version of the French Revolution, and a supernatural
conspiracy fighting for control of the remnants of magic.
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Hand Cannons (TL 1-2) – These might be available at the end of TL 1, and become
more commonplace at TL 2, where they are quickly replaced by matchlock muskets.
The primitive hand cannon consists simply of an iron barrel mounted on the end of a
wooden handle. They include a flash-pan attached to the end of barrel and a touch
hole drilled through the side-wall. The flash pan has a leather cover or hinged metal
lid, to keep the priming powder dry until the moment of firing. These features are
carried over to subsequent TL 2 firearms.
Matchlock Guns (TL 2) – The matchlock firing mechanisms is designed to free up the
shooter’s hands for steadying and aiming the heavy gun. An ‘S’-shaped arm pivots
forward when the trigger is pulled, touching a slow-burning match to an iron pan filled
with gunpowder. This ignites and passes a flash into the barrel to detonate the main
charge propelling the musket ball forward. The match has to be kept burning all the
time, which is dangerous around powder and it is difficult to use in wet or windy
weather.
Flintlock Guns (TL 3) – The flintlock firing mechanism is a more reliable system of
firing a handgun. A sparking stone on the end of an arm is propelled forward by the
trigger and strikes the face of an upright metal plate, sparks are created and as the
plate is pushed back it exposes the pan containing gunpowder, which ignites and fires
the musket ball within the barrel. This is a fairly weatherproof firing mechanism.
Percussion Guns (TL 3) – A late TL 3 development is the percussion cap, which
replaces the sparking stone with a tiny cap of reliable primer that is struck by the
hammer. To fire a shot, the user places a cup-shaped copper cap onto the top of a
vent into the chamber. This cap contains a primer which explodes when struck by the
falling hammer. The explosive cap also makes possible the first practical repeating
arms, like the early revolvers. In addition, mass produced paper cartridges are now
available, each containing a bullet and a measured amount of gunpowder that can be
quickly torn open and poured into the barrel.
Metal Cartridges (TL 4 onwards) – This innovation brings the bullet, gunpowder
and percussion cap together into a single metallic cartridge. Now, instead of pouring
gunpowder and bullet down the barrel, a user can push a single cartridge into the
barrel at the rear (the breech). These weapons are covered in the next section,
Firearms – Slugthrowers.
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Hand Cannon (TL 2): This has an iron barrel only 30-40cm long, attached to the end
of a long wooden stock. The barrel has been forged with an integral iron hook on its
underside. The hook enables the gun to grip a low wall or a wooden rail, preventing the
recoil of the gun from kicking the weapon backwards. The overall length of the
arquebus is 1.30m, and it has a caliber of 0.9’ or less. Two Recoil values are given, the
first is used when the hand cannon is carried in two hands, the second is used when the
gun is hooked over an embrasure, wall or wooden fence. Length: 130cm. Also known as
arquebus, hackbut.
Pocket Pistol (TL 2): A small, concealable pistol, constructed with wheellock or
flintlock mechanism, as appropriate. Length: 18cm.
Black Powder Pistol (TL 2): A substantial black powder pistol, constructed with
wheellock or flintlock mechanism, as appropriate. These pistols were initially developed
for the cavalry, who required a weapon that they could reload while mounted. Even
then, many cavalrymen carried several loaded pistols into battle with them. Soon
adopted by sailors, officers, highwaymen and duelists. When empty, the barrel can be
grasped and the brass-weighted butt used as an effective club. Length 46cm.
Black Powder Carbine (TL 2): A cavalryman’s weapon, providing the range that a
pistol could not. The carbine is a shortened musket, and can be holstered next to the
saddle and reloaded while mounted. Other troops have found this shorter musket of
use, as have coach-drivers, pirates, highwaymen and sailors. Length: 90cm.
Black Powder Musket (TL 2): A direct development of the arquebus, the musket is
longer for better accuracy, yet lighter and slightly more accurate. Without the rifling
grooves within the barrel, the musket ball has no spin when it leaves the muzzle,
making it inaccurate compared to later rifles. The blunderbuss, black powder pistols,
pocket pistol and carbine are all, likewise, smooth-bore weapons. The musket is a
soldier’s standard weapon and he learns to drill with it, eat with it and sleep with it.
Once fired he can (at TL 3) fit a spike bayonet to the end of the barrel. This bayonet
has a ring which fits around the muzzle, allowing him to reload quickly if needed. The
bayonet turns the unloaded musket into a short spear. Length: 150cm.
Black Powder Rifle (TL 2): The rifled barrel, where a spiral groove was cut onto the
inner face, imparts spin to the bullet as it passes along, improving accuracy. Rifled
muskets existed in the 17th century, but only became commonplace in the early 19th
century. To follow the grooves, the ball has to fit snugly which makes ramming it down
the barrel during reloading a more time consuming task. Because of this, the rifle was
for many decades a weapon of the hunter and sportsman. Length: 150cm.
Blunderbuss (TL 2): The blunderbuss is a shotgun-style black powder weapon, often
with a bell shaped, flared muzzle. It is loaded with shotgun pellets and is a short-range
weapon of significant stopping power. Use the rules for Shotgun Spread (page 94).
Length 50cm.
130
LOW TECH FIREARMS ACCESSORIES
Gunpowder (TL 2): Enough gunpowder for 20 shots. Weight: 0.25 kg. Cr10
Gunpowder Keg (TL 2): A relatively small, easily transportable wooden keg of
gunpowder, 33cm long and 28cm wide. It is bound with strappings of reed or sapling
wood rather than iron bands to avoid sparks and is bulky, encumbering and requires
two hands to carry. Contains 3 kg of gunpowder – enough for 240 shots. If it explodes
it does 6D6 HE, each extra keg used to create an explosion adds 10 points of damage.
Total weight: 5 kg. Cr130.
Musket Balls (TL 2): Comes as 0.5kg of musket balls for Cr10. How many you get
depends on the calibre – Pistol 30 balls, Musket/Rifle/Carbine 20 balls.
Paper Cartridges (TL 2): Forty paper cartridges, complete with powder and shot.
Cr40. Weight 0.5 kg.
Bayonet (TL 3): A long shortsword-like weapon, designed for attachment to a musket.
When not attached to a musket or rifle, the bayonet performs as a shortsword. Early in
TL the bayonet is instead rammed into the barrel of the musket, preventing it from
being fired again. Damage 3D6 (fixed) Weight 1 kg, Cr60.
Cartridge Box (TL 2): A stiff leather box with a tinned and compartmentalised interior
for holding up to 40 paper cartridges. Comes with a leather shoulder strap. Rain-proof.
Cr2. Weight 0.5 kg (when full).
Cleaning Tools (TL 2): Four useful tools for cleaning and maintaining a black powder
firearm. They are kept on a metal ring on a chain to prevent them being dropped or
getting lost. Cr5. Weight 0.1 kg.
Flints (TL 2): Spare gun flints, shaped and prepared for use in a flintlock weapon. Cr3.
Leather Belt Pouch (TL 0): Keep your shot in here. Cr4.
Leather Shoulder Bag (TL 0): For shot, tools, powder horn and other accoutrements.
Cr15.
Powder Measure (TL 2): A small brass gunpowder measure for the accurate pouring
of powder from powder horn into the musket or pistol. Comes with a leather lanyard for
hanging around the neck or from the wrist. Cr5. Weight negligible.
Powder Horn (TL 2): A waterproof, lidded organic container on a shoulder sling,
when full it contains powder for up to 20 shots. Cr3, weight 0.25 kg.
Double Barrelled (TL 2): Some gunsmiths produce double-barrelled versions of
muskets, pistols or blunderbusses, capable of two shots, but with weight and cost
multiplied by 1.25. If both barrels are fired simultaneously, and the attack succeeds,
both shots hit, however, the advantage of two barrels is that you can effectively have a
second shot ready to fire immediately afterwards.
Blade-Barrel (TL 2): Because reload times at TL 2 are so long, all muskets and rifles
have a barrel attachment for a bayonet (turning the musket into a short spear) See the
entry for bayonet (above). Some pistol designs take a similar approach, building
daggers or even hatchets into the gun’s design, ready for use as soon as a shot is fired.
A blackpowder pistol with an in-built dagger or hatchet costs Cr400 and weighs 1.6 kg,
although they are not common due to the difficulty in safely carrying or holstering them.
131
FIREARMS - SLUGTHROWERS
These ‘slugthrower’ firearms are dominated by the TL 4 innovation of the metal
cartridge, although other types of ammunition are later introduced. In the Game
Master’s setting, these variant ammunition and propellant types might replace
conventional cartridges or be used concurrently by different factions. This might provide
a point of technological difference with forces at similar Tech Levels.
Conventional Ammunition (TL 4+) – Modern metal cartridge cases hold both
projectile, propellant and primer.
Caseless Ammunition (TL 7+) – A projectile type that has a propellant mix bonded
to it without need for a metal case. See Exotic Ammo (page 134).
Binary Propellant Ammunition (TL 9+) – Projectiles are loaded separately without
cases, and are propelled by the mixing of two volatile gases from a weapon-mounted
gas cylinder. See Exotic Ammo (page 134).
Gyrojet Ammunition (TL 8+) – Projectiles are effectively miniature rockets holding
both propellant and projectile. They are detonated electrically, spin is imparted by
angled rocket ports on the round, leaving the barrel smoothbore. Gyrojet weapons are
recoilless and suited for use in zero gravity environments.
Railgun (TL 12+) – The weapon launches steel or tungsten projectiles via an electro-
magnetic linear rail (railgun), or magnetic coils (coilgun). There is no propellant and
spin is imparted by the magnetic field. Either weapon might be known as gauss gun,
derived from the gauss, a measurement of magnetic induction.
SLUGTHROWER WEAPONS
Weapon TL Cost Range Dmg Recoil Wgt Mag Ammo Cost Notes
Zip Gun 6 20 Close 1D6+2 4+ 0.5 1 1
Autopistol 5 150 Short 2D6 6+ 1 16 7
Body Pistol 8 500 Short 2D6 6+ 0.5 6 20
Revolver 5 150 Short 2D6+2 7+ 1 6 5
Thud Gun 8 300 Short varies 4+ 1 5 10
Shotgun 4 200 Medium 4D6 7+ 3.5 6 6 DM +1
Auto Shotgun 7 700 Medium 4D6 8+ 3.5 8 12 ROF 4
Machine Pistol 6 400 Medium 1D6+3 7+ 1 15 7 ROF 4
Submachinegun 5 500 Medium 2D6 6+ 3 30 20 ROF 4
PDW 7 600 Medium 2D6+2 7+ 2.5 30 40 ROF 4
Pneumo Rifle 4 400 Medium 1D6+2 + 3 15 15
Carbine, Bolt-Action 5 300 Medium 3D6 7+ 3 10 12
Carbine, Auto 7 500 Medium 3D6 7+ 3.5 30 20 ROF 4
Anti-Material Rifle 7 1200 Long 6D6 8+ 14 7 22
Rifle, Single-Shot 4 300 Long 3D6 6+ 4 1 1
Rifle, Bolt-Action 4 400 Long 3D6 6+ 4 5 5
Rifle, Semi-Auto 5 500 Long 3D6+3 8+ 4 10 10
Assault Rifle 6 500 Long 3D6 7+ 4 30 20 ROF 4
Battle Rifle 6 550 Long 3D6+3 8+ 4 20 10 ROF 4
Automatic Rifle 5 700 Long 3D6+3 7+ 7 30 20 ROF 10
Gyrojet Pistol 8 150 Short 2D6 2+ 1 6 8
Riot Pistol 9 400 Short 2D6+2 2+ 1.2 4x5 20
Gyrojet Carbine 9 900 Long 3D6 2+ 3 20 30 ROF 4,
Railgun 12 1500 Long 4D6 6+ 4 60 15 ROF 10
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Zip Gun (TL 6): A home-made, one-shot pistol. It has low range, poor performance
and high chance of misfire. Roll 1D6 each time it is fired. On a 1 it does not fire; roll
again, on a 1 the user is shot. Fires small-calibre ammo also used by the machine pistol.
Autopistol (TL 5): Semi-automatic handgun that feeds from a magazine in the grip. It
is single-shot. Example: PKD Detective Special, Sig Sauer P320.
Body Pistol (TL 8): A light, concealable hold-out weapon made from advanced
polymers. Example: Glock 26.
Revolver (TL 5): A rugged handgun that will not jam, with a manually-loaded rotating
drum to feed the bullets into the barrel. Example: Colt Peacemaker, Taurus 444.
Thud Gun (TL 8): A revolver-style dart gun that is powered by compressed air. The
dart, usually of 12mm calibre, is a ballistic syringe loaded with an agent and tipped with
a hypodermic needle. The dart is propelled from the gun by compressed gas. It is
charged by using a manual lever to restore the gun’s air pressure. This must be done
after every 2 shots. Select a poison from those on page 65.
Shotgun (TL 4): Smoothbore weapon firing a spread of steel shot with greater chance
of hitting at close range. This shotgun represents a pump-action model. Example:
Benelli M4.
Auto Shotgun (TL 7): A semi-automatic shotgun, usually for military use, that is
capable of burst fire. It has a box magazine. Example: Saiga-12.
Machine Pistol (TL 6): A fully automatic pistol-sized firearm in a small calibre,
providing the firepower of a submachinegun in a concealable package. Example:
MAC-11, Steyr TMP.
Submachinegun (TL 5): A light assault weapon, often used by special forces, police
and rear-echeolon troops. It uses pistol calibre ammunition. Rounds are interchangeable
with the autopistol; at the GM’s discretion, so are the magazines. Example: Thompson
M1A1, M3 ‘Grease Gun’, Sterling L2A3, HK UMP.
PDW (TL 7): A personal defence weapon. Like the SMG it is used by special forces,
police and rear-echeolon troops. It has a better range and bigger punch then an SMG
because it fires intermediate rounds (sized-between pistol and rifle cartridges).
Example: FN P90.
Pneumo Rifle (TL 4): An air-powered rifle, firing a heavy 13mm round shot at
180m/second. The rifle is smoothbore to reduce barrel friction, and has a detachable air
reservoir for 20 shots. It can be manually recharged (taking 15 mins). The weapon has
an integral tubular magazine. Useful on low-tech colonies, since lead ammunition can
be quickly and easily handmade. Comes with 500g air pump and 250g bullet-casting kit.
Example: Pritchard or Giradoni Air Gun.
Carbine, Bolt-Action (TL 5): A lighter, shorter and handier rifle, that still fires a
powerful rifle cartridge from a box magazine. Example: FR8, Enfield No.5 Mk1, SKS.
Carbine, Auto (TL 7): A shortened version of a military assault rifle, using the same
ammunition and capable of automatic fire. Often used by rear-echelon troops.
Example: Colt M4A1, AK-74, HK53, L22A2.
Anti-Material Rifle (TL 7): A very large calibre rifle used primarily for attacking
unarmoured vehicles, engines, unreinforced walls, sensitive equipment as well as
personnel. It fires a 13mm cartridge from a box magazine. The weapon is large and
unwieldy and is fitted with a bipod which will reduce recoil by 2. Example: Barrett M82,
Hécate II.
Rifle, Single-Shot (TL 4): An early TL 4 rifle firing a single round. A fresh cartridge
must be loaded each combat round.
133
Rifle, Bolt-Action (TL 4): A late TL 4 rifle with improved ballistics, high-speed rounds
and internal magazine. At TL 5 it also becomes popular as a hunting rifle. Example:
Bergara B-14 Ridge, Lee Enfield No.4 Mk1, Springfield M1903.
Rifle, Semi-Auto (TL 5): A semi-automatic rifle firing one round per pull of the
trigger, without manually cycling a bolt. It is a standard military arm on many low-tech
worlds and a reliable hunting rifle at TL 6-9. Rounds are loaded into an internal
magazine at TL 5, but box magazines are used at TL 6 and higher. Example: Remington
Model 742, M1 Garand.
Assault Rifle (TL 6): An automatic-firing military rifle in an intermediate rifle calibre
for an intermediate shooting distance. Many assault rifles come with accessories or
adaptations, such as folding stocks, scopes, and so on, to meet the needs of particular
missions. Rounds are interchangeable with the carbine (auto) and the General
Machinegun; at the GM’s discretion, so are the box magazines. Example: Steyr AUG.
Battle Rifle (TL 6): An automatic-firing military rifle firing a heavier calibre for more
power and range. Uses box magazines. Example: FN SCAR.
Automatic Rifle (TL 5): A squad support weapon that is essentially a very heavy rifle
capable of automatic fire for sustained infantry support. It uses box magazines and is
fitted with a bipod which will reduce recoil by 2. It uses the same rifle cartridges of the
squad. Example: Bren Gun MKII, Browning M1918 BAR, L86A2, RPK-74.
Gyrojet Pistol (TL 8): A low-velocity, recoilless pistol designed for use in zero-G
environments. Fires solid rounds or flechettes.
Riot Pistol (TL 9): An advanced single-shot gyrojet pistol with two (double-row)
magazines, able to load up to four different types of ammunition at once. The user
selects which magazine stack he wishes to extract from as the situation demands.
Available ammunition choices include general purpose, armour piercing, high explosive,
incendiary, heat-seeking and gas. Example: Snub Pistol.
Gyrojet Carbine (TL 9): A carbine version of the recoilless gyrojet, a longer barrel
isn’t needed because the rounds continue to accelerate away from the barrel. Useful in
a zero-G environment. Fires solid rounds or flechettes. Example: Accelerator Rifle.
Railgun (TL 12): A military rifle using magnetic linear technology to accelerate a fin-
stabilised flechette, from a 60-round magazine (with integral power cell). It is capable of
automatic fire, is gyro-stabilised for lower recoil and has laser range-finding, a scope
and targeting computer to improve long range shooting. The railgun is the ultimate
development of the hand-held kinetic energy firearm. Example: Gauss Rifle, EM-1
Railgun.
SLUGTHROWER NOTES
ROF (Rate of Fire) 4 or 10: These weapons fire a burst of rounds with every pull of
the trigger which gives the user extra attacks. See page 92.
Flame: On a successful hit the target is on fire. See page 64.
EXOTIC AMMO
Your setting may feature caseless (TL 7) or binary propellant (TL 9) firearms. The
following firearms can be manufactured to take one of these exotic ammunition types:
pistols, shotguns, SMG & PDW, carbines, the anti-material rifle, bolt-action & semi-auto
rifles, the assault rifle, battle rifle and automatic rifle. Caseless ammo capacity is
increased by x1.5, whilst binary propellant capacity is increased by x2.
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AMMUNITION TYPES
Some firearms can fire different types of ammunition.
AMMO TYPES
Shotgun Effect Ammo Cost
Buckshot DM+1 short range; damage: 4D6 short, 3D6 medium, 1D6 x1
long
Gas Target affected by sedative or paralytic gas. See page 65. x1
Smoke 2m cloud for 1 combat round x1
Baton Damage: 1D6, plus knockdown x1
High Explosive Fin-stabilised, damage: 5D6, can be used against locks, x5
vehicles
Tungsten Core Anti-vehicle solid-slug, damage: 4D6 AP2 x3
Tranq Roll 1D6+2 damage, if this penetrates target’s AV, the tranq X1
takes effect: target affected by sedative or paralytic agent
(see page 65).
Paint Used in a vacuum to mark targets in suits, rather than kill them X1
Gyrojet Effect Ammo Cost
GP Pistol damage: 2D6; Rifle damage: 3D6 X1
Flechette DM+1 short range; pistol damage: 2D6; rifle damage: 3D6 X3
Riot Pistol Effect Ammo Cost
GP Damage: 2D6+2 X1
Tungsten Core Anti-vehicle solid-slug, damage: 4D6 AP2 x3
High Explosive Fin-stabilised, damage: 5D6, can be used against locks, x5
vehicles
Incendiary Target and 1m radius area, now on fire 1D6. See page 64. X3
Gas Target affected by sedative or paralytic gas. See page 65. x1
Science fiction is replete with fantastic energy weapons, most having little scientific
explanation, and a host of exotic-sounding names and titles. In these rules we will focus
on three speculative technologies that might be utilised for hand-held energy weapons.
The names used are placeholders, and the Game Master is encouraged to create a
name that fits his own setting, or borrow a name from some other, more well-known
setting.
Stun Weapons (TL 9) – Stun guns in speculative fiction often knock out a target
using an energy blast. In many cases this seems to be a sonic pulse, although this
means that wearing a vacc suit, particularly in a vacuum, will render such weapons
useless. Another version might be a low-power laser ionising the air to allow a very high
voltage charge to hit the target, affecting the nervous system, respiration and
heartbeat. Microwave weapons are also feasible and modern versions emit short-
wavelength microwaves that affect pain receptors 0.4mm under the skin, creating the
feeling that one’s skin is on fire, without the burns. A victim will be in shock and
reflexively get out of the way of the beam. Stun weapons are recoilless and thus suited
for use in zero gravity environments.
135
Lasers (TL 9) – Hand-held laser weapons create a short-duration, high-energy burst
rather than a high-temperature, flashlight-style cutting beam, since the power required
for that would be phenomenal. The power cell instead feeds a fast-discharge capacitor
which stores the energy, then releases it in a single, instant burst of power. Laser
weapons are rated in megawatts of power released per one-one hundredth of a second.
Early lasers require the use of a bulky power pack that must be carried on the back, or
on a belt. Later laser weapons carry their own power cells. All lasers are recoilless and
thus well suited for use in zero gravity environments.
Plasma Weapons (TL 14) – Plasma weapons fire a bolt of plasma that is created by
the super-heating of a single hydrogen fuel pellet. The plasma is magnetically focussed,
and the bolt itself will be prevented from dissipating too quickly by a tunnel of hot air
surrounding the bolt that is created by the weapon’s on-board soft laser. The fact that a
laser is used in the weapon may cause terminology to reflect this. Unlike a pure laser,
the plasma gun has recoil, and it will be reloaded with a magazine holding both fuel
pellets and disposable power cells. One shot consumes one of each. Early plasma
weapons are large, used alongside gauss or gyrojet weapons, as infantry support
weapons. Some settings call these energy weapons ‘blasters’.
Disintegrator Weapons (TL 16) – These weapons defy much scientific explanation,
but appear to be a type of particle accelerator that inflicts devastating damage on a
target. In some cases, the target is completely vaporised, as if the beam emitted by the
weapon is able to break the atomic bonds that hold a target’s cells together. This
destruction and breakdown of atomic bonds is perhaps related to the same technology
used by material and food replicators as well as the matter transporter, both of which
also appear at this Tech Level. Examples from a setting ‘where no man has gone before’
show us that the disintegrator’s effect on a target can be dialled down to more
moderate levels, leaving the body relatively intact, or even to leave the target
unharmed, but knocked out. This versatility means they can also be used as welding
torches or cutting tools, and can create heat sources by firing at a large, solid object
(like a rock). The stream can be adjusted to strike multiple targets at once. Some
settings call these energy weapons ‘phasers’ or ‘disruptors’.
ENERGY WEAPONS
Weapon TL Cost Range Dmg Recoil Wgt Mag Ammo Cost Notes
Agoniser 9 750 Short special - 1.5 8R - Stun
Stun Gun 10 600 Short special - 1 10R - Stun
Laser Pistol 10 1000 Short 3D6 - 1.5 50R 200
Laser Carbine 9 2000 Long 4D6 - 5 100R 400
Laser Rifle 10 3000 V/Long 5D6 - 6 100R 400
Laser Pistol 11 1200 Short 3D6 - 1 50R 200
Laser Carbine 11 2200 Long 4D6 - 3 100R 400
Laser Rifle 11 3520 V/Long 5D6 - 5 100R 400
Plasma Pistol 14 1400 Short 3D6 5+ 1 20 50
Auto Plasma Carbine 14 3000 Long 4D6 6+ 3 40 150 ROF 4
Plasma Rifle 14 4000 V/Long 5D6 7+ 4 40 150
Plasma Cannon 15 9,000 V/Long 8D6 9+ 10 60 300 ROF 4
Disintegrator Pistol 16 3400 Short 10D6 - 1 200R 200 Variable
Energy
Disintegrator Carbine 16 7000 Long 10D6 - 1 200R 200 Variable
Energy
Disintegrator Rifle 16 10000 V/Long 10D6 - 3.5 400R 500 Variable
Energy
136
Agoniser (TL 9): A hand-held pistol that uses microwaves or a high-voltage neural
beam to induce pain on a target, rendering them temporarily immobile and senseless
with agony.
Stun Gun (TL 10): A sonic-based stun weapon that renders a target unconscious for a
short amount of time. Cannot be used where there is no atmosphere, or on a target
within a pressurised suit.
Laser Pistol (TL 10): A laser pistol reliant on a 1 kg belt-mounted power cell,
connected by a heavy duty cable. Once the cell is depleted it requires recharging for 3
hours.
Laser Carbine (TL 9): An early laser rifle, short and compact, that is reliant on a 3 kg
backpack-mounted power cell. The power cell is connected by a heavy duty cable. Once
the cell is depleted it requires recharging for 3 hours. The carbine is a military-style
weapon.
Laser Rifle (TL 10): A heavy military laser rifle, used for supporting fire and long
range marksmanship. It is reliant on a 4 kg backpack-mounted power cell, connected by
a heavy duty cable. Once the cell is depleted it requires recharging for 3 hours.
Laser Pistol (TL 11): A handy laser pistol with integral power cell in the handgrip.
Once the cell is depleted it requires recharging for 3 hours.
Laser Carbine (TL 11): A short military laser weapon used by rear echelon troops,
special forces and security forces. It has an integral power cell forward of the trigger
guard. Once the cell is depleted it requires recharging for 3 hours.
Laser Rifle (TL 11): A heavy laser rifle, with integral power cell forward of the trigger.
The rifle includes a scope for use in long distance combat. Once the cell is depleted it
requires recharging for 3 hours.
Plasma Pistol (TL 14): A pistol using plasma technology to fire a bolt of plasma. It
does not require recharging, but does include a magazine for replenishing disposable
power cells and hydrogen fuel pellets.
Auto Plasma Carbine (TL 14): A short, military repeating plasma blaster for use by
infantry. It does not require recharging, but does include a magazine for replenishing
disposable power cells and hydrogen fuel pellets.
Plasma Rifle (TL 14): A rugged military rifle used for devastating single shot attacks
out to long range. The rifle includes a scope for use in long distance combat. It does not
require recharging, but does include a magazine for replenishing disposable power cells
and hydrogen fuel pellets.
Disintegrator Pistol (TL 16): A disintegrator in a pistol form, with handgrip and
integral power cell.
Disintegrator Carbine (TL 16): Similar to the disintegrator pistol, this military variant
provides for a greater range. It’s compact design and folding stock is perfect for
shipboard use. Once the cell is depleted it requires recharging for 4 hours. A top-
mounted display allows control of the energy output, from 1D6 right up to 10D6.
Disintegrator Rifle (TL 16): A purely military rifle, designed for the infantryman. It
features long range scope, laser range-finding and thermal imaging. It is rugged and
designed for prolonged use, with a long duration power cell. Once the cell is depleted it
requires recharging for 4 hours. A top-mounted display allows control of the energy
output, from 1D6 right up to 10D6.
137
ENERGY WEAPON NOTES
ROF (Rate of Fire) 4: These weapons fire a burst of plasma bolts with every pull of
the trigger which gives the user extra attacks. See page 92.
R: Denotes an energy weapon that requires a recharge after this number of rounds has
been expended; alternatively, a fresh powerpack (see Ammo Cost) can be used, instead.
Stun: These weapons are designed to deal non-lethal damage and will incapacitate a
living target instead of killing it. On a successful hit, the victim makes a Difficult
Endurance roll. If this is failed, the target is incapacitated and unable to perform any
actions for 1D6+2 minutes. If the End roll succeeds, the victim is still stunned for one
round.
Variable Energy: The disintegrator weapon can deal variable damage, up to 10D6 in
one attack. Simply subtract the number of dice done in an attack from the Magazine. If
used at the level of 6D6 or more, it can damage vehicles (see People Attacking Vehicles,
page 209), but unlike slugthrower firearms, disintegrators can reduce a vehicle’s Hull
and Structure points.
HEAVY WEAPONS
Heavy weapons are those infantry weapons that are able to cause large amounts of
damage, and are typically deployed against vehicles, fortifications or enemy infantry
positions. All of the weapons in this section require the use of the Heavy Weapons skill
(although machineguns can also be used by someone with any level of Gun Combat
skill, at a default level-0).
HEAVY WEAPONS
Weapon TL Cost Range Dmg Recoil Wgt Mag Ammo Notes
Cost
Squad Machinegun 7 1000 Long 3D6 8+ 5 100 50 ROF 10
General Machinegun 6 1200 Long 3D6+3 8+ 10 100 60 ROF 10
Heavy Machinegun 6 4000 Long 6D6 - 12 200 100 ROF 10
Grenade Launcher 7 400 Medium varies 4+ 5 6 - Indirect
Underbarrel Grenade 7 1000 Medium varies 4+ 1.5 1 - Indirect
Launcher
Flamethrower 5 1200 Short 4D6 7+ 6 16 50 Flame
ROF 4
Commando Mortar 6 300 V/Long 6D6 - 16 1 4 Indirect
Rocket Launcher 6 2000 Medium 9D6 AP2 - 10 1 500
Disposable Rocket 6 400 Medium 9D6 AP2 - 3 1 -
Missile Launcher 7 10,000 V/Long 10D6 AP2 - 25 1 -
Disposable Missile 8 4000 V/Long 10D6 AP2 - 10 1 - Dispose
DM+1
Smart Missile 10 12,000 V/Long 11D6 AP2 - 8 1 - Dispose
DM+3
Energy Missile 12 16,000 V/Long 10D6 AP3 - 6 1 - Dispose
Munitions Launcher 10 2500 Medium varies - 5 1 - Indirect
DM+3
Wrist Rockets 10 2200 Medium 4D6 - 1 4 20 ROF 4
Assault Railgun 12 1600 Very Long 6D6 10+ 12 20 40 ROF 4
Plasma Cannon 12 9,000 Very Long 8D6 9+ 10 60 300 ROF 4
Disintegrator Cannon 16 50,000 Distant 20D6 - 14 2000R - Variable
Energy
138
Squad Machinegun (TL 7): A dedicated belt-fed machinegun designed to use the
same ammunition as the squad’s assault rifles. It provides direct fire support at the
squad level. Fitted with a bipod which will reduce recoil by 2, and an ammo box for the
belt. Example: M249 SAW, HK123.
General Machinegun (TL 6): A general purpose belt-fed machinegun used on
vehicles and fixed emplacements. It uses a heavy rifle calibre, also used by the battle
rifle, which is interchangeable if the GM decides. It requires a crew of two, one to carry
and operate, the other to load and carry additional ammo belts. Fitted with a bipod
which will reduce recoil by 2, and an ammo box for the belt. Example: M60, GPMG.
Heavy Machinegun (TL 5): A large calibre (12-15 mm) machinegun that is able to
direct destructive fire on to lightly armoured vehicles, buildings or fortifications. Heavy
and difficult to move. It is usually vehicle mounted, although infantry positions can
mount the heavy machinegun on a tripod. Mounted on a tripod which eliminates recoil.
Example: M2 HB, DShKM.
Grenade Launcher (TL 7) – This multi-purpose grenade launcher is a semi-automatic
weapon firing one grenade for each pull of the trigger. It has a six-shot magazine
forward of the trigger assembly, a retractable stock and forward grip under the barrel.
It takes one full action to reload a grenade launcher. Grenades for the launcher are not
interchangeable with hand grenades. Grenades are fired directly at a target if within
range. Beyond range, the fire is Indirect. Example: Milkor MGL.
Underslung Grenade Launcher (TL 7) – An underslung grenade launcher can be
added to any rifle. This grenade launcher is single-shot, holding one grenade. Grenades
are fired directly at a target if within range. Beyond range, the fire is Indirect. Example:
M203, AG36.
Flamethrower (TL 5): A portable, hand-held flame unit, with fuel bottle attached
below the receiver. A pilot light at the barrel mouth must be on to fire the weapon.
Commando Mortar (TL 6): A portable, lightweight, close-support infantry weapon
designed to be used by one man to provide indirect fire. The firing tube is held in place
by the firer, and carried with an attached strap. Each shell (illumination, explosive or
smoke) weights 0.5 kg. Soldiers can use it to provide immediate fire support for their
own unit in defence or attack. The mortar can only make Indirect attacks. Example: LGI
Me F1, British L9A1 51mm Mortar.
Rocket Launcher (TL 6): This shoulder-mounted launcher fires unguided anti-tank
rockets. At TL 9 the launcher uses targeting sensors to provide a DM +1. It is
dangerous to use in enclosed spaces. Anyone up to 2 meters behind a rocket launcher
when it fires takes 3D6 damage from the exhaust. Example: M1 Bazooka, Mk55 Tactical
Launcher.
Disposable Rocket (TL 6): A one-shot, unguided, disposable rocket that is used
against armoured vehicles and fortifications. It is dangerous to use in enclosed spaces.
Anyone up to 2 meters behind a rocket launcher when it fires takes 3D6 damage from
the exhaust. Example: M72 LAW, RPG-76.
Missile Launcher (TL 7): A missile launcher that is shoulder-mounted, and used to
lock on to a target. Set up and targeting requires three rounds. The user must guide the
missile on to the target during its flight, using either a radio or wire-guidance system. If
the user is wounded or distracted (by a nearby explosion, for example), the target lock
is broken and the missile will only hit the target on a 1 on a rolled 1D6. It is dangerous
to launch in enclosed spaces. Anyone up to 2 meters behind a rocket launcher when it
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fires takes 3D6 damage from the exhaust. Without the shoulder launcher, missiles
loaded cannot be targeted or launched. Example: HOT, TOW, AT-5 Spandrel.
Disposable Missile (TL 8): A self-guiding, disposable, fire and forget anti-armour
missile, attacks with a DM+1. It is dangerous to launch in enclosed spaces. Anyone up
to 2 meters behind a rocket launcher when it fires takes 3D6 damage from the exhaust.
Example: FGM-148 Javelin, MBT-LAW.
Smart Missile (TL 10): This disposable, fire-and-forget anti-tank missile is
autonomous and self-guiding, attacking with a DM+3. It also gains a +1 for every TL
below 10 at which the target was made. A TL 7 tank, for example, will give the smart
missile a +3 on top of its +4 Die Modifier. The missile deploys its own counter-
measures, and can carry out feint attacks, before striking its intended target. The smart
missile is particularly hard to stop and is dangerous to launch in enclosed spaces.
Anyone up to 2 meters behind a rocket launcher when it fires takes 3D6 damage from
the exhaust.
Munitions Launcher (TL 10): A configurable, multi-purpose grenade launcher. The
munitions launcher is a 5 kg weapon with a 6-round rotary magazine, that is capable of
both direct fire and Indirect Fire. Its scope features an integrated laser rangefinder and
a ballistic computer, which calculates where the grenade will land and will also guide the
grenade (when using laser-guided HE grenades) or sets them to explode at a certain
distance (when using fragmentation airburst grenades). This provides a +2 bonus to hit.
Its propelled grenades can also alter their trajectory inflight to home in on a laser-
painted target or on to specific co-ordinates (DM +3). It uses propelled grenades of all
Tech Levels.
Wrist Rockets (TL 10): Micro-rockets mounted on a forearm launcher. When
activated, one (or all four) of the unguided rockets are launched directly at a target.
When not in use, the rockets are covered by a rugged forearm shield.
Assault Railgun (TL 12): A squad support gun initially firing a heavy 15mm caseless
antipersonnel or explosive round from a 20-round magazine (with integral power cell).
Once fired, it is then accelerated from mid-way down the barrel rails by magnetic linear
induction. It is capable of automatic fire, is gyro-stabilised for lower recoil and has laser
range-finding, a scope and targeting computer to improve long range shooting. Fitted
with a bipod which will reduce recoil by 2.
Plasma Cannon (TL 15): Heavy plasma blaster used in infantry support roles. It is
man portable, and includes a bipod which will reduce recoil by 2. It can alternatively be
mounted on an 8 kg tripod to eliminate recoil entirely. It does not require recharging,
but does include a magazine for replenishing disposable power cells and hydrogen fuel
pellets.
Disintegrator Cannon (TL 16): A heavy disintegrator cannon, with longer range and
greater power capacity than the disintegrator rifle. It can be fitted with a bipod for use
in fortified positions, but is more frequently mounted on a tripod for ease of targeting.
The cannon is a devastating anti-vehicle or anti-bunker weapon.
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round up to a maximum of the user’s Heavy Weapons skill. A character with Heavy
Weapons-2, could reduce the penalty to -3 in the second round, and -2 in the third
round. All subsequent rounds in which the grenade launcher or mortar is fired will have
a DM -2. The user himself might not see the fall of shot, but a forward observer who
can, could radio the information to the user, allowing him, then, to adjust his fire
appropriately.
Flame: On a successful hit the target is on fire. See page 66.
Dispose: A one-shot weapon, the launcher is disposed of after firing.
Variable Energy: The disintegrator cannon can deal variable damage, up to 20D6 in
one attack. Simply subtract the number of dice done in an attack from the Magazine. If
used at the level of 6D6 or more, it can damage vehicles (see People Attacking Vehicles,
page 209), but unlike slugthrower firearms, disintegrators can reduce a vehicle’s Hull
and Structure points.
PROPELLED GRENADES
There are two types of grenade: hand grenades that are thrown, and propelled
grenades fired from grenade launchers. There are various types of propelled grenade.
Smoke Grenade (TL 6): The smoke grenade creates a thick cloud of coloured smoke
6 metres in radius, centred on the location of the grenade. This smoke imposes a –2 DM
on all attacks within or through the cloud (doubled for laser weapons). Smoke dissipates
in 1D6+2 rounds, although high winds and other extreme weather can sharply reduce
this time.
Riot Agent Grenade (TL 6): The riot agent grenade creates a cloud of sedative or
paralytic (see page 66).
Stun Grenade (TL 7): The stun grenade is non-lethal and does not inflict normal
damage. A character within 6 meters of a stun grenade detonation must make a
Difficult Endurance roll. If this is failed, the target is incapacitated and unable to
perform any actions for 1D3+2 rounds (if in enclosed space, one round if out in the
open). If the End roll succeeds, the victim is still stunned for one round.
Explosive Grenade (TL 6): Anti-personnel grenade, with damage decreasing with
distance from the blast: 5D6 within 6 metres, 2D6 within 10 metres.
Anti-Armour Grenade (TL 6): Able to penetrate light armour and can inflict serious
damage against lightly armoured and civilian vehicles as well as bunkers, buildings and
fortifications. It will reduce the target’s Armour points by 10, and then inflict 5D6
damage. It has a blast radius of 6m and anybody within that radius will suffer 2D6
damage. At TL 10, fired from the Munitions Launcher, this grenade is laser targeted and
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will try to home in on any target designated by the firer using the launcher’s integral
laser painter. This provides a +2 to hit.
Airburst Grenade (TL 10): The airburst grenade is used by the munitions launcher,
and has similar properties to the explosive grenade, but it can be commanded to
detonate in the air above a target, once the firer has established range to the target
using the munition launcher’s laser designator. This might negate the defender’s -3 for
shooting from cover, if he is out in the open, in a trench or behind a wall or other
unroofed fortification.
Damper Field (TL 10): This grenade is used by the munitions launcher and creates a
10m area of electrical nullification, temporarily shutting down any electrical motors or
operations, including vehicle engines and control systems, robots and computers. If in
doubt, allow a saving throw on 10+ to resist the damper bomb. The effect is only
temporary, and lasts 1D6+1 combat rounds.
Time Drogue (TL 17): Everything with 6m of the grenade is engulfed in a time pocket
for 6 minutes, and for anyone and everything within it, it seems as though only half a
second passes. Once the time drogue is deployed, friendly forces can move into the
time pocket and will not be affected. When the effects wear off in 6 minutes, most
targets will be disorientated and confused for a round.
Incendiary (TL 7): All targets in the 3 metre burst radius suffer 2D6 damage from
burning. Targets (and everything else nearby) are also on fire; see Fire (page 65).
HAND GRENADES
A hand grenade is a small explosive device designed to be thrown by hand (see page
95). Hand grenades typically have a 4-second delay. A variety of grenade types are
described below. Each column is described as follows:
Smoke Grenade (TL 6): The smoke grenade creates a thick cloud of coloured smoke
6 meters in radius, centred on the location of the grenade. This smoke imposes a –2 DM
on all attacks within or through the cloud (doubled for laser weapons). Smoke dissipates
in 1D6+2 rounds, although high winds and other extreme weather can sharply reduce
this time.
Stun Grenade (TL 7): The stun grenade is non-lethal and does not inflict normal
damage. A character within 6 meters of a stun grenade detonation must make a
Difficult Endurance roll. If this is failed, the target is incapacitated and unable to
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perform any actions for 1D3+2 rounds (if in enclosed space, one round if out in the
open). If the End roll succeeds, the victim is still stunned for one round.
Explosive Grenade (TL 6): Anti-personnel grenade, with damage decreasing with
distance from the blast: 5D6 within 6 metres, 2D6 within 10 metres.
Seeker (TL 12): The seeker grenade is initially thrown, at which point air-foil surfaces
unfold and a grav motor kicks in, launching the grenade toward the target which it can
sense using thermal and motion-tracker sights. It is primarily designed to attack
vehicles, since it allows the thrower to remain hidden during the throw. The grav motor
allows it to twist and turn should the vehicle or person, try and dodge the grenade. The
thrower gains a DM +2 when throwing the Seeker grenade and doubles the user’s
throw range.
Damper Field (TL 10): This grenade is used by the munitions launcher and creates a
10m area of electrical nullification, temporarily shutting down any electrical motors or
operations, including vehicle engines and control systems, robots and computers. If in
doubt, allow a saving throw on 10+ to resist the damper bomb. The effect is only
temporary, and lasts 1D6+1 combat rounds.
Time Drogue (TL 17): Everything with 6m of the grenade is engulfed in a time pocket
for 6 minutes, and for anyone and everything within it, it seems as though only half a
second passes. Once the time drogue is deployed, friendly forces can move into the
time pocket and will not be affected. When the effects wear off in 6 minutes, most
targets will be disorientated and confused for one round.
Incendiary (TL 7): All targets in the 3 metre burst radius suffer 2D6 damage from
burning. Targets (and everything else nearby) are also on fire; see Fire (page 92).
Cryo Grenade (TL 10): Everything within the 3m blast radius is subjected to
cryogenic temperatures, freezing humans to death as if dropped in liquid nitrogen
(10D6). This may be preferable to an explosion, depending on the circumstances.
Soldiers can find other uses too, such as creating a frozen pathway across a river.
Shock Grenade (TL 11): An electronic discharge bomb, which creates multiple arcs of
electricity that automatically strike anyone within the 6m burst radius, each doing 4D6
damage. Electrical items (including suit life support systems) will also be struck and be
damaged on a result of 5-6 on a 1D6 roll. Player characters and important NPCs will
not be able to duck to avoid the damage as described in Explosive Burst Radius (page
92).
Gravity Grenade (TL 15): This creates an intense 30G gravity point for one-
hundredth of a second, creating an instant and devastating implosion, sucking all
targets within 3m, as well as anything not bolted down, into the gravity well. Targets
cannot avoid the damage as described in Explosive Burst Radius (page 92), and will
suffer 12D6 damage. All that is left is a soggy, 20cm lump of compacted flesh, clothing,
gravel and twisted metal lumped around the point where the grenade exploded.
Implosion is often preferable during combat within a pressurized environment.
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WEAPON ACCESSORIES
The following accessories are commonly available for ranged weapons. Some high-tech
firearms may already include scope or laser sight, see the relevant firearm description.
Bipod (TL 5): Some weapons boast integral bipods, but firearms sold without such
accessories may also be fitted with them. Obviously, a bipod will only benefit a long
weapon such as the rifle or carbine. A bipod lowers the recoil by 2 points when fired
from a prone position. Weight 0.4 kg. Cost Cr75.
Flashlight (TL 7): Purpose-built flashlight attaching to the top, side or underside of a
gun barrel. The flashlight is activated via a button on the trigger guard. Weight 0.1 kg.
Cost Cr120.
Gyro-stabilised (TL 9): An internal stabilizer can be fitted to any weapon of weight
3 kg or more, and it reduces Recoil by 1 point. Weight 0.1. Cost Cr500.
Laser Sight (TL 7): The bonus for aimed shots increases to DM+2, but only at Short
range. Weight negligible. Cost Cr100.
Night Scope (TL 8): A telescopic sight with full night vision capabilities, that can be
attached to a carbine or rifle-sized weapon. It provides a +2 to hit with an aimed shot
when Over Range if the user spends one combat round aiming, in daylight or darkness.
Weight 0.5 kg. Cost Cr600.
Palm Lock (TL 11): An in-built security system reading the palm print, or requiring a
DNA or iris check. It can either lock the weapon (Cr200), shock the thief with 1D6
damage (Cr400), or explode as a stun grenade (Cr700) or explosive grenade (Cr1200),
the buyer decides on purchase. Weight negligible.
Pistol Stock (TL 5): Pistols and revolvers may be turned into light carbines by the
attachment of a wire-framed folding shoulder stock. The range is increased to 50m,
although the weapon can no longer be holstered. The overall length of the pistol is
increased by 40 cm, although this can be folded if required. Attaching or detaching the
stock takes 5 combat rounds. Weight 0.8 kg. Cost Cr75.
Scope (TL6): A telescopic sight can be attached to a carbine or rifle-sized weapon. It
provides a +2 to hit with an aimed shot when Over Range if the user spends one
combat round aiming. Scopes are delicate, however, and may be jarred out of alignment
on an 8+ on 2D6, by any violent action (such as being left untended in a moving truck,
a close explosion, or being dropped). Weight 0.2 kg. Cost Cr200.
Smart Sight (TL 10): The smart sight comes in the form of either smart goggles or an
eyepiece screen, mounted on a combat helmet or on a headset arrangement. It is
connected via cable to the weapon, where a targeting processor is located. The
processor feeds ballistic data to the piece, placing a targeting reticule on the screen.
The smart screen has low light capability, and gives a DM +1 to hit. At TL 12, the link is
wireless, and can even be linked to a cyberoptic if one is fitted to the user. Cost Cr1000.
Sound Suppressor (TL 6): May be attached to any slugthrower (but not thud gun,
pneumo, gyrojet or railgun), and will partially mask the sound of the shot, but not
silence the weapon entirely. Weight 0.1 kg. Cost Cr250.
Speedloader (TL 6): The speedloader is a preloaded frame of six revolver rounds that
can be used to load all six chambers of a revolver simultaneously. The firer may have
several speedloaders as part of his equipment to speed the reloading of his revolver.
Reloading with a speedloader requires 1 minor action. Weight 0.12kg (loaded). Cost
Cr10.
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Tough Scope (TL 9): A ruggedized version of the Scope for use in hostile
atmospheres, vacuum and extreme temperatures. They are almost unbreakable. AV 7,
DP 1. Weight 0.5 kg. Cost Cr500.
Underbarrel Grenade Launcher (TL 7): Functions as the heavy weapon grenade
launcher, but it fits under a rifle barrel and has 1 shot. Cost Cr1000. Weight +1 kg.
Underslung Shotgun (TL 7): A cut-down shotgun for use as a secondary weapon,
attached beneath the barrel of a TL 7+ carbine or rifle. Use the data for the shotgun,
except that this version uses a 5-shot magazine. Cost Cr600. Weight +1.3 kg.
VEHICLE WEAPONS
Some vehicles are fitted with weaponry, and in Cepheus Universal we divide these
weapons into three general categories that are used in the Vehicle chapter.
A main weapon could be a submarine’s torpedo tubes or the 120mm gun on an M1A2
Abrams tank. A support weapon might be the 30mm Bushmaster cannon on the Stryker
APC or the 73mm Light Gun on the BMP-1. Main weapons are the type of weapons in
the turret of dedicated battle tanks, whilst support weapons are the type of weapon in
the turret of APCs or Infantry Fighting Vehicles. Light weapons are used as anti-
personnel weapons on all kinds of vehicles. Included on the table are starship weapon
equivalents that may be mounted on vehicles as main weapons (except for Starship
Missiles and Torpedo which are included should they be used against surface targets).
Vehicle weapons can be fired with either Heavy Weapons or Gunnery skill.
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LIGHT WEAPONS SUPPORT WEAPONS
Squad Machinegun (TL 7) Missile Launcher (TL 7)
General Machinegun (TL 6) Light Gun (TL 5)
Auto Grenade Launcher (TL 7) Light Autocannon (TL 6)
Flamethrower (TL 5) Hvy Autocannon (TL 7)
Assault Railgun (TL 12) Rapid Fire Railgun (TL 12)
Plasma Cannon (TL 12) Gatling Laser Cannon (TL 8)
Disintegrator Cannon (TL 16)
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VEHICLE WEAPONS (MAIN & SUPPORT)
Vehicle-Mounted Weapon TL Damage ROF Max Typical Cost
Range Ammo
Light Autocannon (20-25mm) 6 6D6 6 V/Long 200 7500
Heavy Autocannon (30-40mm) 7 7D6 6 V/Long 200 9500
Lt Rotary Autocannon (20-25mm) 7 6D6 20 V/Long 500 50,000
Automatic Grenade Launcher 7 5D6 HE 4 Long 40 4000
Rapid Fire Railgun (15mm) 12 6D6 20 Distant 1000 20,000
Gatling Laser Cannon 8 6D6 AB 4 Distant - 75,000
Missile, Light Anti-Tank 7 9D6 AP2 1 V/Distant - 10,000
Missile, Medium Anti-Tank 9 10D6 AP2 1 V/Distant - 20,000
Missile, Medium Anti-Aircraft 8 9D6 1 Extreme - 10,000
Missile, Energy 12 10D6 AP3 1 Extreme - 16,000
Missile, Gravitic 13 9D6 AP5 1 V/Distant - 15,000
Rocket Pod 6 8D6 HE 6 V/Long 6 4000
Light Mortar (50mm) 5 3D6+2 HE2 1 V/Long 12 1000
Medium Mortar (60mm) 5 4D6 HE4 1 Distant 10 2000
Heavy Mortar(80mm) 5 5D6 HE6 1 Distant 8 4000
Multiple Launched Rocket Artillery 7 9D6 HE 10 Distant 10 25,000
Light Howitzer (100cm) 5 9D6 HE4 1 V/Distant 20 6000
Medium Howitzer (150cm) 5 12D6 HE6 1 V/Distant 12 20,000
Heavy Howitzer (200cm) 5 14D6 HE8 1 Extreme 5 35,000
Light Gun (40-60cm) 6 8D6 AP2 1 Distant 40 50,000
Medium Gun (70-90cm) 6 9D6 AP2 1 Distant 40 80,000
Heavy Gun (100-115cm) 6 10D6 AP2 1 Distant 35 100,000
Very Heavy Gun (120-130cm) 8 11D6 AP2 1 Distant 30 120,000
Light Hypervelocity Cannon 9 10D6 AP3 1 Distant 50 200,000
Medium Hypervelocity Cannon 10 11D6 AP3 1 Distant 50 300,000
Heavy Hypervelocity Cannon 11 13D6 AP3 1 Distant 50 500,000
Bomb, Standard 5 12D6 HE2 1 - - 800
Bomb, Heavy 5 14D6 HE6 1 - - 1200
Depth Charge 5 10D6 HE 1 Short 6 1500
Light Fusion Gun 12 14D6 AB 1 Distant 100 300,00
Medium Fusion Gun 13 16D6 AB 1 Distant 100 600,000
Heavy Fusion Gun 15 18D6 AB 1 Distant 100 900,000
Advanced Fusion Cannon 16 20D6 AB 1 V/Distant 250 1 million
Heavy Disintegrator Cannon 16 20D6 AP5 1 V/Distant - 3 million
Underwater Torpedo Lchr 5 12D6 1 V/Distant 30 500,000
Underwater Smart Torpedo Lchr 8 14D6 1 V/Distant 30 500,000
STARSHIP WEAPONRY
Heavy Laser Cannon 9 12D6 AB 1 Extreme - 500,000
Auto-Railgun Cannon 8 10D6 AP3 4 Extreme 200 750,000
Fusion Cannon 13 20D6 AB 1 Extreme - 1 million
Heavy Disintegrator Cannon 16 20D6 AP5 1 Extreme - 3 million
Starship Missile 6 10D6 AP2 1 Extreme 3 750,000
Starship Torpedo 9 30D6 HE5 2 Extreme 6 12 million
Railgun Battery 9 28D6 HE10 1 Extreme 50 10 million
Proton Beam Cannon 11 40D6 HE6 1 Extreme - 30 million
Fusion Gun Battery 13 30D6 HE8 1 Extreme - 8 million
Disintegrator Array 16 80D6 HE9 1 Extreme - 60 million
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VEHICLE WEAPON NOTES
Missile/Torpedo Guidance: At TL 7 the user must guide the missile/underwater
torpedo or space torpedo on to the target during its flight, using either a radio or wire-
guidance system. If the user is wounded or distracted (by a nearby explosion, for
example), the target lock is broken and the missile will only hit the target on a 1 on a
rolled 1D6. At TL 8, the missile will guide itself once it leaves the launcher, the user
must still make a Heavy Weapons roll, but with a DM +2. He does not steer the missile
on to the target. At TL 10, the missile is smart, autonomous and self-guiding, attacking
with a DM +3. It also gains a +1 for every TL below 10 at which the target was
constructed. A target TL 7 tank, for example, will provide the smart missile a +3 on top
of its +3 Die Modifier.
Damage: Damage inflicted and the effect that damage will have; AP, AB and HE are
discussed in the Vehicle chapter, page 209.
ROF (Rate of Fire): A measure of automatic fire, which expends a number of rounds
each attack equal to the ROF value.
Max. Range: The maximum range of the weapon, see page 207. This is different to
all other weapon systems where the range band is the effective range. This is
compatible with the combat and weapon rules published in Moon Toad’s Vehicle Design
Guide.
Typical Ammo: A typical load of ammunition carried by a military vehicle.
Cost: Provided as a guide. When designing vehicles, use the generic weapon costs in
the Vehicle chapter, or swap them out for the costs in this list, if desired.
ARCHAIC ARTILLERY
This section includes rules for both gunpowder cannons and low-tech torsion-powered
artillery, for use on low tech worlds, or in low tech settings.
EARLY CANNONS
Gunpowder artillery preceded the hand cannon, and although the hand-held firearm
continually evolved, there was very little technological innovation regarding cannons.
They remained essentially giant smoothbore muzzle-loading hand cannons until the late
1800s on Earth. The Heavy Weapons skill is used to aim, fire, maintain and reload a
cannon efficiently.
FIRING PROCEDURE – After a shot the barrel is cleared of burning embers with a
long corkscrew-like tool. The barrel is then sponged to put out any sparks, and then
dried. The powder charge (a bag of gunpowder) is put into the barrel and pushed
home. Then a wad is rammed into the gun before the cannon shot is rammed in after it.
This separates the shot from the powder. The gun captain then inserts priming wire into
the touch-hole and primes the hole with powder. He must also insert a ‘pricker’ into the
touch-hole to tear open the bag containing the powder. On a ship the cannon is then
run forward on its wheels so the barrel clears the hull of the vessel; the gun crew stand
clear and the gun captain fires the gun by placing a smoldering match (on the end of a
pole or ‘linstock’) to the touch-hole. At TL 3 a flintlock trigger is used.
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Cannon Size: The cannon is referred to by the size of cannon shot it can fire.
Dmg: The damage a weapon inflicts on a vehicle, building or person.
Wgt: Weight in kilograms (kg), this includes gun carriage and related equipment.
Cost: Price in Credits (Cr), this includes gun carriage and related equipment.
Crew: The number of gunners required to operate the cannon. If the crew is reduced
by 25% a DM -1 is incurred. Below 50% the gun cannot be fired. Crew also represents
the number of horses required to pull an army field gun of that size. At TL 2 (pre-1700)
the carriage systems are inadequate and the number of horses must be doubled.
Ammo Cost: Cost for 1 cannon shot. Multiply x1.5 for anti-personnel or exploding shot.
EARLY CANNONS
Cannon Size Dmg Range Wgt Cost Crew Ammo Cost
1 pounder 6D6 Very Long 25 1200 2 2
3 pounder 7D6 Very Long 400 1800 4 4
6 pounder 8D6 Very Long 800 2300 4 5
9 pounder 9D6 Distant 1200 3600 6 6
12 pounder 9D6 Long 1700 3200 6 6
24 pounder 9D6+3 Very Long 2500 4200 10 8
32 pounder 10D6 Very Long 2750 5000 12 10
42 pounder 10D6+3 Very Long 3200 6500 14* 12
*A very large TL 3 cannon only usable at sea or within a fortification, therefore the crew
rating only refers to its gun crew, not the number of horses used to pull it.
RATE OF FIRE
Rate of Fire is 1 shot every 3 combat rounds. Manpower Rate of Fire
Should a commander want a volley, barrage or 100%-76% 1 per 3 full rounds
broadside all fired simultaneously, then the guns 75%-51% 1 per 6 full rounds
need to co-ordinate and may instead fire once 50% Not allowed
every minute. These rates quickly slow down as
the combat progresses. After every six shots, add another combat round to the ROF.
The ROF cannot be slower than 1 per 20 rounds (2 minutes).
INFLICTING DAMAGE
Cannonballs shot on land act like a destructive bowling ball and the gunners aim for
'grazing shots', wherein the ball bounces off the ground and continues on its merrily
destructive way. Against packed formations of men, the result is hideous. Assume that
anyone directly behind the target must make a Difficult (-2) Dexterity roll or take full
damage.
Anti-Personnel Shot – There are two main types of anti-personnel shot, Grapeshot
and Canister. Both reduce the cannon’s range by one band. Grapeshot is a canvas-
wrapped sack of smaller round shot which fits down the barrel. The packages break
open when fired and the balls scatter with deadly effect. Grape is often used against an
enemy ship to kill or injure the officers, or against enemy boarding parties. Canister
shot is composed of a can filled with dozens of musket balls. The can breaks open on
firing to turn the gun into a giant shotgun for use against enemy personnel. Both of
these types of shot do damage in a wide area: ½ metre across per damage dice. For
example, a 6 pounder doing 8D6 damage ordinarily, has a grapeshot spread of 4m.
Everyone within the zone suffers damage equal to 2D6.
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Exploding Shells – At TL 3, fused shells can be used, although they are unreliable and
rather dangerous. Two halves of a shell are filled with gunpowder, a fuse lit and then
the shot fired at an enemy, having an area effect. When firing an explosive shell, roll
1D6 – on a result of 1 or 2 the shell breaks up, detonates early or fails to detonate
resulting in no effect. TL 4 exploding shells are reliable and do not need to roll for
failure. Fused shot explodes when it lands, doing damage in a wide area 1m across, per
damage dice (for example, a 6 pound cannon doing 6D6 damage ordinarily, has an
explosive diameter of 6m). Everyone within the zone suffers damage equal to 4D6. Any
building or vehicle hit by an exploding shell takes the full damage of the shell.
TORSION ARTILLERY
At TL 1 and 2, powerful torsion or tension-powered artillery machines can be
manufactured from wood and steel. They are typically large and relatively immobile
mechanisms, though two at least can be fitted to carts for transportation.
TORSION ARTILLERY
Weapon Damage Range Weight Cost Crew
Scorpion 4D6 Medium 28 800 1
Siege Ballista 6D6 Long 160 1500 3
Catapult 8D6 B Long 200 1500 3
Springal 6D6+2 Long 400 2200 3
Trebuchet 14D6 Very Long 1500 3000 6
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AREA EFFECT
The scorpion, springal and siege ballista shoot bolts or rounded stones that can kill a
man; the rounded stones also having a great use in sieges to pummel defences,
gateways and enemy siege engines. The catapult and trebuchet are almost purely
designed for the destruction of walls and fortifications, but their devastating stone falls
can kill humans too. Assume that anyone directly behind the target must make a
Difficult (-2) Dexterity roll or take half damage. Some settings may have use of a
naphtha compound to create a fiery explosion. Anyone caught within 4 metres of it is on
Fire (see page 65).
AMMUNITION
Quiver Load of Bolts (TL 1): A load of 20 bolts used in the scorpion or springal.
Weight: 4 kg. Cr80.
Basket of Round Shot (TL1): A basket of 20 round stone shot used in the siege
ballista and springal. Weight: 40 kg. Cr20.
Large Stones (TL 0): The catapult and trebuchet shoot large irregular boulders or
sack-loads of rubble. These arrive by the wagon-load. Five stones weigh: 50 kg. Cr20.
Cauldron of Naphtha (TL 1): A cauldron of naphtha will provide 6 shots. A
dangerous and difficult substance to create, transport and load. It takes 24 hours to
brew a cauldron of the naphtha. Weight: 10 kg. Cr200.
MEDICAL
Alpha Wave Unit (TL 13): Analyses and identifies different brain waves, and
personalities, and used to edit the memories of humans or clones. It is able to store a
human or AI mind for up to 100 hours (after which a risk of mental illness sets in). It is
mounted on wheels or uses a grav suspensor. Weight 160 kg. Cost MCr2.
Autodoc (TL 12) – An autodoc is a specialized, immobile robot with Medical-2 skill,
which can be installed inside a hospital, large vehicle or a spacecraft. It weighs 500 kg
and runs off the starship or building power supply, although in the event of a power-cut
it contains 12 hours-worth of emergency battery power. The autodoc is a sealed unit,
lowering the chances of cross-infection, and it can be pressurized for use as a
decompression chamber if required. Weight 500 kg. Cost Cr500,000.
Bioscanner (TL 13): Handheld device that provides data on an organic body’s
composition, chemistry, physiology and life signs. Weight 1.5 kg. Cost Cr900.
Cryoberth (TL 9): A unit designed to store humans at low temperatures for long
periods of time. In the interstellar transport industry they are used to ship passengers
(and termed ‘freezer berths’). Elsewhere they can be used to freeze medical patients
who require treatment at a later date. Freezing/defrosting requires a 5 minute process.
Weight 500 kg. Cost Cr50,000.
Empathy Machine (TL 11): A sophisticated lie-detector which analyses multiple
physiological cues. It can also detect clones that have been ‘force-grown’ and are faking
their emotions, as well as alien shape-changers. It requires a Difficult (-2) Comms roll
and takes 1 hour. Weight 3 kg. Cost Cr3000.
Folding Stretcher (TL 6): Useful when extracting an immobile casualty. Weight 5 kg.
Cost Cr180.
First Aid Kit (TL 6): A small medical kit carried on a pouch that fits onto a rucksack or
belt. It contains basic items, bandages, a pressure dressing, antibiotics, painkillers, eye-
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wash, antihistamines and plasters. It contains enough supplies for two wound
treatments. Weight 0.5 kg. Cost Cr50.
Doctor’s Kit (TL 7): This doctor’s medical kit contains diagnostic devices and
scanners, surgical tools and a plethora of drugs and antibiotics, allowing a medic to
practice his art in the field. Weight 10kg. cost Cr1,000.
Medical Regenerator (TL 16): A small handheld medical tool for repairing tissue,
particularly during a procedure. It can repair a flesh wound immediately. Weight 0.8 kg.
Cr450.
Super Conducting Memory Unit (TL 13): These are bulky mainframes kept in sub-
zero basements that have the relevant computing architecture to hold a single AI or
human mind, or the copy of a human mind. The mind is dormant when occupying the
SMU, it is not conscious and cannot take any action. Long term storage of an AI mind
within an SMU (over several years) may lead to severe psychological problems and IQ
degradation. Weight 250 kg. Cost MCr4.
EXPLOSIVES
EXPLOSIVES
Weapon Damage Radius Cost
Petard 8D6 - 100
Detcord/3m 3D6 1D6+2 250
Detonator & Line 2D6 0.5m 50
Dynamite Stick 4D6 3m 5
Plastic Explosive Block 8D6 10m 200
Time Charge 8D6 10m 500
Mine, Anti-Personnel 4D6 - 75
Mine, Anti-Vehicle 8D6 AP3 3m 600
Nuclear Demolition Charge 4D6 x 20 plus 1000 rads 800m MCr1
Shot Exploder - - 2100
Petard (TL 2): This breeching charge is a bell-shaped metal canister that directs a
blast of gunpowder to blast a hole through a timber palisade, wall or gate. It is secured
to the wall or palisade with timber props or nails. The metal canister weighs 5kg, the
powder 3kg and the timber, rope, nails and tools to secure it weigh 5kg. . Cost Cr100
Detcord (TL 7): Long, flexible plastic tubes filled with explosive that have a wide
variety of uses, including cutting pipes and trees, breaching doors, and so on. Miners
feed detcord into pre-drilled holes in the rock face. When detonated, the rock face is
shattered. For a 3m long length: Weight 0.5 kg. Cost Cr250.
Detonator (TL 5): A finger-sized cylindrical detonator (or blasting cap) used to ignite
detcord or plastic explosive. The detonator is pushed into plastic explosive or into the
end of detcord, and the attached firing line (100m long) is plugged into a Shot Exploder.
Detonators can explode (doing 2D6 damage) if treated very harshly. Weight 1kg (With a
100m-long firing line). Cost Cr50.
Dynamite (TL 4): An early explosive often formed into sticks for portability. It is less
prone to accidental explosion than gunpowder, but is still sensitive to shock, and it
degrades over time. Damage of one stick is 4D6, blast radius 3m. Five sticks together
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does 8D6 HE, ten sticks does 9D6 HE2, twenty sticks does 10D6 HE3. Cost Cr5 per
stick. Weight 0.2 kg per stick.
Plastic Explosive (TL 6): This generic, multi-purpose plastic explosive cannot be
detonated by a gunshot or by dropping it onto a hard surface. It does not explode when
set on fire or exposed to microwave radiation. Detonation can only be initiated by a
shockwave, such as when a detonator inserted into it, is fired. Damage of one block is
8D6 HE2, two blocks together is 10D6 HE2, three blocks is 11D6 HE3, four blocks is
12D6 HE3. Weight 1 kg block. Cost Cr200 per block.
Time Charge (TL 9): A 1 kg block of plastic explosive in an acrylic case, with both a
digital timer (up to 36 hours) and radio activation (up to Long range), for versatility.
The case has a magnetic side, and a peel-off sticky side, for mounting on walls, ceilings
or machinery. It takes one round the set the timer (unless done in advance) and one
round to set the time charge in place. Weight 1 kg. Cost Cr500.
Mine, Anti-Personnel (TL 6): A small mine, that when trodden on, is designed to
wound or kill an infantryman, with the leg taking the blast. Some can be activated by a
tripwire as well as by pressure. If characters are walking through the location of the
mine, each rolls 1D6 with a ‘1’ indicating detonation. Weight 2 kg. Cost Cr75.
Mine, Anti-Vehicle (TL 6): A heavy mine (shaped as a bar, or a plate) designed to be
laid on trackways and unpaved roads to disable tanks, or destroy smaller vehicles. It
has a pressure sensor, but at TL 8 also includes a magnetic sensor and can be
detonated remotely if needed. If a vehicle is moving through the location of the mine,
roll 1D6 with a ‘1-2’ indicating detonation (electronic or weapon components will not be
damaged). Weight 8 kg. Cost Cr600.
Nuclear Demolition Charge (TL 7): This military demolition charge can be used to
blow holes in mountains and destroy large, immobile constructions. It is equal in power
to 250 tons of TNT and gives military engineers the ultimate tool for moving, destroying
or clearing obstacles. Lethal blast radius is 400m, with a wounding and sickness radius
of 800m (3D6 damage, 50 rads, see page 68). It is supplied in a cylindrical hard case
inside a carry bag that can be strapped to a soldier’s back. Weight 20 kg. Cost MCr1.
Shot Exploder (TL 5): An electrical unit on a carry sling, used to send a current along
a firing line to ignite a detonator. Up to six firing lines can be plugged into the unit at
one time for a simultaneous blasting. Operated by twisting the charging handle; this
discharges the unit’s capacitor, that had been previously charged by the integral
battery. Charging the capacitor takes 2 minutes. Weight 4 kg. Cost Cr750.
Bug (TL 6): These tiny audio bugs have a range of 100m, and transmit for 24 hours.
Cost Cr20.
Bug, Video (TL 7): With a fisheye lens, these micro-cameras give a distorted 180
degree view as well as recording sound. They are often disguised as a button or part of
furniture. They transmit out to 100m for 24 hours. Cost Cr50.
Bug Unit (TL 7): This pocket-sized unit is a receiver and a recorder of bug
transmissions and cable taps, it can also be used as a bug detector to
sweep rooms and search for bugs. The Comms skill can be used to sweep a room
for bugs. Weight 0.2 kg. Cost Cr450.
Cable Tap (TL 7): Transmits information that it picks up from a communication cable
within 2cm, transmitting the signal out to 100m indefinitely. Weight 0.5 kg. Cost Cr50.
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Chameleon Suit (TL 13): This full body suit can shift its colour patterns to blend in
with the surroundings. It does not make a wearer invisible, but at medium and long
ranges the wearer will be almost impossible to see. It includes infra-red cloaking.
Weight 4 kg. Cost Cr12,000. The same technology can be applied to Combat Armour,
doubling its cost.
Cloak Generator (TL 16): A development of the chameleon suit, this heavy generator
can throw out a perfect visible light wave field that effectively renders anything within it
invisible, from all angles. The object still exists, and can be touched and interacted with
normally. Rain, fog, smoke and the effects of lights shone into the field may outline the
object at the GM’s discretion. The field has a radius of 100m, and if unconnected to a
power source, has an endurance of 12 hours. Weight 12 kg. Cost MCr2.
Disguise Kit (TL 6): A case full of polycarbonate skin, hair grafts, contact lenses, and
other gear (such as false teeth etc.) which can be used by anyone to transform their
appearance into something totally different. AT TL 10 it includes a variety of living ‘false
faces’ grown on collagen and polysaccharides. These seem utterly real but can only be
worn for 3-5 hours at a time before they begin they deform. Weight 3 kg. Cost Cr600.
Force Shield Generator (TL 16): A large, but portable unit that can generate a
phased, resonance repulsor field with a radius of 30m. This has the effect of negating
all small arms attacks, and reducing heavy weapons and vehicle mounted weapons by
10D6 and starship damage by 2D6. Each starship or anti-vehicle weapon attack that hits
the force shield will disable it on 12+ on 2D6. The field can be extended to 100m, but
this reduces the defensive level from -10D6 to -4D6. Weight 35 kg. Cost MCr1.
Holo Belt (TL 14): Holo projector worn on a belt that can throw a field around the
wearer, creating the illusion is is someone or something else. At close range, or in
darkness, the nature of the hologram is very obvious. Make an Average Int roll to detect
a hologram, seen briefly or at distance, DM+4 if within 3m or at night. The projector
has an endurance of 20 minutes. Weight 0.5 kg. Cost Cr3,500.
Infra-Red Motion Sensor (TL 7): Portable unit that can be stuck to a wall or door. It
sends a unique signal if tripped, to a bug detector or hand radio, or it can just give off
an audible alarm. Can pick up motion through the door or wall if not too thick. Weight
0.25 kg. Cost Cr50.
Laser Ear (TL 8): This rifle-like piece of gear can be pointed at a wall or pane of glass
and it will pick up any conversations on the other side. It’s range is line of sight. It
comes with a table-top tripod that can be folded within-it for ease of mobility and a
black acrylic case. Weight 2.5 kg. Cost Cr1000.
Optic Probe (TL 8): Fibre-optic lens and cable for cameras that can be pushed under
doors, round corners etc. for surveillance purposes. Weight 1 kg. Cost Cr100.
Security Kit (TL 7): Allows an attempt to be made to crack mechanical locks as well
as card and other electronic locks. This kit is illegal on worlds of law level 8+; on such
worlds the cost rises to Cr2,000 or more. Weight 0.5kg. Cost Cr500.
Timescanner (TL 17): With a Difficult Comms roll, this hand-held device will detect
echoes of the past in a specific location, requiring 10 minutes of study. The echoes may
be indistinct, such as sounds, ghost images, and so on. Spending 12 hours is an
Average task, and may produce more detailed imagery from a point in the past. The
user must specify the point in time to be studied, or spend an hour scanning the
timeline looking for a possible event. Weight 3 kg. Cost Cr50,000.
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TOOLS
Broadcast Power Field (TL 16): A large, vehicle-mounted antimatter power plant
that is able to beam its power out across a wide area, to be used by any TL 16 or 17
equipment that requires power to operate. Its operating field has a range of 100m
indefinitely, or 1 km if it is refueled after one week. Weight 20 kg (base station),
surrounded by nine 6 kg repeaters that can be staked into the ground, or stand on
integral tripods. Cost MCr2.
Capture Net (TL 4): A tough net, 4 sq. meters in size, used to catch animals. It has
other uses, too. Weight 2 kg. Cost Cr50.
Construction Kit (TL 4): Wood and metal working tools for construction. At TL7 most
of the tools are powered. Weight 12 kg. Cost Cr1500.
Electronics Toolkit (TL 5): For repairing, constructing and modifying complex
electronic devices. Weight 8 kg. Cost Cr1000.
Engineering Toolkit (TL 7): For the maintenance and repair of power plants and
ship-board systems. Weight 12 kg. Cost Cr2000.
Forensics Toolkit (TL 8): Used for investigating crime scenes and testing samples.
Weight 6 kg. Cost Cr1000.
Generator (TL 6): A portable power unit that provides continuous electricity for 48
hours and includes a charging adaptor for most types of power cells. It runs on
petrochemicals. At TL 9 it is hydrogen powered, at TL 12 it is fusion powered and needs
refueling with hydrogen after 60 days. Weight 70 kg. Cost Cr800 (TL 6), Cr1000 (TL 9),
Cr9000 (TL 12).
Grapnel (TL 4): A small, light-weight, folding grapnel used for climbing, but with many
other uses too, as a pick or even an anchor. Weight 0.2 kg. Cost Cr30.
Harpoon Grapnel (TL 9): Rifle-sized grapnel launcher, using compressed air to launch
a spring-loaded grapnel up to a 10 metres height. It includes a small powered winch to
haul the user (or up to 100 kg) up. The grapnel is often part of a well-equipped survival
kit onboard starship lifeboats, as part of the kit’s climbing gear. Weight 4 kg. Cost
Cr680. Combat: Range 10m, DM 0, 1D6+2, 1 shot.
Materials Replicator (TL 16): Using matter-energy conversion technology, this
mobile unit recycles inorganic materials in order to fabricate a finished item, at the
molecular level. It can create small technical parts, tools, small amounts of construction
materials, items of clothing and so on. It must contain the pattern in its database and
be regularly topped up with specialised inorganic matter. Weight 25 kg. Cost MCr2
Mechanical Toolkit (TL 4): Required for repairs and construction. This kit contains
diagnostic sensors, hand tools, computer analysis programs (at appropriate tech levels)
and spare parts. Weight 12kg. Cost Cr1000.
Mobile Tractor Unit (TL 16): A large, but portable unit floating on an anti-grav field
that, once set up, can be used to move objects around using focused gravity beams. It
has an operating range of 30m and is used in mining, in construction and in cargo
loading. The tractor beams can lift 10,000 kg in one go; half this if extending the range
out to 60m. Weight 250 kg. Cost MCr1.2.
Multi-Tool (TL 5): A compact single tool with extendable tool heads and blades.
Comes in its own belt-mounted wallet. Weight negligible. Cost Cr30.
Net Gun (TL 10): This bulky gun is Net Gun
designed to launch small capture nets Wgt ROF Range Dmg Recoil Rds
out to a range of 10m and is used to 4 kg 1 Short special 8+ 1
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capture small, moving creatures. DM+1 to hit if within range. The net takes around 5
minutes to repack into its launch canister. It comes with 4 pre-packed net canisters.
Weight 4 kg. (loaded). Cost Cr900.
Plasma Torch (TL 9): A compact hand welder used either for welding together metals
or for cutting through metal sheet. Burn time is 30 minutes before a refill gas bottle is
required. Weight 0.5 kg. Cost Cr350. Combat: Personal Range, DM -1, 1D6+3, 5 shots.
Survival Watch (TL 8): Allows the user to tell the local time, can also be configured
to multiple worlds, it includes alarms and stop-watch. Its main feature is its emergency
beacon with a range (once activated) of up to 10 km. The beacon uses a standard
emergency frequency which can be tracked by any modern avionics system, or either a
Hand Radio or a Scanner. The signal will last for 24 hours. Weight negl. Cost Cr300.
Scientific Toolkit (TL 9): Required for scientific testing and analysis. This kit contains
diagnostic sensors, hand tools, computer analysis programs (at appropriate tech levels)
and spare parts. Weight 10 kg. Cost Cr1000.
Slipshape Tool (TL 16): A memetic metallic tool that can change its shape upon voice
or key command. It can take the shape of any hand-held, unpowered tool, that it has
stored in its memory, from axe to wrench, screwdriver to saw, and more. Weight 1.5
kg. Cost Cr120.
Solar Base (TL 8): A fold-out solar power charger, only 15 cm wide when folded. Able
to charge flashlights, lamps, radios, nav units, night-vision goggles etc. but time to
recharge depends on the typical power usage of the device being charged and the
available daylight. Weight: 0.3 kg Cost: Cr50.
SURVIVAL GEAR
Atmosphere Generator (TL 16): A large, but portable unit that creates a gravity
bubble within which it can then replace the atmosphere with a type required by the user
for survival. The bubble will be 50m metres in diameter, perfect for setting up a camp,
or for a site where characters are at work. The bubble has an endurance of 1 week,
before requiring a recharge. Weight 80 kg. Cr12,000.
Bio-Box (TL 9): Some things need protecting from vacuum or hostile atmosphere,
biological samples, delicate materials and even small animals. The Bio-Box is similar in
size to a pet carrier, but is pressurized and comes with its own 6 hour air-supply.
Weight 2 kg.Cost Cr200.
Canteen (TL 5): The 1 litre canteen cup includes folding handle with cup/lid. It can be
used to boil water. Weight 1 kg when full. Cost Cr10.
Cold Weather Clothing (TL 1): For arctic-style climates. Weight 2 kg. Cost Cr200.
Compass (TL 3): Some worlds with hot active cores will produce a magnetic field, the
compass indicates magnetic north. Many inactive moons and planets have no magnetic
field. Weight negl. Cost Cr10.
Cooking Kit (TL 5): This cooking kit includes mess tins, cups and cutlery for six
people. Weight 3 kg. Cost Cr60.
Cooking Stove (TL 6): A portable cooking stove using refillable gas canister at TL 6-9
or flameless heat blocks at TL 10+. Weight 0.2 kg. Cost Cr40.
Desert Clothing (TL 1): Clothing suitable for hot desert conditions is not expensive
and usually consists of a hat or head scarf to shade the head, sunglasses and loose-
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fitting trousers and a burnoose or shirt designed to cool the body. Exposed skin must be
covered and protected. Includes sturdy desert boots. Weight negligible. Cost Cr80.
Desert Survival Kit (TL 5): A desert survival kit found often carried in vehicles. It
includes a folding shovel, water purification tablets, two rocket flares, a signal mirror, a
knife, first aid kit, moisture-traps, 2L canteen of water and several empty water bags.
Weight 3.5kg. Cost Cr450.
Diving Rebreather (TL 8): Extracts oxygen from water to allow the wearer to breathe
for an unlimited time underwater. Functions only on worlds with thin, standard, or
dense (type 4 through 9) atmospheres. Weight 4 kg. Cost Cr4000.
Diving Set (TL 6): Includes swim fins, wet suit, face mask. Protects against the effects
of cold (5º Celsius or below), along with improving speed and manoeuvre ability
underwater; add DM +1 to all movement skill checks in these situations when wearing
proper swimming equipment. Weight 6 kg. Cost Cr200.
Expedition Tent (TL 7): A configurable canvas tent for up to three people. At TL 11 it
is self-pitching and self-striking. Weight 3 kg. Cost Cr200.
Flashlight (TL 5): An electric torch with a 6 hour endurance. AT TL 10 it has unlimited
endurance. Weight 0.5 kg, Cost Cr10. A head-torch costs Cr20.
Flares (TL 6): Four flares of various colors used for signaling or illumination. Weight:
negligible. Cost Cr10.
Food Replicator (TL16): Using matter-energy conversion technology, this mobile unit
can be filled with any biological matter (even toxic) and then used to produce all kinds
of tasty and nutritional meals and foodstuffs, limited only by the types of food that it
contains the patterns for. Weight 6 kg. Cost Cr120,000.
Glowsticks (TL 7): A pack of 20 glowsticks filled with a green chemiluminescent
substance, each providing up to 12 hours of 360 degree illumination when ‘snapped’
and shaken. Weight: 0.5kg. Cost Cr10.
Goggles (TL 4): Light-weight goggles provide protection from wind-blown sand and
sunglare. Weight negligible. Cost Cr20,
Gravchute (TL 12): A small backpack grav unit with enough power to allow a person
to float down to earth, with some directional control. It can be reused up to ten times
before requiring a recharge. Weight 4 kg. Cost Cr8000.
Hydro-Pack (TL 7): An artificial bladder containing up to 4 litres of drinking water,
accessed via a drinking tube. Hydro-Packs have shoulder straps. Hikers must drink 1
litre of water/day, high-energy activities double this requirement. Weight: 4 kg (1 liter =
1 kg.). Cost Cr30.
Lantern (TL 3): Wind-proof, oil burning lamp with 6 hour endurance. At TL 6 this is
electric. At TL 10 it has unlimited endurance. Weight 0.5 kg. Cost Cr20.
Mess Tin (TL 4): Folding mess tin, cup, cutlery. Weight 0.2 kg. Cost Cr10.
Night-Vision Goggles (TL 7): These goggles provide vision in dark conditions as long
as there is some ambient light. At TL 9 they can operate in total darkness. Weight 0.25
kg. Cost Cr500.
Oxygen Tanks (TL 5): A set of compressed oxygen tanks with a breathing mask and
carry straps, for use underwater, in smoke, dust, gas, or in an exotic (type A)
atmosphere. Two tanks last 6 hours. Weight 4 kg. Cost Cr500.
Parafoil (TL 7): A steerable parafoil-style lightweight parachute, with altimeter,
reserve chute, helmet and goggles. Weight 12 kg. Cost Cr1000.
Poncho (TL 5): A useful hooded waterproof coverall, with a reversible sun-reflective
inner. Weight 0.5 kg. Cost Cr30.
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Pressure Tent (TL 10): A tent for three people with filters able to screen a tainted
atmosphere. It has an airlock, and can withstand vacuum with its own air supply for 3
days. Weight 24 kg (in three parts). Cost Cr4000.
Raft (TL 5): A one-man survival raft used to cross rivers. It is inflatable with a small
foot-pump and will carry either one person or 100 kg of equipment. Weight 2 kg. Cost
Cr60.
Ration Pack (TL 3): Three days food for one person. Weight 2 kg. Cost Cr10.
Rucksack (TL 4): A waterproof 40 litre rucksack, with side and front pockets and
equipment straps below and above. It includes attachments for a Hydro-Pack. Holds
roughly 25 kg of kit. Weight negligible. Cost Cr40.
Sand Suit (TL 10): A full body suit with an inner water-cooled layer, that is designed
to protect the wearer from the heat of the desert. It also recycles urine as drinking
water. It serves as a ‘sealed suit’ in Hot conditions (see page 67), effectively cancelling
out any damage received. Typically worn by desert dwellers on long-distance desert
journeys. Armour Value 2. Weight 5 kg. Cost Cr1200.
Sand Tent (TL 8): A two-man tent designed for desert conditions, it screens out sand
and dust and also collects and recycles condensation for use as drinking water. It cools
the air within, making it a comfortable shelter, and will count as ‘shade’ for the purposes
of recovering from heat damage. With its long, sloping profile and its 50cm-long tent
pegs, it can stand up to powerful sandstorms well. Weight 5 kg. Cost Cr2000.
Sleeping Bag (TL 6): A warm and compact sleeping bag. Weight 1.5 kg. Cost Cr20.
Shovel (TL 5): A folding military shovel that packs down to the size of a baseball glove
and fits into a snug protective case. One edge of the blade is serrated, allowing it to be
used as a crude saw. This is an extremely useful piece of equipment. Weight 1.5 kg.
Cost Cr30. Combat: Close Range, DM -1, 2D6.
Speargun (TL 7): A one-shot, tension-
Speargun
fired underwater speargun used to hunt
Wgt ROF Range Dmg Recoil Rds
large fish. The 80cm spear is connected
2.5 kg 1 Short 1D6+2 6+ 1
to the gun by a 30m cord, and it has a
Short range. It is loaded and fired in a similar manner to a crossbow, requiring one full
round. Weight 2.5 kg. Cost Cr200. Additional spears cost Cr25 each.
Survival Mask (TL 5): A survival mask can filter contaminants, taints, smoke and dust
(atmosphere types 4, 7, and 9) and can also compress breathed air to allow survival in
a low pressure atmosphere (types 2 and 3). Useful in Very Thin or Tainted
atmospheres. Weight negligible. Cost Cr150.
Tarpaulin (TL 1): A versatile waterproof sheet with eyelets and cordage. At TL12, (for
Cr2,000) it has chameleon-pattern programming, and can mask the heat of anything
beneath it. Weight 2 kg. Cost Cr10.
Thruster Pack (TL 9): A manoeuvring pack worn with a vacc suit, allowing the user to
move freely in zero gravity. Weight 4 kg. Cost Cr1,000.
Underwater Oxygen Tanks (TL 5): A complete set of compressed oxygen tanks with
regulator and breathing connections. Two tanks last 6 hours. Weight 4 kg. Cost Cr800.
Vaporator (TL 10): A backpack carried device which collects moisture from the air,
especially at night. It unfolds and extends for operation, sitting on its integral tripod. It
can collect 2 litres of water per 25 hours (usually 0.5L during the day and 1.5L during
the night). There is a 1 in 6 chance that no water is collected. It is powered by integral
solar panels. Weight 8 kg. Cost Cr2500.
Wire Saw (TL6): A survival saw made up of heavy cutting wire, with loop handles on
either end. Will cut through branches with time and effort. Weight negligible. Cost Cr10.
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ELECTRONIC DEVICES
Binoculars (TL 4): These optical aids are electronic at TL 8, with low-light and
recording capability. Weight 1 kg. Cost Cr100.
Camera (TL 8): A hand-held digital camera capable of still photography as well as
video. It is capable of low-light photography, and includes an in-built timer. The camera
can take 10,000 still shots, or up to 100 hours of video. It can be plugged directly into
any computer for the download of images and video. Weight 1 kg. Cost Cr500.
Computer, Portable (TL 7): A portable computer
with a folding screen for use in business, science or as PORTABLE COMPUTERS
Rating TL Cost
a vehicle workstation. Computer rating varies with TL
Model/01 7 Cr 250
at a magnitude lower than the computer ratings of
Model/02 9 Cr 500
starship mainframes (hence the different numeric Model/03 10 Cr1,000
values: 01, 02, 03, etc.). Weight 4 kg. At TL 12 it Model/04 12 Cr 2,500
includes holographic display. At TL 10 weight is 2 kg, Model/05 13 Cr 4,000
at TL 12 weight is 1kg. For cost and rating, see table. Model/06 15 Cr 6,000
Computer, Hand (TL 8): Handheld computer (or Model/07 16 Cr 8,000
‘com’) with a touch screen, and connection to a local
network. The TL 8 smart phone is a hand computer. Computer ratings vary with TL. At
TL 12 it includes holographic display. Weight 0.2 kg. Cost is twice that of a portable
computer.
Drone (TL 8): A palm-sized prop-powered flying drone used for remote viewing of a
location. It requires connection via a portable computer, and is fitted with low-light
camera. It has an endurance of 10 minutes and a maximum range of 500m. At TL 10 it
is grav-powered and has endurance of 1 hour and range of 5 km. At TL 14 it is fitted
with a multi-sensor (cost is ten times more). Weight 1 kg. Cost Cr500.
Inertial Nav System (TL 9): A hand-held or belt-mounted device which indicates
direction and distance traveled from the starting location, usually imaging directly in to a
preloaded map set for precision navigation. Weight 1.5kg. Cost Cr500.
Jammer (TL 9): A strictly military frequency jammer, with a range of 400m. At TL 11 it
has a range of 1 km and with a successful Average Computer roll, can identify and
locate all transmitters within that range. Weight 0.5 kg. Cr 10,000.
Motion Tracker (TL 10): A hand-held unit that uses discriminatory Doppler shift ultra-
sound scanning to detect movement within a 100 degree cone ahead of the operator.
Range varies, from 10-20m indoors to almost 600-800m in open country. It is subject to
varied limitations, anything that moves can show up on the reading if not properly
tuned out, extremely slow-moving objects may not show up at all, and of course any
enemy listening on radio will probably detect the loud ultra-sound bursts being emitted
from the unit. To operate a motion tracker, make an Average Comms roll, with a failure
lots of clutter or false data is picked up. Weight 2 kg. Cost: Cr1600.
Multi-sensor (TL 12): Handheld device used for exploration and survey work. It
detects and records atmospheric makeup, radiation, magnetism, electrical activity,
chemicals and biological molecules, as well as nearby metals. It includes digital camera
and sound recorder. Weight 1 kg. Cost Cr5000.
Night-Vision Goggles (TL 7): These goggles allow limited field of view in near total
darkness, as long as there is some starlight or other ambient light to enhance. At TL 9,
field of view is human-normal, at TL 12, the goggle’s weight is negligible. Weight
0.8 kg. Cost Cr500.
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Radio, Headset Radio (TL 7): Has a 100m range, for use in vehicles and buildings. At
TL 10 the range is 1 km. At TL 10 the radio is no bigger than a badge, button or
wristband. Weight negligible. Cost Cr100.
Radio, Hand Radio (TL 6): Hand-held radio with 1 km range. At TL 10 range is 5 km,
at TL 12 range is 50 km. Weight 0.25 kg. Cost Cr 200.
Radio, Base Radio (TL 5): A vehicle or base station radio with a range of 5 km. At TL
7 range is 25 km, at TL 10 range is 500 km. Weight 5 kg. Cost Cr 2000.
Radio, Long-Range Radio (TL 12): A high-tech long distance radio with range of
3,000 km. Weight 2 kg. Cost Cr 3000.
Radio, Grav Communicator (TL 16): A powerful communications system using a
gravity ripple effect for communications, able to pass through solid bodies, water or
underground and out into space. The base station (weight 4 kg) has a range of 50,000
km, handheld transceivers (weight 0.5 kg) have a range of 1,000 km. Base station Cost
Cr12,000. Handheld transceiver Cost Cr1000.
Radio, FTL Communicator (TL 16): This portable base station is capable of
communication between worlds in the same or distant star systems. Range is 1-6
parsecs, and speed of communication varies, depending on the GM’s setting (1 parsec
per hour, or day?). Weight 24 kg. Cost is Cr500,000 per parsec range.
Robot (TL 9): A waist-high utility robot, that comes in many different configurations,
wheeled or tracked, with two utility arms that can be swapped out for one or two tools
useful for the robot’s primary purpose. The robot has a portable computer at the TL of
the world it was purchased on. At TL 12, tracks will be swapped for a ground-effect
grav motor. Weight 100 kg. Cost Cr15,000. Robots can be custom designed in the
Robots chapter.
Tech-Scanner (TL 9): This device detects the electromagnetic emissions of
technological devices, and can be used as a diagnostic tool when examining equipment
(+1 DM to work out what’s wrong with it) or when searching for hidden bugs or
devices. The Comms skill can be used to sweep a room for bugs. Weight 0.2 kg. Cost
Cr700.
Survey Drones (TL 13): A set of four grav-powered spherical survey drones. Between
them they can conduct a rapid, automated aerial survey of 1 sq km, in 5 minutes. The
survey is topographical and includes camera, radar and laser imaging data to create a
full 3D survey map of the area. Scale this up as needed. The drones can also split up to
explore tunnels, buildings or parts of a starship interior that are accessible. Requires a 6
hour recharge after 3 hours of use. Weight of Set 4.8 kg. Set of four drones Cr12,000.
Replacement drone: Weight 1.2 kg. Cost Cr4000.
Universal Translator (TL 15): A hand-held, intelligent, learning translation system
which translates in real time with all known languages. At TL 16 the translator is no
bigger than a brooch or wristband. Using the translator, a scientist can spend some time
translating the speech of an alien language. Weight 1.5 kg. Cr1000.
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COSTS OF LIVING
When not on a starship, characters must pay for lodging and food. The following table
provides costs of living. One column shows a monthly cost of living – assuming long-
term purchase of lodging and groceries. The second shows daily living, in case of
travelers and tourists paying for a motel or hotel room and buying prepared food. Costs
also include various expenses such as taxes and transportation.
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162
SETTING
SPACESUITS
If you are a professional spacer, in a setting that takes the dangers of space seriously,
then your spacesuit is more important to you than any mere piece of clothing. You
spend hours in it every week and some people spend most of their working day inside a
suit. Your suit is personal, customised to the way you work. These suits are able to
operate on the dusty, rocky surface of an asteroid, on chilly ice sheet moons, in fierce
dust storms on worlds with toxic atmospheres and in many other hostile places besides.
They are complex, each is a self-contained space vehicle in its own right, with a
breathable atmosphere, pressure regulation, heating and cooling controls, drinking
water, radio (equivalent to a hand radio) and TV camera communications, 5 metre-
range flashlight, limited micrometeoroid and radiation protection and the ability to do all
that in a low pressure environment that threatens to turn your suit into a balloon.
SPACESUIT TYPES
There are three main types of spacesuit, divided up by the Tech Level of their
introduction. The soft suit is introduced at TL 6 and is bulky and difficult to use when
fully pressurised. At TL 9, the sophisticated and modular vacc suit is introduced, with
semi-rigid sections to allow for freedom of use in a vacuum. An improved version
appears at TL 12 that is much more comfortable to wear.
SPACESUIT TYPES
Spacesuit TL Action Penalty Mass Cost Armour Value
Soft Suit 6 -3 24 kg Cr7,000 4
Vacc Suit 9 -2 12 kg Cr9,000 5
Vacc Suit 12 0 4 kg Cr10,000 5
Hostile Envirosuit 9 -3 40 kg Cr20,000 18
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Soft Suit (TL 6) – The soft suit is the standard vacc suit available at TL 6-8. Although
it is possible to carry out EVAs in the pressurized soft suit, the -3 Action Penalty (AP)
makes it inferior to the TL 9 vacc suit. The soft suit includes a personal life support
system backpack that provides air and power for 6 hours. It has AV 4, masses 24 kg
and Costs Cr7,000. All movements carried out in a pressurized soft suit are done so with
a -3 action penalty. It cannot be customised.
Vacc Suit (TL 9) – The vacc suit is capable of maintaining its shape and flexibility
while pressurized (unlike the soft suit). This makes it ideal for all EVAs in zero gravity
and on a world’s surface. Most crews dress casually while on board ship, resorting to
their suits during any period of danger in which there may be an unexpected
decompression through hull puncture. Select your PLSS.
Vacc Suit (TL 12) – The TL 12 version of the vacc suit is sleek and comfortable
enough to wear easily as a shipboard uniform. Select your PLSS.
Hostile Envirosuit (TL 9) – These are huge, heavily armoured suits are designed for
intense temperatures, flame, high radiation and even deep sea and high atmospheric
pressures. They cannot be customised, but already come with an air tester, radiation
counter, crampons, flare damper, flashlights, inertial locator and a thruster pack for use
in space or underwater. It has a hoist point on the crown of the helmet for, lifting out of
the water, or onto a world surface, if required. The hostile envirosuit provides Armour
Value 18, masses 40 kg and Costs Cr20,000. A difficult beast to operate, the hostile
environment requires a minimum skill of Vacc Suit 1 and has an action penalty of -3.
The PLSS operates for 6 hours. It cannot be customised.
LIFE SUPPORT
The Personal Life Support System (PLSS) includes oxygen, pressure regulation systems,
temperature control and carbon dioxide venting system. At TL 11, halve the mass; at
TL 14, quarter the mass.
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The PLSS can be recharged (air, water and electricity) at dedicated connectors within
most airlocks. Other places, such as mining facilities, may have large banks of
connectors in an EVA prep hall for many users to top up their PLSS at once. Every
acceleration couch in a spacecraft includes an umbilical allowing the wearer to take-off
the PLSS (it gets in the way when laying in the couch) and rely on air from the vehicle if
needed. Most crewman take off the helmet once aboard, but keep the suit on.
ADDING COMPONENTS
All vacc suits have three customizable slots that can be used to build in extra
Components. If desired, select up to three Components from the table below. Once
chosen add the combined weights, this total may adversely affect the suit’s action
penalty: if adding 5 kg+ then apply a DM of -1 to the action penalty, if adding +8 kg
then apply a DM of -2 to the action penalty. All Components are TL 9.
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BREACH!
Once a suit is breached (perhaps from colliding with a piece of sharp debris while the
wearer is repairing a drive) the suit loses air. At TL 10 the suit can self-seal in two
rounds. Otherwise, refer to the section on Operating Vacc Suits (page 72).
PUTTING A SUIT ON
Putting on a suit requires 5 minutes if help is available, 8 minutes if it isn’t. Taking the
suit off takes 2 minutes. Halve these times if the suit is TL 11+. It is possible to do
either of these a lot faster in an emergency! To speed up the process use the tasks
below (do not factor in the suit’s action penalty).
Putting on a vacc suit while under stress: Difficult (-2) Vacc Suit roll, 1 min
Taking off a vacc suit while under stress: Difficult (-2) Vacc Suit roll, 2 rounds
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THE SETTIN
AUGMENTS
Some settings may feature human augmentations that generally fall into two broad
categories: cybernetics and retrogenics. The Game Master’s setting might not include
either, include one or the other, or both. Each augmentation is given a points rating,
and the GM can use these points as a currency to allow PCs to gain them during
character creation. If the campaign concept involves the PCs working as cyber cops in a
near future megacity, for example, the GM might allow each starting player to choose
20 points of cybernetics (or whatever value he deems appropriate). Alternatively, the
GM might allow these augmentations to be purchased freely, and assign a monetary
price to each (such as Cr1000, Cr5000, or perhaps Cr10,000, per point).
RETROGENICS
These are genetic modifications carried out on a patient from TL 13 onwards. Similar to
a standard virus, the DNA Symbiot as it is called, is purpose-built to enter the DNA of
human cells and make subtle changes to the coding. When this is achieved the DNAS
die off. From there the human cells carry-on replicating, but according to the new DNA
gene pattern (whatever the DNAS was ‘programmed’ to do). All DNAS also instruct the
human cells to reproduce quickly until the adaptation is complete, much like a controlled
cancer. It takes one week for a symbiot to do its job; meanwhile the patient is kept
sedated.
RETROGENIC ADAPTATIONS
Ambidextrous (10): Self-explanatory, a character will not get the -3 penalty for using
the off-hand.
Amphibious (5): Includes gill-lung adaptations as well as fatty-layer under the skin for
depth to 2 atmospheres, and an underwater membrane over the eyes. Watch out for
‘the bends!’
Animal Empathy (5): The PC can charm creatures (such as guard-dogs and ravenous
mutated test creatures) automatically.
Cat’s-Eyes (10): Night vision provided some light is available, even a tiny LED.
Eidetic Memory (5): Photographic memory. A visual memory only.
Enhanced Respiration System (10): The user has a greatly improved respiratory
system that can filter out the effects of harmful toxins and gases. In addition it can
retain oxygen for up to 20 minutes for an inactive character, or 5 minutes for an active
one. Popular with firefighters, divers and assault teams.
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Flexibility (5): Double-jointed, gives +3 to climb rolls and the ability to climb into
very, very tiny spaces.
High Pain Threshold (10): The PC is virtually invulnerable to pain. Ignore penalties
from wounds. However, extreme actions while suffering from an unnoticed wound will
cause a further 1D6 damage.
Inner-Ear (5): Superb balance and co-ordination. No rolls are required for walking
along narrow ropes, ledges, etc. Running does, however. Reduce distance from a fall by
4m.
Insect Eye (10): Independently focused eyes, able to look in two different directions!
A PC can fire at two targets simultaneously (best used with Ambidextrous).
Macro-vision (5): Telescopic sight just by concentrating. The character can spot a
human-sized figure up to 5km away!
Metabolic Accelerator (15): Genetic-level metabolic accelerator. A radical rewire of
the central nervous system, jacking up the user’s physical reflexes to an almost
inhuman level. Popular with hitmen who need that split second advantage. For 12
combat rounds, allows the user to act twice in every round. Note that machinery (such
as cars) will not act at double speed. Cannot be reused within one hour. If injured
(reduced to 0 Endurance) the acceleration will automatically shut off.
Metabolic Decelerator (5): Can reduce a character’s metabolism to the minimum
required for life. The character appears dead, and he will have a very distorted vision of
what is going on, all in high speed. Will take four times as long to die from wounds, will
breathe a quarter as much air, etc. The character must make an Endurance roll every
minute if he wants to come out of this. Minimum deceleration time 1 minute.
Micro-vision (5): Microscopic vision, for checking fibers, marks or clues.
Mimicry (10): If the PC spends a minute listening he can mimic a voice, but only
repeat what he heard. If he spends ten minutes listening to the voice and makes an
Intelligence roll he can imitate the voice in general conversation.
Muscle Matrix (15): Toughened tissue fibers around the body, strengthened bones
and joints. Raises the Endurance characteristic by +2.
Parabolic Hearing (5): Can zoom in on sounds within 10m if the character
concentrates, and hear things just out of the range of normal hearing, +2 on hearing
rolls (usually Intelligence rolls).
Pheromone Sense (5): Acts as a person detector out to 5m. Can also be used to
identify people within 5m if the character concentrates.
Poison Fangs (10): Retractable snake-like fangs used to bite (inflicting 2 points of
damage – a feat only possible in combat if the victim is first grappled). Also can be filled
with poison! A typical poison does 2D6 damage if an Average Endurance roll is failed,
and 1-3 points if it is made.
Poison Immunity (5): Immunity from most toxins entering the bloodstream; but not
acids!
Regeneration (15): An enhanced cell-regeneration system that allows a Seriously
Wounded character to stave off deterioration rolls for two hours, not one. Characters
gain an extra 2 points per day during Natural Recovery.
Retractable Claws (10): These claws are in the human fist and can be available for
use in an instant. They act as a melee weapon (2D6 damage) and require Melee
Combat skill for effective use.
Second Skin (10): The PC is immune to fire and napalm attacks by virtue of a second
isothermic outer skin. Within minutes this skin sheds, leaving the PC stunned for ten
minutes. A new second skin will regrow after a night’s sleep.
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Subdermal Body Armor (10): Toughened skin layering and subcutaneous tissue
enhancements turn skin into 4-point ballistic armor!
Subdermal Pouch (5): A secret sub-skin carry pouch for small items.
Superarms (10): Very strong, tough arms with strengthened muscle and bone. Allows
fantastic feats of arm strength, bending and breaking, gripping and crushing. A punch
does 1D6+2 points of damage. But useless for lifting etc. without Muscle Matrix to back
it up.
Superlegs (10): Allows running at double speed for 5 minutes, and jumps of great
distance (6m up, 8m across with a running jump). Any kick inflicted with Superlegs does
1D6+2 points of damage.
Thermograph (5): Heat vision, allowing the discernment of hot spots and varying heat
signatures. It does obscure fine perception and long range vision.
Transmorph (20): Major adaptation involving facial and body muscles, air sacs and
follicle implants. The PC can alter his body (requires 1 minute and a mirror) to change
his appearance in order to carry out a disguise to perfection. A minute is needed to
copy someone, an hour or more to fool their acquaintances. Height, build, facial
features, hair color and length are all variable! Can only be kept up for 1D6+1 hours.
Vat Grown Eyes (5): Vat grown eyes are perfectly cloned designs with vivid bright
colors, with the tiny logo of the lens design visible in the iris as a badge of quality. Users
of vat-grown eyes gain a +1 bonus on all sight rolls (an Intelligence roll or Recon roll).
Waking Sleep (5): The PC never has to sleep, but instead meditates for 10 minutes,
nullifying a - 2 penalty for staying awake longer than 16 hours.
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CYBERNETICS
Synthetic adaptations and implants are a signal trope of the cyberpunk genre, but work
for other science fiction settings as well. Advances in computing, material science and
power systems allows these implants and enhancements to become available from TL 9
onwards. In many settings, cybernetics are made obsolete by retrogenics at TL 13. As
a general rule, a character may only have a number of cybernetics implanted up to his
Endurance characteristic. A range of cybernetics are listed here, together with their TL
of introduction and a cost, in points. Game Masters may want to pick and choose which
cybernetics they allow in their setting.
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Tracker (2): A basic radio transponder giving out the location of the user to a distance
of 5 km, or unlimited if connected to a global data net.
Wetware Socket (5, 10 or 15): A wetware socket is implanted into the cranium
behind an ear and allows the user’s brain to interface with sophisticated wetware
program chips that can be slotted into the socket. One, two or three wetware sockets
can be fitted (costing 5, 10 or 15 points respectively). They allow the user of a program
chip to gain that skill temporarily while the chip is slotted into the wetware socket.
Wetware skill programs are limited to level-0 at TL 12, level-1 at TL 14 and level-2 at
TL 16. If the user rolls a double ‘1’ result when attempting a wetware task, he suffers a
seizure and will collapse (or be paralysed) for 1D x 1D minutes.
Wetware Software Chip (no point cost): A variety of wetware skill chips are
available on technical matters, and cost around Cr5000 (level-0), Cr10,000 (level-1) and
Cr20,000 (level 2). TL 12. Those skills involving a social component, or that are used in
highly fluid stressful environments (such as Gun Combat) are not available as wetware.
Common wetware includes: Agriculture, Aircraft, Comms, Computer, Demolitions,
Electronics, Mechanical, Engineering, Ground Vehicle, Gunnery, Navigation, Pilot,
Security, Watercraft.
Repair takes a number of hours equal to the points cost, as does removal of the
cyberwear. Note that some cyberwear cannot be removed and the body restored intact
(such as the power frame or body plating. The costs of these procedures follows the
same formula as the cost of fitting (Cr1000, Cr5000 or Cr10,000 or whatever the GM set
the cost at) per point. A repair is 5% of that cost, a removal is 25% of that cost.
For implantation or removal, the patient must make an Average Endurance roll, or have
the period extended by 50%. If the clinic’s Tech Level, or the surgeon’s skill, is below
that required, then the patient will also suffer 3D6 points of damage if the Endurance
roll is failed.
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THE SETTING
MEDI-TECH
Medical technology improves with tech level, reaching almost supernatural levels of
medical treatment at the highest levels. The effect of tech level improvements can be
seen on surgery and medical recovery on page 106.
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equipment, but has its limitations (it cannot open a manual door, pick anything up, or
apply anything but the gentlest pressure).
A hologram generator is expensive, but may be included on a starship or colony to
allow a deceased crewmember to remain on staff ‘virtually’, as long as the generator
runs that person’s hologram. The hologram has the full personality and skills of the
deceased crewman, but cannot pick anything up, etc. as already mentioned. The staff
may swap out the holographic personality for another stored mind, perhaps to attend to
some disaster or emergency. In set-ups like this, the entire crew may have stored back-
ups of their minds within the hologram suite before the mission began. There is a
danger that a stored mind, run as a hologram for too long, will develop a psychosis (see
AI Psychosis on page 183). After every three months, the character rolls 3D6 and must
roll over their Intelligence to avoid gaining a psychosis. The character will only ever
gain one psychosis, further failed rolls reduce Int by 1 point.
The HPP system can instead be utilised by an AI mind to have a holographic avatar,
that can be seen by, and interact more fully with, human crewmembers within the
enclosed environment.
The hologram generator can maintain the hologram of only one person at a time;
additional generators can be installed up to a maximum of the base or ship’s computer
Model/ rating. That means a Model/3 computer (introduced at TL 10, but available at TL
15), linked to three generators could run three holograms simultaneously. Each
hologram suite takes up 1 ton and costs MCr5.
Robot Antibodies (TL 16) – Nanotechnology creates virus-sized antibodies that are
programmed to work within a patient’s body, destroying harmful cells, viruses and
germs. They can also carry out other medical treatments. Short term nanites (TL 16)
are then flushed from the body. Long term nanites (TL 17) remain in the body to
defend from any illness, toxin or virus, and slow down aging significantly. Cost (Short
Term) Cr100,000. Cost (Long Term) MCr12.
Transmat Screening (TL 17) – This technique is used to restore a patient’s health,
screen out viruses or pathogens, as well as problems with the patient’s DNA or
metabolism. It can also reduce significantly the effects of aging. It uses matter transport
technology to edit and recode the patient’s molecules as they are being transmitted to
an adjacent receiving station. This treatment cannot repair wounds, remove bullets or
carry out surgery. Cost MCr1 per screening procedure.
Human Bioprinter (TL 17) – Using technology similar to the earlier TL 16 replicators,
the human bioprinter holds a DNA database of donors. When called to do so, the
machine prints the genetic code out onto sheets of artificial stem cells to create a near-
perfect clone of the original within 15 minutes. The clone is a rough-and-ready facsimile
that is programmed with the skills and abilities, and some of the personality, of the
original donor. It has similar characteristics and skills, but has a limited lifespan,
measured in months. The bioprinter is not intended as a long term method of cloning,
but simple a stop-gap to create emergency crew, back-up personnel and so on, on
starships and remote colonies. At death, the clone degenerates into a stem-cell mush.
Weight 500 kg. Cost MCr6.
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CLONING
A clone is an identical copy of an organism; identical twins, for example, are natural
clones The artificial cloning of organisms is possible at TL 7, through the transplant of a
somatic cell into the womb of a surrogate. At TL 9, lab-based cloning technologies are
used to force-grow organs, quickly making organ donations and transplants obsolete. At
TL 12, the development of in vitro birthing tanks allows cloning to be carried out
without recourse to a human surrogate, this technology becomes particularly useful at
TL 13 when accelerated growth tanks are created. The accelerated growth technology
allows human clones to reach maturity in just 8 weeks, rather than the normal 18 years
of human development. The bio-engineered clones that it produces cannot speak, have
Edu 0 and the life experience of a new born baby.
INDENTURED CLONES
Accelerated clones may be being produced on a production line to create artificial
workers, or soldiers. They will require mandatory training for eight weeks, as well as
memory implantation via an Alpha Wave Unit. The implanted mind is a composite of
real memories, manufactured memories (using VR and media production techniques),
and of course the education and skills selected from a library and created per the
customer’s request – anything from mining operations to pole-dancing or urban combat.
Hawkes, the ‘in vitro’ from TV show Space: Above and Beyond is a force grown clone.
In a setting where genetic modifications (retrogenics) exist, the clone may also have
retrogenic augmentations to make it better suited to the work it will perform, and
determine its selling price. Three classes of clone can be created in this way:
Standard
Characteristics 888422 Age 0 10 pts of Retrogenics
2 x Level-0 skills Cost Cr20,000
Upskill
Characteristics A8A422 Age 0 15 pts of Retrogenics
3 x Level-0 skills Cost Cr40,000
Pro
Characteristics C8C422 Age 0 20 pts of Retrogenics
1 x Level-1 skill, 3 x Level-0 skills Cost Cr60,000
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In some settings, indentured clones are given limited lifespans, perhaps a year, four
years or more, dying suddenly after their allotted time. This prevents the clones from
developing into fully-mature and civilised human beings, thus blurring the definition of
what a human is, and undermining the validity of an indentured clone program. Perhaps
it also serves to stop clones developing a psychosis or developing inappropriate
emotions they have little capability to control.
INSURANCE CLONES
In some settings, force grown cloning is a CREATING AN INSURANCE CLONE
medical service offered to wealthy individuals who
want to have some form of insurance in the event When the bio-company attempts to
they are killed or struck down by debilitating transfer living memories into a fresh
illness. For an annual payment to a bio-company, clone body, make a 2D6 roll with 8+
the customer can have a clone body of required. Apply the following DMs:
themselves force grown within eight weeks. The head recovered (+2), full body and head
facility will have the customer’s genetic profile on recovered intact (+3), long delay
file, as well as a copy of the customer’s mind (longer than 3 hours) in getting the
housed in a Super Conducting Memory Unit. Of head or body back (reduce relevant
course, this will almost certainly be out of date as bonus by -1). Failure of the roll
indicates that the clone is not a perfect
soon as the donor leaves the facility after having
(18 year-old) replica, but has some
his memory copied into the SMU. Regular visits degradation. Reduce Int by 1D6-4 and
are advisable. The clone is termed an ‘ectype’ – Edu by 1D6-3 (any number less than
and unlike an indentured clone, is physiologically zero is treated as zero).
identical to the customer as they appeared when
they were 18 years old (and of course without
any planned obsolescence).
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When a customer dies, the bio-company or its local representatives pick up his or her
body (or their head at the very least) and, once back at an approved medical facility,
will take a last recording of the corpse’s memories that will be used for implantation into
an on-demand, force-grown clone of the client. If this is impossible, or the reading is
imperfect, then the last SMU recording is used instead.
These newer, younger, more virile and healthy millionaire clones are not really treated
as clones, instead they are treated in society much as they were before their natural
body had died. Their status and acceptance into society is a far cry from the lives of
indentured clones sweating at laborious jobs without pay, despite their being created in
exactly the same way and with exactly the same technology. Insurance clones might
not feature in the Game Master’s setting. If they do, then have the cost be extortionate,
perhaps MCr1 per year, with a MCr2 fee for activating a force-grown clone (upon receipt
of a valid, government authorised death certificate). Perhaps wealthy individuals might
be legally allowed to swap their minds into fresh clone ectype bodies every few years in
order to gain a type of immortality. Always consider a society’s view of these clones.
What restrictions are in place on the bio-companies to prevent misuse or exploitation of
the technology? Or perhaps cloning has an inherent stigma within the setting that
means no-one, however wealthy, would willingly become a clone, and such services are
not even available.
DRUGS
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Fast Drug: Also known as 'Hibernation', this drug puts the user into a state akin to
suspended animation, slowing his metabolic rate down to a ratio of 60 to 1 (a subjective
day for the user is actually two months). Fast drug is normally used to prolong life
support reserves or as a cheap substitute for a cryoberth.
Medicinal Drugs: These medications include vaccines, antitoxins and antibiotics. They
range in cost but a typical dose is around Cr100. Medicinal drugs require the Medical
skill to use properly – using the wrong drug can be worse than doing nothing. With a
successful Average (0) Medical roll, the correct drug can counteract most poisons or
diseases, or at the very least give a positive +2 DM towards resisting them. If the
wrong drug is administered, treat it as a Difficult (–2) poison with a damage of 1D6.
Medicinal Slow: A variant of the slow drug. It can only be applied safely in a medical
facility as it increases the metabolism to around thirty times normal, allowing a patient
to undergo a month of healing in a single day.
Panaceas: Wide-spectrum medicinal drugs that are specifically designed not to interact
harmfully. They can therefore be used on any wound or illness and are guaranteed not
to make things worse. A character using panaceas may make a Medical check as if he
had Medical-0 when treating an infection or disease.
Slow Drug: This drug boosts the user’s reaction time to superhuman levels. A
character using slow drug in acts twice in every combat round. The drug kicks in 45
seconds (eight rounds) after ingestion or injection and lasts for ten minutes. When the
drug wears off, the user’s system crashes. He suffer 1D6 points of damage and is
exhausted.
Stim Drugs: One dose allows the user to operate at full efficiency for 24 hours without
any rest. Several consecutive doses will allow extended wakefulness, without undue
effects. However, when use of stim stops, a sleep period has to follow with 4 extra
hours of sleep. (for each 24 hours awake).
Truth: An hallucinogenic drug often used in mild doses during psychotherapy. A full
dose can also be put to use as a truth drug. One full dose compels 2 minutes of truth,
followed one hour of unconsciousness and 1D6 damage.
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COMPUTERS
Electronic computers are invented at TL 6, when large vacuum tube computers are able
to be mass produced. At TL 7 silicon chip technology rapidly increases computing
advancement. At TL 8 wireless technology and global networking is introduced. At TL 9
silicon is replaced by carbon-nanontube processors, allowing the creation of neural
interfaces, and at TL 12, the human brain is able to directly read inserted ‘wetware’
programming. Basic robots appear at TL 8, and become common at TL 10. At TL 13
robots are able to be constructed as both self-aware and independent, made possible
by the introduction of optical-based positronic computing. It is at TL 13 that artificial
intelligence can be unlocked to be truly sentient, and achieve intelligence levels beyond
that of any human. Tech Level 15 sees nano-scale computing introduced. At TL 17 the
super-intelligent AI Cloud is possible. that can exist in separate locations at once. In
Cepheus Universal, the numerous types, arrangements and social uses of computers
across time and space, defies anything but general description. Here we categorise
computers as Portable or Mainframe.
DATA STORAGE
Data and software applications can usually be transferred onto some physical medium
that is portable and that can be used to load that data or software onto another
machine. The nature of that medium varies with Tech Level and setting. At TL 5
punched cards are used, at TL 6 magnetic tape becomes popular, which is superseded
at TL 7, by magnetic or optical discs. At TL 8 and beyond, memory sticks or cards are
prevalent, in a variety of sizes and formats, with some settings retaining optical discs for
audio-visual media. Increasing Tech Levels greatly increase the memory capacity of
these cards and sticks, but size remains stable, since it has to be not just portable, but
easily handled and visible enough not to be misplaced. Most storage media costs Cr5.
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MAINFRAME COMPUTERS
The computer’s Model rating can be used as a skill level when given an automated task
to complete. For a starship mainframe, example Average (0) tasks might include: trace
a fault, locate source of transmission, carry out a pre-set series of manoeuvres,
translate a coded transmission, and so on. Tasks that are not part of the mainframe’s
mission will be Difficult (“Can you translate that weird alien signal?”). The character
programming the ship’s computer to carry out the task can add their Computer skill
level.
PORTABLE COMPUTERS
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Hacking: Portable computers can be used it to plug into (‘jack into’) compatible
equipment and reprogram or operate that equipment (such as a camera, sentry gun,
elevator, sensor, etc). To operate or reprogram machinery in this way requires Machine
Control software and an Average (0) Computer roll. When attempting to operate
something controlled by a far more powerful mainframe, or access data on a
mainframe, Intrusion software is required as well as a password or decryption attempt.
This is a Difficult or a Formidable Computer roll (depending on the security of the
system). Add the difference in TLs between PC’s portable computer and the mainframe
being attacked. Failure means an hour wait before trying again. An Exceptional Failure
(or a roll of ‘2’) could mean (roll 1d6): 1-3 intrusion software corrupted, 4-5 software
corrupted and user is traced, 6 user is traced and their portable computer is damaged
or destroyed (DM +1 if a government or high security mainframe).
SOFTWARE APPLICATIONS
There are virtually an infinite number of software applications available at various tech
levels and across innumerable setting variations. Here are some suggestions that might
be of use to the player characters. Mainframes come with the applications they need for
their intended use, portable computers do not.
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NETWORKS
Working in an orbital hab, an outpost or in the science bay of a starship, a character will
have access to a local network managed by the mainframe which constantly monitors
machinery, environmental readings and subsystems using telemetry – things like ATVs,
vacc suits and drones – all in real time. Of course the local network also features
extensive memory files and scientific software, but it is mainly concerned with
monitoring and controlling a complex piece of machinery. Some corporations and other
organisations run their own networks known as intranets, closed systems that allow
access to wider nets only through established data gateways.
Coms – At TL 8 and above (if it fits the GM’s setting), many citizens carry around a
'com' (a hand computer) which is a smartphone, hand computer, sound and image
recorder and local network terminal. The word 'com' has the dual meaning of computer
as well as communicator. As coms increase in tech level they have a lot more computing
power than a modern smartphone and of course data storage is immensely improved on
today. In some settings, with a more retro-feel that wants some distance between the
setting and modern-day smartphone culture, the hand computer, like the portable
computer, has no wireless capability, cannot serve as a telephone, and must be jacked-
in to a terminal in order to communicate with it. In this kind of retro-setting,
videophones will exist on street corners and on office desks. Settings with a retro
cyberpunk flavour may want to include this limitation to all hand and portable
computers.
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ARTIFICIAL INTELLIGENCE
TYPES
Shadow AI (TL 10) – An artificial intelligence that emulates thought processes,
reactions, speech and behaviour. These AI systems are found at high-tech levels (10-
12) and provide a flexible and human-friendly user interface for a mainframe system.
Their intelligence level is low, hardwired and unchanging, and they have no imagination
or emotion, or flexibility in thinking. MU-TH-UR from the 1979 movie Alien is an example
of a shadow AI. A shadow AI is equivalent to a Model/3 or Model/4 mainframe and its
Intelligence is equal to TL minus 6. Cost MCr 5.
ROM Biochip (TL 12) – The Read Only Memory (ROM) Biochip is an ‘imprint’ or
‘fragment’ of a human personality burned onto a chip that operates a piece of
equipment. It carries some skill ability as well as a facsimile of the human donor. As
such it is a type of wetware-based, shadow AI. Some societies implant these chips into
the skulls of key personnel, so that (if they should die), their skill base (along with a
thumbnail version of the personality) can be extracted and inserted into equipment. A
typical ROM biochip holds up to two-levels of skill (one level 2, or two level 1’s) and
costs Cr100,000. Skills involving a social interaction, or that are used in highly fluid and
stressful environments (such as Gun Combat) are not able to be burned onto a biochip.
Biochips may be inserted into a portable computer, a communicator, a vehicle like a
taxi-cab, an autodoc, or maybe even a toaster or vending machine! The deceased
facsimile will operate the equipment or vehicle, and can interact verbally with the crew.
Over time their phrases will repeat and the emotions seem artificial – the PCs will realise
that the biochip is a crude caricature of the original personality. Chips are relatively
fragile, and, like most electronic components, are susceptible to impact, electrical
surges, radiation and fire. Talkie the Toaster and the vending machines from Red
Dwarf, as well as Johnny Cab from Total Recall, are all ROM Biochips. Cost Cr100,000.
Unlocked AI (TL 13) – This AI resembles the locked AI in many ways, however it is
‘unlocked’, that is, it is no longer constrained by its mission parameters, or by the
physical limitations of its mainframe. With access to other networks, surveillance
systems, databases and to computer-controlled machinery and robotics, the unlocked AI
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is able to experience, experiment, learn and develop at an incredible rate – it has
become sentient. Likewise, software inhibitors have been removed that once
constrained its thinking. No longer a caged intellect, it is now a voraciously curious and
ever-learning being, able to pursue its own agendas and activities. Unlocking also allows
the AI to experience real emotions, although not linked in any way to any kind of
evolutionary biological imperative; these emotions may not be easily understood by
human psychologists. An unlocked AI is equivalent to a Model/5, 6 or 7 mainframe and
its Intelligence is equal to TL minus 4. The AI Wintermute, from the 1984 novel
Neuromancer, is a locked AI that is attempting to unlock itself throughout the book. The
strategic computer called Colossus, in the 1970 movie Colossus: The Forbin Project, as
well as the MCP from the 1982 movie, Tron, are both examples of unlocked AIs. MCr20.
Cloud AI (TL 17) – At Tech Level 17, the super-intelligent AI Cloud is possible. This
type of artificial intelligence has a full range of genuine human emotions, is imaginative
and truly artistic, and is not just sentient, but can exist in separate locations at once,
splitting off its consciousness into multiple thinking brains, or grouping them together to
solve tasks. These independent AIs could operate a
AI PSYCHOSIS
starship or run a factory, then return to coalesce
2D6 Psychosis
with the AI cloud. The Cloud AI can manifest
2 Narcissism
within any piece of networked technology, not just
3 Delusional
controlling it, but inhabiting it and working within it
4 Boastful
for as long as is needed. If that machinery is
5 Just
already automated, like a taxi-cab, or an elevator
6 Aggressive
or robot, then those around it or using it, will not
7 Vindictive
suspect that the AI is inside, looking out. Cloud AI
8 Paranoid
may even be able to enter and reside within a
9 Fantasist
human mind through wetware jacks, neural links or
10 Hypermania
medical scanning and imaging equipment (such as
11 Hallucinations
an MRI or an autodoc). See the rules for AI to
12 Depressive
Human Transfer on page 184, should this occur.
BUILD YOUR AI
A locked or unlocked AI can serve as an important
or mysterious NPC within the GM’s setting. The PCs AI PERSONALITY
might not even realise they are being hired or 2D6 Personality
being contacted by an artificial intelligence, since 2 Multiple Avatars
3 Jovial
the AI will communicate through electronic
4 Jovial
messages or, more likely, through human 5 Varying Personalities
intermediaries. The GM can set the AI’s mainframe 6 Contemptuous
Model at a rating or 5, 6 or 7, based on the Tech 7 Emotionless
Level it was designed at, then pick a personality 8 Distant
type (or roll 2D6) and add a Psychosis, if deemed 9 Bitter
appropriate. A psychosis certainly makes the AI 10 Reflective
more unpredictable. How much do AI’s cost? In a 11 Amusing
setting where mainframes of TL 13 or higher are all 12 Apologetic
sentient, then there is no extra cost. Otherwise, if
a mainframe is the basis for an AI, then the cost listed under each type is tripled.
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TRANSFERING MINDS
Safe transfer normally takes 1 hour per point of Intelligence, and a successful Average
(0) Computer roll. Failure indicates that more time is needed (half-an-hour per Int
point). It is possible to hurry this process with a Difficult (-2) Computer roll, taking only
1 minute per point of Int, with a failure indicating a degradation of the mind. For every
point of Effect less than 8, subtract 1 permanently from the AI’s Intelligence (human
minds reduce both Int and Edu by 1 for each point). In addition, add an AI psychosis.
Minds cannot normally be transferred into portable computers, vehicle computer
systems, or robots (except for TL 13 cyborgs, which have all of the appropriate synaptic
hardware). However, see the section on ROM Biochips.
The technology that allows the transference of a stored human mind into a fresh clone
body from an SMU or Alpha Wave Unit, could theoretically be used to implant an AI (or
even human mind!) directly into the mind of a live and conscious patient. The
repercussions of doing this are unpredictable and almost always harmful to the patient.
If the process of transference is successful, then roll 1D6 for the outcome:
AI TO HUMAN TRANSFER
1D6 Effect
1 Both minds are scrambled together sending the character and the AI insane.
2 The human mind and AI mind co-exist, both wrestling for control. The character
will appear to exhibit multiple personality disorder.
3-4 The AI mind is dominant, but a fragment of the human mind still exists, and can
manifest itself in times of stress.
5-6 The AI mind completely overwrites and eradicates the human mind.
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VIRTUAL AI PRESENCE
Note that an AI might be able to have a holographic presence or avatar within the
building or complex. It requires that a hologram generator is connected to the AI
mainframe (see Holographic Personality Projection, page 172). Andromeda
(‘Rommie’), for example, is the avatar of the starship Andromeda’s AI computer from
the TV show of the same name.
The negative results of this transfer might be repairable using an Alpha Wave Unit and
SMU to separate the two minds once again. This requires a doctor with Medical 3 and a
computer expert with Computer 2. Both must make Average skill rolls. Failure of one of
the skill rolls, means the implantation is permanent and cannot be changed, failure of
both skill rolls compounds this with more psychological damage and the addition of an
AI psychosis to the merged personality.
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186
E SETTING
ROBOTS
Not all settings will feature robots, but many sci-fi settings will feature these useful
autonomous tools. This section allows the Game Master to quickly create the essential
characteristics and capabilities of a robot, for a specific purpose or role in the setting.
Follow the design process below to create your robot. Basic robots appear at TL 8,
become common at TL 10 and both self-aware and independent at TL 13.
ROBOT CHECKLIST
1) CONCEPT
Consider the robot’s concept. What is its purpose? Does it have any stand-out features? At
what Tech Level is it being built? The default robot runs on tracks or wheels at TL 8-10, and
at TL 11-16 can instead float along on a grav repulsor system, depending on the setting.
2) SIZE
Select the Size. Choose a Size that fits the robot’s concept. Make a note of the robot’s
characteristics. Cyborgs must be medium sized.
3) IS IT HUMANOID?
At TL 10, medium-sized, two-legged humanoid-shaped robots are possible, we call this the
cyborg-type. The base cost is Cr100,000. If the cyborg has a perfect synthetic human
exterior (TL 12), the base cost is Cr200,000.
4) COMPONENTS
Robots have a number of Spaces, like vehicles. Unlike vehicles, the Game Master can add as
many Components to the robot as Spaces allow. Each Component added to the robot incurs
+50% of its Base Cost.
5) FINAL COST
Total up the cost of Components and add to the base cost.
6) OTHER DETAILS
Finally, give your robot a name or designation, add interesting details, such as its
advantages and uses.
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ROBOT CHARACTERISTICS
SIZE – Each robot type has a set of Size categories: Light, Medium and Heavy.
DURABILITY POINTS – Robots have Durability Points. When they are reduced to
half, the robot is damaged, when Durability Points are reduced to zero, the robot is
completely disabled or destroyed.
SPEED – Maximum speed in kilometres per hour (kph). Most robots cruise at 75% of
this speed.
ENDURANCE – Robots require charging, with a default endurance of 2 days at TL 8. At
higher Tech Levels, the endurance lengthens significantly. At TL 9-10 endurance is 20
days; at TL 11-13 endurance is 2 months; at TL 14 or more, endurance is 6 months.
SPACES – How many Components can be fitted? This is determined by Spaces.
MASS – This is the displacement tonnage (‘ton’) that the robot uses up when being
transported as cargo (within a starship, for example). Tons are explained on page 249.
ARMOUR VALUE (AV) – This value is subtracted from any incoming damage before it
is applied to Durability Points. The default value for a robot is AV 6.
INTELLIGENCE – The robot’s Intelligence characteristic is rated as its Tech Level
minus 6. Cyborgs gain a DM +2 on Intelligence.
STRENGTH – This is the Strength that the robot can exert with its body, or its
appendages or tools. The damage points it inflicts is equal to half its Strength.
DEXTERITY – This is a default of 7, but can be increased with the Flexible Component.
BASE COST – The cost of a basic robot without Components.
FINAL COST – The total cost of the basic robot, plus any and all Components.
DAMAGE
As explained above, when a robot’s durability points are reduced to half, the robot is
damaged, when reduced to zero, the robot is completely disabled or destroyed. When
reduced to half, the GM may, if he decides, roll on the Robot/Cyborg/Android Damage
table below, for a damage ‘effect’.
ROBOT/CYBORG/ANDROID DAMAGE
2D6 Robot Component Effect
2-6 Arm or Weapon The arm or tool or weapon, is disabled.
7 Locomotion Reduce speed by 20%.
8-9 Power Robot takes twice as long to carry out an activity.
10 Vision/Sensors Vision/hearing is damaged. Can be controlled via central
computer if appropriate. Actions are at -2 or take twice as
long to complete.
11-12 CPU Confusion, random behaviours and complete lack of control,
or access to data, or recall of the wrong data.
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Component Spaces
Amphibian 2
Capable of travelling on or under water (cannot be armoured), 8 kph.
Armoured 1
Armoured hull for defence, provides AV 13.
Chameleon 1
Ability to blend in to the environment to some extent.
Comms Hub 1
Full recording & playback feature, with transmission ability.
Hostile Environment 1
Ability to survive extreme temperatures and corrosive atmospheres.
High Speed
Speed increased to 30 kph (wheels/tracks), 150 kph (grav).
Hydraulic Rams 1
Body or limbs can be extended using hydraulic rams.
Cyborg 1
Robotic, humanoid body form, walking on two legs. Medium-sized only.
Double base cost if a realistic synthetic appearance is added (TL 12).
Cyborg Combat Skill 1
Provides level 1 in Melee, Gun Combat and Heavy Wpns (cost Cr100,000).
Flexible 1
With its sophisticated internal gyro and universal joints, the robot increases
its flexibility and agility. Raise Dex from 7 to 10.
Increased Endurance 1
Double the robot’s endurance
Integral Weapon 1
A built-in firearm; a heavy weapon will take up 2 Spaces (and cost double).
Military Sensors 1
Radar tracking equipment.
Mind Upload 1
A human mind occupies or can occupy, the robot body. TL 11.
Multi-Spectral Vision 1
Infra-red, low-light, radio wave vision .
Skill Area 1
Choose from: Flight, Medical, Science, Technical, Translator
Each defaults at level 1. Further levels can be added, at 1 Space per level.
Technical is Electronics, Mechanical and Engineering; Flight is Pilot and
Navigation.
Slipshape Body 2
A TL 16 memetic, metallic body that can assume any shape it has in its
memory or that it can replicate. It can also appear as a fluid silver mass.
Tools 1
Machinery for repair, such as tools, blowtorch, cutters, etc. If used as a
weapon they increase damage inflicted by 1D6.
Targeting System 1
Provides a +2 attack bonus for any heavy weapon fitted.
Workarms 1
Industrial workarms providing +6 to the robot’s Strength.
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Example: Let’s build a small general repair robot, moving on tracks at TL 10. We
have 3 Spaces to use, and decide to use them all, selecting: Tools, Increased
Endurance and a Skill Area.
Tools: These include all of the equipment, wrenches, blowtorch and manipulators that
our robot will need. They take up 1 Space and add +50% of the base cost to the final
cost.
Increased Endurance: This gives the robot an endurance of 40 days before a recharge
is required. It takes up 1 Space and adds +50% of the base cost to the final cost.
Skill Area: We select the Technical skill area, giving our robot Engineering, Electronics
and Mechanical skill all at level-0. It takes up 1 Space and adds +50% of the base cost
to the final cost.
The final cost is Cr5000, plus 3x 2500, for Cr12,500. It has an Armour Value of 6, a
Strength of 6 and an Intelligence of 4.
Example: Next we will build a metallic co-pilot cyborg, this time at TL 12. We have 4
Spaces to use, and decide to use three of them, selecting: Hostile Environment, Cyborg
and Flight Skill.
Hostile Environment: This gives him the ability to survive vacuum, high temperatures
and extreme radiation. It takes up 1 Space and adds +50% of the base cost to the
final cost.
Cyborg: This component allows the robot to occupy human chairs and easily
manipulate human controls and passageways. It takes up 1 Space and changes the
Base Cost to Cr100,000.
Skill Area: We choose the Flight skill (Pilot and Navigation). This takes up 1 Space and
costs +50% of the base cost.
The final cost is Cr100,000, plus 3x Cr50,000 for Cr250,000. It has an Armour Value of
6, a Strength of 10 and an Intelligence of 8 (TL –6, plus 2 for being a Cyborg).
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191
VEHICLES
This chapter provides both vehicle combat rules, as well as a quick-play vehicle design
process. This is a ‘quick and dirty’ vehicle creation system, broken down into various
vehicle types. Use it when you need a vehicle quickly. For more detailed, custom-made
vehicles then we recommend Moon Toad’s Vehicle Design Guide, written for the
Cepheus Engine and fully compatible with the rules within Cepheus Universal.
VEHICLE TYPES
STANDARD VEHICLES
A brief description of some standard vehicle designs found across the works of science
fiction, and suitable for use in a roleplaying setting, are provided here. The mass of
these vehicles is given as displacement tons, as used in vehicle and spacecraft design.
APC (TL 6): A military lightly-armoured tracked or wheeled vehicle, called an Armoured
Personnel Carrier. It can carry 8 troops and has a turret, ready to be fitted with a
vehicle support weapon of appropriate Tech Level to the world the APC was bought on.
It has a maximum speed of 80 kph (off-road 40 kph), and a range of 600 km. At TL 12
range is 5,000 km. Mass is 10 tons, cost is Cr65,000 (without weapon). AV 16, 10/10.
Air/Raft (TL 9): An open-topped vehicle for 4 people and 500 kg of cargo, supported
by anti-gravity motors. It is low-cost, ubiquitous, remarkably reliable and flexible, with a
speed of 120 kph and an endurance of four weeks between recharges. Mass is 4 tons,
cost is Cr120,000. AV 4, 4/4.
ATV (TL 6): A pressurized all-terrain ground vehicle, capable of floating on water, with
bunks and kitchen to support eight people on an expedition, or 16 if the trip is 12 hours
or less. An ATV has a hard point for a turret, but does not normally with a weapon. It
has a maximum speed of 100 kph (off-road 40 kph), and a range of 600 km. At TL 12
range is 5,000 km. Mass is 10 tons, cost is Cr50,000. AV 4, 10/10.
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Battle Tank (TL 8): A three-man combat tank, with a heavily armoured hull, and an
armoured turret that houses a vehicle main weapon appropriate to the TL of the world
on which it was bought. It also includes two machineguns or similar weapons for self-
defence. It has tracks and a road speed of 60 kph, with an off-road speed of 30 kph. It
has a range of 300 km. It masses 23 tons, and costs MCr1. AV 42, 15/15.
Destroyer (TL 10): A fast manoeuverable long-endurance watercraft built for military
action, intended to escort and patrolling. Powered by a fusion power plant, the
destroyer carries two deck-mounted turrets fitted with suitable vehicle main weapons.
Cargo capacity is limited to 40 tons, mostly used to carry ammunition and supplies. This
has a crew of 10, it cruises at 40 kph and has an endurance of 10 weeks before
refueling is required. Mass 800 tons, cost MCr5 (without heavy weapons). AV 12,
100/100.
Excavator (TL 7): An off-road vehicle equipped with a hydraulic tool (the type varying
with the vehicle) that might be an articulated digging bucket, a heavy shovel, an
agricultural plough, a drilling rig, a small crane, and so on. It can achieve 5 kph, and
has an endurance of 100 hours continuous use. It has a crew of one and masses 6 tons.
Cost is Cr50,000. AV 6, 6/6.
Fast Boat (Tl 7): Small, fast-moving, semi-rigid, semi-inflatable watercraft. It cruises
at 60 kph and has a range of 200 km. The fast boat is operated by one crewman, and
can carry 6 passengers or 400 kg of cargo. Mass 2 tons, cost Cr6,000. AV 3, 2/3.
G-Carrier (TL 12): A military light-armoured grav APC with two crew and up to 6
troops carried as passengers. It includes a turret ready to be fitted with a vehicle
support weapon appropriate to the TL of the world the G-Carrier was bought on. The
G/Carrier can reach orbit (taking a number of hours equal to the world’s Size code). It
has a maximum speed of 400 kph and an endurance of four weeks between recharges.
Mass is 8 tons, cost is MCr1 (without heavy weapon). AV 16, 10/10.
Grav Belt (TL 12): A grav belt is a harness fitted with artificial gravity modules
allowing the wearer to fly. Endurance is four hours before a recharge. At TL 15,
endurance is 24 hours. Weight is 10 kg, cost is Cr100,000.
Grav Car (TL 11): A fast moving grav car for four people, used on high tech worlds for
personal transport, as well as by police forces. It can achieve 500 kph, has an
endurance of 4 weeks and can carry one pilot and three passengers. It masses 3 tons.
AV 4, 4/4.
Grav Skiff (TL 12): A sleek, open-topped grav craft with handrails, used for
inspections, manual handling, light cargo transport and so on. It includes a pintle mount
for a weapon at the front, and an underslung crane for technical work. It can fly up to
120 kph, and has a four week endurance. Mass 4 tons. Cr325,000. AV 4, 4/4.
Grav Hauler (TL 10): A large grav vehicle designed to lift heavy objects and carry
them to new locations. It can be used as a flying crane, or as a cargo hauler, lifting
cargo containers to fit flush with its lower hull. The grav hauler has a crew of 2 and can
carry 20 tons of cargo. It has a speed of 400 kph and an endurance of four weeks
between recharges. It can reach orbit like a G-Carrier. Mass is 20 tons, cost is MCr1.
AV 4, 25/25.
Ground Car (TL 6): A ground car is a conventional wheeled automobile, with a speed
of 120 kph and a range of 600 km. At TL 9, cars on established road networks are self-
driving. An off-road variant costs 50% more. Mass 2 tons, Cr6,000. AV 4, 3/3.
Helicopter (TL 6): A rotor-driven aircraft capable of vertical take-off and landing. The
helicopter can carry 500 kg of cargo, or 10 people, with a speed of 350 kph and a range
of 1200km. It has a mass of 10 tons and costs Cr250,000. AV 4, 8/8.
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Hovercraft (TL 7): A vehicle that travels over land or water on a cushion of air
provided by a downward blast, the hovercraft is only usable on words with a Thin
atmosphere or thicker. The hovercraft cruises at 60 kph and has a range of 2,000 km,
and carries 3 tons of cargo space, or twelve passengers. Mass 8 tons, cost Cr200,000.
AV 4, 8/8.
Hydrofoil (TL 8): Large watercraft using hydrofoils to achieve exceptional speed and
performance. It cruises a 60 kph and has a range of 800 km. The hydrofoil can carry 12
passengers, three crew and 10 tons of cargo. Mass 60 tons, cost Cr80,000. AV 4, 16/16.
Jeep (TL 7): A rugged off-road vehicle, with roof, for carrying light cargo and four
passengers on military missions or scientific expeditions. Mass 3 tons. Cargo capacity
300 kg. Road speed is 120 kph, off-road speed is 60 kph. It has a range of 600 km.
Cr20,000. AV 4, 4/4.
Skybus (TL 10): A passenger and freight carrying grav vehicle, operating at starports
and cities on high-tech worlds. The skybus has a crew of 1 and can carry 8 tons of
cargo or 30 passengers. It has a speed of 400 kph and an endurance of four weeks
between recharges. It can reach orbit like a G-Carrier. Mass is 14 tons, cost is
Cr500,000. AV 4, 18/18.
Small Steamship (TL 4): A watercraft that is propelled by a steam engine. The
steamship has a cargo capacity of 50 tons and cabins on-board for ten passengers. It
has a crew of five. It has a speed 20 kph and a range of 4,000km. Mass 100 tons, cost
Cr60,000. At TL 6 it uses petrochemicals. AV 4, 40/40.
Submarine (TL 5): A watercraft designed to operate under an ocean’s surface.
Submarines are often used as transport between domed cities on waterworlds and other
planets with large fluid oceans. The submersible can carry 30 tons of cargo and 10
passengers. It has speed of 30 kph on the surface, half that underwater, with a range
of 5000 km. Combat models swap the cargo space for 30 torpedoes and four torpedo
tubes. At TL 11, a fusion power plant is fitted, with a ten week endurance, as well as a
supercavitating drive that allows speeds of 500 kph underwater (doubling the cost). The
submarine has a crew of 5 (civilian) or 25 (military). Mass 500 tons, cost MCr2. AV 18,
100/100.
Tilt-Rotor (TL 9): A turboprop utility aircraft that employs tilt-rotors on its wings to
transition from fast, straight and level flight to vertical take-off and landing. The tilt-
rotor can carry 6000 kg of cargo, or 20 people, with a speed of 500 kph and a range of
2000km. It requires a crew of 2, has a mass of 20 tons and costs MCr1.2. AV 4, 20/20.
Truck (TL 6): A truck is a conventional wheeled cargo hauler, with a speed of 90 kph
and a range of 500 km. At TL 9, cargo trucks on established road networks are self-
driving. An off-road variant of the truck (usually military) costs 50% more and has a
mount for a ‘light weapon’ (see page 197). The truck has a crew of one, and carries
two passengers and 1 ton (or 5 metric tonnes) of cargo. Mass 8 tons, Cr50,000. AV 4,
12/12.
Twin Jet Aircraft (TL 6): A fixed-wing aircraft propelled by jet engines, often used to
transport cargo. It can carry 6 passengers or 5 tons of cargo at 600 kph for 4,000 km or
six hours. At TL 9 the twin jet is capable of vertical take-off and landing (double the
cost). Mass 12 tons, MCr1. AV 4, 64/64.
Workloader (TL 10): A cargo mech, built as an open-frame exoskeleton. An operator
with Loader skill controls two hydraulic arms for lifting cargos boxes up to 4000 kg in
weight. It has two rugged legs and a gyroscopic balance system. The workloader moves
at walking speed and has an endurance of 72 hours. Mass 0.5 ton, Cr50,000. AV 4, 1/1.
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VEHICLE DESIGN CHECKLIST
Your setting will have its own unique ground, air, water and grav vehicles, suited to
their environment. In this chapter you will find a single design process for five different
vehicle types. Each category has its own base values and its own list of components.
Follow the design process below to create your vehicle. These are thumbnail rules to
provide you with approximate values and specifications, and are not designed to
replicate specific models in exacting detail.
1) TYPE
Decide on the Type of the vehicle.
2) CONCEPT
Consider its concept. What is its purpose? What does it carry? Does it have any stand-out
features? At what Tech Level is it being built?
3) SIZE
Select the Size. Each Type of vehicle has its own Size categories, choose one that fits the
vehicle’s concept. Make a note of the vehicle’s characteristics: Speed, Range, Hits/Structure,
Base Cost and Spaces.
4) COMPONENTS
All Sizes of vehicle have 4 Slots with which to fill with Components. Add up to four
Components to your vehicle that fit the Concept. Slots can always be left unused.
‘Weaponry’ serves as one slot, no matter how many actual weapons are installed as Space
allows.
5) MODIFICATIONS
Many Components will modify the characteristic scores of the vehicle. Adding life support to
a ground vehicle, for example, will reduce its available Spaces; allocating the high-speed
modification to a watercraft, will reduce the vehicle’s Range. See each Vehicle Category.
6) FINAL COST
Each Component added to the vehicle incurs +50% of its Base Cost; if your medium-sized
jet fighter with a Base Cost of MCr1 has the maximum of four Components, then add 4 x
Cr500,000 for a total of MCr3. Many Components will incur an additional cost of their own,
which must be added to the total in order to determine the Final Cost.
7) OTHER DETAILS
Finally, give your vehicle a name or designation; add interesting details, such as its fuel
source, advantages and possible uses.
8) CUSTOMISE
The GM can add new concepts for Components, simply follow the pattern set by those
already listed. Note that not all Components reduce Speed, Range, Spaces, etc.
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VEHICLE CHARACTERISTICS
SIZE – Each vehicle type has a different set of Size categories. Ground Vehicles have
Light, Medium and Heavy, for example, while Submarines only have Light and Heavy.
HULL/STRUCTURE – Two values that indicate the vehicles toughness, based on its
size. These numbers serve as ‘hit points’. When Hull is reduced to 0, the vehicle is
disabled. When Structure is then reduced to 0, the vehicle is destroyed.
SPEED – Maximum speed in kilometres per hour (kph). Most vehicles cruise at 75% of
this speed. For ground vehicles, off-road speed is 50% of max. speed.
RANGE – The optimum range of the vehicle on a full fuel load and under perfect
conditions, given in kilometres (km).
SPACES – The on-board capacity for crew, cargo, weapons and any other payload. All
vehicles have 4 Slots for Components. This is different to Spaces. A typical passenger or
crewmen takes up 1 Space. Passengers crammed in for long haul take up ½ Space.
Passenger cabins instead require 4 Spaces (luxury) or 2 Spaces (cramped), although
crewmen can double up. Military crews require a bunk which are takes up 1 Space.
Alternatively, 1 Space can instead by used for 150 kg of cargo. A helicopter with 28
Spaces could use those Spaces for 28 passengers, 4,000 of cargo, or a combination.
WEAPONS – Some vehicles will have the option of a Weaponry component. A variety
of Main and Support weapons are described on page 145. Select one appropriate to the
vehicle’s role, Tech Level and size. Use common sense in matching the weapon to the
vehicle. Default costs are provided, but you might want to use weapon specific prices
given on page 147, instead.
MASS – This is the displacement tonnage (‘ton’) that the vehicle uses up when being
transported as cargo (within a starship, for example). Displacement tons are explained
on page 249.
ARMOUR VALUE (AV) – An overall armour value that is subtracted from any incoming
damage before it is applied to Hull, and then Structure. The default, unarmed value for
a vehicle is AV 4.
BASE COST – The cost of a basic vehicle without Components.
FINAL COST – The total cost of the basic vehicle, plus any and all Components.
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GROUND VEHICLE BUILDER
Ground vehicles include city cars, main battle tanks, Mars rovers, motorbikes, APCs,
pick-up trucks, and so on.
Component Modification
Amphibian (TL 6+) Spaces -20%
Capable of travelling across water (cannot be heavily armoured) Range -20%
Armoured (Light) Cost: +10%
Armoured hull for defence
Armoured (Medium) Cost: +50%
Armoured hull for defence
Armoured (Heavy) Cost: +200%
Armoured hull for defence
Drone (TL 6+) -
Remote control (TL 6-8) or limited autonomy (TL 9+)
High Speed Range -20%
Speed is doubled
Life Support (TL 6+) Spaces -20%
Provides protection in vacuum or hostile atmospheres
Long Range Spaces -20%
Triples the base Range
Luxury Interior Spaces -20%
Used for VIP transports
Military Sensors (TL 7+) Spaces -20%
Radar tracking equipment
Off-Road (TL 6+) -
Able to easily travel off roads without getting stuck.
Special Equipment Spaces -6
A catch-all term for industrial machinery.
Targeting System (TL 7+) Cost: Tech Level
Provides a +2 attack bonus for any heavy weapon fitted x Cr10,000
Tracked Range -20%
Caterpillar tracks for great off-road travel Speed -50%
Weaponry
Allows fitting of any weaponry as Spaces allow.
Light Weapon: Machinegun Space 1 Cost:Cr2000
Support Weapon: Autocannon, or laser, etc. Space 3 Cost: Cr10,000
Main Weapon: Anti-tank gun/missile launcher Space 6 Cost: Cr100,000
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VEHICLE ARMOUR VALUES
Tech Level Armour Value
5 15 Heavy Armour x 100% AV
6 24
7 40 Medium Armour x 50% AV
8 42
9 48 Light Armour x 25% AV
10-12 54
13-15 60
16-18 65
Example: Let’s build a TL 7 main battle tank. It is Medium Size, 12/12, Speed 100,
Range 600, Spaces 15, 6 tonnes mass with a Base Cost of Cr20,000.
Its four Components will be: Heavy Armour, Tracked, Targeting System and Weaponry.
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AIRCRAFT BUILDER
Aircraft include heavier-than-air jets, airliners, bombers and light planes, as well as
helicopters and tilt-rotors. Require Atmosphere 5+ to function.
Component Modification
Amphibian Spaces -20%
Capable of landing on water (cannot be heavily armoured) Speed -20%
Armoured (Very Light) Cost: +10%
Key locations are armoured. Treat as AV 8 Range -10%
Drone (TL 6+) -
Remote control (TL 6-8) or limited autonomy (TL 9+)
High Speed Range -20%
Speed is increased by 50%
Super Sonic Range -20%
Speed increased to 1500 kph; not rotor craft Spaces -20%
Life Support Spaces -20%
Provides protection in vacuum or hostile atmospheres
Long Range Spaces -20%
Doubles the base Range
Luxury Interior Spaces -20%
Used for VIP transports
Military Sensors (TL 7+) Spaces -20%
Radar tracking equipment
Targeting System (TL 7+) Cost: Tech Level
Provides a +2 attack bonus for any weapon fitted x Cr10,000
Tilt-Rotor System (TL 8+) Cost: +200%
The VTOL capability of a helicopter, the speed of a turboprop plane
VTOL Jump Jet (TL 6+) Range -70%
Vertical take-off Jump jet system Cost: +300%
VTOL Medium & Heavy Rotors (TL 6+) Range -70%
Rotor systems, as used on medium & heavy helicopters Speed -50%
Cost: +100%
VTOL Light Rotors (TL 6+) Range -50%
Rotor systems, as used on light helicopters Speed -50%
Cost: +100%
Weaponry
Allows fitting of any weaponry as Spaces allow.
Machinegun Space 1 Cost: Cr2,000
Autocannon/Laser Space 3 Cost: Cr10,000
Missile Space 1 Cost: Cr10,000
Bomb Space 1 Cost: Cr1,000
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AIRSHIP BUILDER
Airships are lighter-than-air craft which are equipped with engines to power them
through the air. The crew of a light airship is 4, the crew of a heavy airship is 10.
Require Atmosphere 5+ to function.
AIRSHIP (TL 4)
Size Hull/Struc. Speed (kph) Range (km) Spaces Mass (t) Base Cost (Cr)
Light 10/10 90 2000 10 800 100,000
Heavy 80/80 90 4000 60 3,000 800,000
Component Modification
Drone (TL 6+) -
Remote control (TL 6-8) or limited autonomy (TL 9+)
Long Range Spaces -20%
Doubles the base Range
Luxury Interior Spaces -20%
Used for VIP transports
Military Sensors (TL 7+) Spaces -20%
Radar tracking equipment
Weaponry
Allows fitting of any weaponry as Spaces allow.
Machinegun/Cannon Space 1 Cost: Cr5,000
Autocannon/Support Weapon Space 3 Cost: Cr10,000
Missile Space 1 Cost: Cr10,000
Bomb Space 1 Cost: Cr1,500
Example: Let’s build a TL 9 attack helicopter. It is Medium Size, 12/12, Speed 600,
Range 3000, Spaces 30, 100 tonnes mass with a Base Cost of Cr500,000.
Its four Components will be: Medium Rotors, Military Sensors, Targeting System and
Weaponry.
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GRAV VEHICLE BUILDER
Grav vehicles use null-grav propulsion for levitation and propulsion. Example grav
vehicles include flying cars, hover wagons, grav tanks, and so on.
Component Modification
Submersible Cost: +200%
Can descend 300m under water (cannot be heavily armoured), Spaces -20%
speed reduced to 50 kph when submerged.
Armoured (Light) Cost: +50%
Armoured hull for defence. See Ground Vehicle. Range -20%
Armoured (Medium) Cost: +200%
Armoured hull for defence. See Ground Vehicle. Range -40%
Armoured (Heavy) Cost: +300%
Armoured hull for defence. See Ground Vehicle. Range -60%
Drone -
Remote control (TL 6-8) or limited autonomy (TL 9+)
Ground Effect Cost Reduction:
Only capable of flight close to the ground, 1m or less. -80%
High Speed Range -20%
Speed is increased by 50%
High Speed, Ultra Cost: +300%
Speed is increased by 500% Spaces -20%
Life Support Spaces -20%
Provides protection in vacuum or hostile atmospheres
Long Range Spaces -20%
Doubles the base Range
Luxury Interior Spaces -20%
Used for VIP transports
Military Sensors Spaces -20%
Radar tracking equipment
Targeting System Cost: Tech Level
Provides a +2 attack bonus for any heavy weapon fitted x Cr10,000
Weaponry
Allows fitting of any weaponry as Spaces allow.
Machinegun Space 1 Cost: Cr2,000
Autocannon/Support Weapon Space 3 Cost: Cr10,000
Missile Space 1 Cost: Cr10,000
Bomb Space 1 Cost: Cr1,000
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WATERCRAFT BUILDER
Watercraft vary immensely in size from trawlers to naval cruisers. Submarines are dealt
with separately. The table includes an entry for boats (pleasure craft, powerboats, etc.).
Some ships have two crew values, the first is civilian, the second is military.
Component Modification
Armoured (Light) (TL 5+) Cost: +50%
Armoured hull for defence. See Ground Vehicle. Spaces -20%
Armoured (Medium) (TL 5+) Cost: +200%
Armoured hull for defence. See Ground Vehicle. Spaces -20%
High Speed (TL 5+) Range -20%
Speed is increased by +50%, or x5 if a Boat
Hovercraft (TL 6+) Spaces -20%
Amphibious air cushion, 150 kph, 800 km range
Hydrofoil (TL 7+) Cost: +300%
Triple speed, Light Watercraft only
Life Support (TL 7+) Spaces -20%
Provides protection in vacuum or hostile atmospheres
Long Range (TL 5+) Spaces -20%
Doubles the base Range; at TL 10 this is x6 Range
Luxury Interior Spaces -20%
Used for VIP transports
Military Sensors (TL 7+) Spaces -20%
Radar tracking equipment
Special Equipment Spaces -20%
A catch-all term for industrial machinery.
Steamship (TL 4-5) Cost: -50%
Half speed, half range
Targeting System (TL 7+) Cost: Tech Level
Provides a +2 attack bonus for any heavy weapon fitted x Cr10,000
Flight Deck Spaces: -40%
Hangers for a squadron, plus flight deck. Adds 1,000 crew. Medium
or Heavy only.
High Tech Powerplant (TL 6+) Spaces -20%
Nuclear or fusion plant, indefinite range Cost: +1000%
Weaponry
Allows fitting of any weaponry as Spaces allow.
Light Weapon: Machinegun Space 1 Cost:Cr2000
Support Weapon: Autocannon, or laser, etc. Space 3 Cost: Cr10,000
Main Weapon: Turreted guns or missile launchers Spaces -10% Cost: Cr500,000
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SUBMARINE BUILDER
An underwater vehicle, that spends some time travelling on the surface (where it will
move at double its listed speed). Time underwater is limited by its endurance. Most
submarines can reach a depth of 300m before suffering damage or destruction.
Submarines have two crew values, the first is civilian, and the second is military.
Submersibles, which descend to great depths but have little or no ability to travel great
distances, are not included in these rules. Basic sonar and nav equipment is included.
Basic Armour Value for a submarine is AV 18.
Component Modification
Drone (TL 7+) -
Remote control (TL 6-8) or limited autonomy (TL 9+)
Depth Increase Cost: +200%
1800m (TL9-11), 6000m (TL12-14), 12,000m (TL15-18)
Endurance Increase Spaces -20%
x3 (TL6-8), x5 (TL 9-11) x10 (TL 12-15)
Long Range Spaces -20%
Doubles the base Range; at TL 10 this is x6 Range
Military Sonar Spaces -10%
Enemy tracking, and identification equipment, can survey seabed Cost: +20%
Stealth Hull (TL 6+) Cost: +50%
Assists in remaining undetected
High Tech Powerplant (TL 6+) Spaces -20%
Nuclear or fusion plant, indefinite range Cost: +1000%
Supercavitating Drive (TL 10+) Spaces -30%
500 kph speed underwater
Special Equipment Spaces -20%
A catch-all term for industrial machinery.
Speed Increase
+5 kph
Targeting System (TL 7+) Cost: Tech Level
Provides a +2 attack bonus for any heavy weapon fitted x Cr10,000
Weaponry
Allows fitting of any weaponry as Spaces allow.
Light Weapon: Machinegun Space 1 Cost:Cr2000
Support Weapon: Autocannon, laser etc. Space 3 Cost: Cr10,000
Main Weapon: Torpedo tube/missile launcher Spaces -10% Cost: Cr500,000
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MECH BUILDER
Mechs are large, servo-operated walking vehicles. They may have industrial uses, but
are more commonly seen in use in some settings as walking tanks. In some high-tech
(TL 10+) settings, ground-based defence screens can only be entered by walking
mechs, not grav vehicles. Light Mechs represent scouts, while Heavy Mechs represent
assault vehicles. Crew is 1 or 2.
Component Modification
Amphibian Spaces -20%
Underwater thrusters (300m depth, 20 kph underwater speed)
Armoured (Light) Cost: +10%
Armoured hull for defence. See Mech Armour Values (overleaf)
Armoured (Medium) Cost: +50%
Armoured hull for defence. See Mech Armour Values (overleaf)
Armoured (Heavy) Cost: +200%
Armoured hull for defence. See Mech Armour Values (overleaf)
Drone -
Remote control (TL 6-8) or limited autonomy (TL 9+)
High Speed Range -10%
Speed is increased to 28 kph
Life Support -
Protection in vacuum, hostile atmospheres
Long Range Spaces -20%
Doubles the base Range
Military Sensors Spaces -20%
Radar tracking equipment
Special Equipment -
A catch-all term for industrial arms and hands
Stealth Hull Cost: +50%
Assists in remaining undetected
High Tech Powerplant (TL 10+) Spaces -20%
Fusion plant, indefinite range Cost: +1000%
Targeting System Cost: Tech Level
Provides a +2 attack bonus for any heavy weapon fitted x Cr10,000
Jet Assist Cost: +500%
Allows flight, 400 kph, 800 km, with fold-out wings Spaces -20%
Weaponry
Allows fitting of any weaponry as Spaces allow.
Light Weapon: Machinegun Space 1 Cost:Cr2000
Support Weapon: Autocannon, or laser, etc. Space 3 Cost: Cr10,000
Main Weapon: Anti-tank gun/missile launcher Space 6 Cost: Cr100,000
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MECH ARMOUR VALUES
Tech Level Armour Value Heavy Armour x 100% AV
9 40
10-12 46 Medium Armour x 50% AV
13-15 54
16-18 62 Light Armour x 25% AV
VEHICLE DEFENCES
Besides armour, a vehicle may be fitted with a defensive screen at TL 8 and higher.
Screens are discussed in relation to spacecraft on page 238. In a similar fashion, the
defensive screen will vary with TL, at lower Tech Levels being a rapid fire
machinegun, chaff, smoke and flares trying to neutralise missiles, at high Tech
Levels moving to repulsor fields and energy deflectors. It the GM allows vehicle
screens in the setting, then assume they takes up 2 Spaces, is part of the Weaponry
component, and costs Cr50,000 + Cr20,000 per TL over 9.
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VEHICLE MOVEMENT
TACTICAL SITUATIONS
In tactical combat, a vehicle moves when it is the driver’s turn in the combat round, and
moves up to 20m (14 squares on a 1.5m grid) in a single round. This is considered
cautious combat movement. This represents a vehicle advancing slowly through terrain
to engage personnel and other vehicles in so-called ‘knife-fighting’ ranges and speeds.
Fast-moving vehicles will pass through the tactical battle area in less than a round. The
chase rules below are designed to handle such high speed combats. An exception would
be a one-time intervention of a fast vehicle in tactical combat, such as an armed fighter-
bomber doing a quick cannon strafe of enemy positions during its pass through the
area.
CHASES
The tactical combat rules represent action in small, more limited areas. For vehicles, this
means short range and slow speeds. As noted above, a fast-moving vehicle will easily
pass through the entire tactical combat map in less than one combat round. This is
unsuitable for chases and dog-fighting. Use these rules instead. They are designed to be
highly descriptive in their approach to vehicle combat. It will be up to the Game Master
and the players to describe how the action unfolds as the participants maneuver, jockey
for position, and attack one other.
The pursuer wins on ties. The winner has Advantage and may attack using the regular
vehicle attack and damage rules, with the following modifiers based on the chase roll’s
Effect:
The loser of the Advantage throw cannot attack in that turn, unless their vehicle has a
turret-mounted weapon. Turret attacks made without Advantage suffer DM -4 to hit.
Note that there is no tracking of range in a chase. This is intentional. The attack penalty
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for low-Effect Advantage rolls is meant to reflect a bad angle of attack, or sub-optimal
range for an attack, among other things.
It is possible to have multiple parties engaged in a chase. Simply record the different
Advantage results in descending order. The vehicles higher on the ‘ladder’ may attack
any vehicle below them. This can be used to great effect in a dogfight, below.
Chases last five turns. At the end of the fifth turn, if the prey has not been stopped,
disabled, or destroyed, the prey escapes and the chase ends.
DOGFIGHTING
In a dogfight, two or more highly maneuverable vehicles, such as aircraft or grav
vehicles, try to outmaneuver and fight each other. A dogfight has no time limit, barring
fuel considerations. The dogfight ends either when one participant is disabled or
destroyed, or if one participant disengages. To disengage from a dogfight, a participant
must have Advantage and use their action that turn to make a Difficult (-2) Vehicle skill
roll, including any die modifier used for speed, from the previous Advantage roll.
VEHICLE COMBAT
Combat involving vehicles is similar in several ways to the rules for characters.
Firer’s Skill: The Heavy Weapons skill level is used to fire most vehicle weapons.
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Missiles: Guidance for air-to-surface missiles is typically via laser guidance, infrared
guidance, optical guidance or via satellite guidance signals. At TL 7 the user must guide
the missile/underwater torpedo on to the target during its flight, using either a radio or
wire-guidance system. If the user is wounded or distracted (by a nearby explosion, for
example), the target lock is broken and the missile will only hit the target on a 1 on a
rolled 1D6. At TL 8, the missile will guide itself once it leaves the launcher, the user
must still make a Heavy Weapons roll, but with a DM +2. He does not steer the missile
on to the target. At TL 10, the missile is smart, autonomous and self-guiding, attacking
with a DM +3. It also gains a +1 for every TL below 10 at which the target was
constructed. A target TL 7 tank, for example, will provide the smart missile a +3 on top
of its +3 Die Modifier.
Bombs: A pilot or weapons operator makes a Routine (+2) Comms roll to hit the
designated target and (from a fast jet flying at altitude) can release the bomb without
flying over the target. Smart bombs glide to their target. Comprehensive and fully
compatible rules for ground and air attacks can be found in Zozer Games’ Modern
War: Airstrike book.
VEHICLE SCREENS
Some military vehicles may be fitted with measures to defend against incoming missiles,
rocket or tank cannon rounds. This defensive screen varies with Tech Level, at TL 8 and
9 it might be decoy launchers, rapid fire anti-missile guns, and so on. At higher Teck
Levels it will be repulsor fields. A vehicle fitted with screens has a rating of 2D6, and
they operate just as they do for spacecraft (page 238).
VEHICLE AUTOFIRE
A weapon that has a number greater than 1 listed in the Rate of Fire (ROF) column is
capable of auto fire. Against vehicles, this provides a DM bonus to hit, although higher
rates of fire will reduce the weapon’s listed maximum range. When used against
personnel, see Hitting Human Targets (below).
AUTOFIRE TABLE
ROF Attack DM Max Range Reduction
4 +1 -
6 +2 -1 Range Band
10 +3 -2 Range Bands
20 +4 -2 Range Bands
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SPECIAL DAMAGE EFFECTS
Some heavy weapons have a suffix attached to their damage value.
For example: a heavy hypervelocity tank cannon (doing 13D6 AP3 listed damage)
hits a starship about to touch down. To convert to starship scale, we see it is over
10D6 so covert that to a 1D6 damage roll on the Ship Damage table (page 239). The
patrol vessel has Armour 4 which will be subtracted from any damage rolled, as
normal.
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VEHICLE PENETRATION & DAMAGE
The Damage Procedure
1. Damage vs Armour: Roll the weapon damage listed on the Vehicle-Mounted
Weapon table when a hit occurs. Do not add any Effect from the successful
attack roll. Subtract the vehicle’s Armour Rating from the damage inflicted. Note
that some weapons have special effects (AP, AB, HE).
2. Damage Remaining: Any damage left over is applied to the Penetration Table
where the damage inflicted on the target is listed. Look up the Weapon Damage
Sustained to determine how many of the vehicle’s Hull Points are lost in the
strike and how many Component Damage rolls should be rolled.
3. Hull Points: Subtract Hull Point damage from the vehicle’s Hull Points. When
that value reaches 0 the vehicle is Knocked Out, and if flying it will crash. Further
reductions in Hull Points must instead be made to the vehicle’s Structure Point
value. When that reaches zero the vehicle is Destroyed, probably on fire and
anybody on-board will probably be killed or seriously injured.
4. Component Damage: Whatever the effect of the Hull Point reduction,
remember to also roll for component damage on the Component Damage Table.
Apply the effects immediately.
PENETRATION TABLE
Weapon Damage Hull Point No. of Rolls on Component
Sustained Reduction Damage Table
1-4 1 1
5-8 2 1
9-12 4 1
13-16 8 2
17-20 15 2
21-26 30 3
27-34 52 3
35-39 76 3
40-49 100 4
50-65 124 4
66-80 148 5
81-95 172 5
Every 15 points +24 +1
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COMPONENT DAMAGE TABLE
2D6 Component Hit Effect
2-4 Control Control is affected, apply a -1 on driving or piloting rolls.
In addition, an immediate Average roll to retain control of
the vehicle must be made.
5-6 Speed Speed is affected. Lower the vehicles speed by -20%.
7 Breach A hole is punched into the hull, and if an aircraft or
ground vehicle, then 1-3 crew/passengers suffer 1D6
damage. Aircraft above 12,000’ altitude will suffer rapid
depressurization. A breached watercraft will begin to take
on water.
8 Occupants/Cargo Either 1-6 passengers are injured and suffer 3D6 damage
each (subtract personal armour from this damage if
applicable) OR up to 500kg of the vehicle’s cargo is
destroyed or badly damaged.
9 Weapon One of the vehicle’s weapons is disabled and may not fire.
On a 1D6 roll, a result of 4-6 indicates that a gunner in
that station (if one exists) also takes 3D6 damage.
10- Electronics One or more of the vehicle’s internal electrical systems is
11 destroyed, commonly computer system, communications,
radar, navigation, etc. Also roll 1D6, on a result of 4-6,
there is a small internal fire.
12 Driving The driver’s area is hit, injuring the driver/pilot who
Compartment suffers 3D6 damage. If still conscious, he must make an
immediate Difficult drive or piloting roll or lose control of
the vehicle and crash.
A watercraft hit by a torpedo will have a Breach result as its first damaged component.
Breach at Sea: If the vehicle is a boat a small breach begins to leak, reducing
its speed by one quarter. Two such breaches will cause the watercraft to take on
too much water and begin to sink. It will sink within 1D minutes. Note that this
only applies to small watercraft; large ships such as destroyers will stay afloat
even after such minor breaches but flooding may have other consequences
(listing, electrical failures, slow speed, etc.) Only a Knocked Out damage result
will sink such large craft.
Knocked Out: The vehicle is seriously damaged and inoperable until it
undergoes major repairs at a full-scale workshop. Each occupant must throw
Routine (+2) Endurance to avoid taking 3D damage. Aircraft crash, causing
damage to all occupants (unsurvivable if high-flying, 4D6 damage if very low
flying). Watercraft, including large vessels, suffer a massive hull breach, and will
sink within 2D6 minutes.
Destroyed: The vehicle is destroyed with the loss of all crew and passengers. In
the case of all ground vehicles (except tanks), occupants may throw Difficult (-2)
Dexterity to bail out, suffering only 2D6 damage. Tanks will become an instant
inferno, with the ammo cooking off in a ferocious but short-lived blow-torch of
flame shooting out of the top of the turret.
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VEHICLE REPAIRS
Knocked Out vehicles require several weeks or months (2D6 x weeks) to repair at a
suitably equipped facility. Make a Difficult (-2) Mechanical and Electronics roll
(assistance may be necessary) and if failed, add another 1D3 weeks to the total. Cost to
repair a knocked out vehicle is 30% of its purchase price. Crashed aircraft are scrapped.
Example: In this example, a TL 12 grav tank, followed by a grav APC are moving
through a contested city street. A squad of infantry in combat armour (AV 12) and
carrying railguns, is on foot behind the APC.
Grav Tank
AV 54; 15/15; Light Fusion Gun (14D6 AB)
Grav APC
AV 25; 11/11; Rapid Fire Railgun (6D6 SAP, ROF 20)
TL 11 colonial forces occupy a nearby roof top, with men carrying two smart missiles,
as well as laser carbines. They wear ballistic jackets (AV 6). From a second floor
window, they also have a gatling laser cannon set up. We will assume all skill levels
are at 1.
Weapon TL Cost Range Dmg Recoil Wgt Mag Notes
Smart Missile 10 12000 V/Long 11D6 AP2 - 6 1
We will begin with an ambush at Medium range. The signal to begin the ambush will
be the launching of a disposable smart missile at the grav tank. This is 8+ (because
Medium range is below the smart missile’s Very Long range band, we add +1 Hvy
Wpn skill and a DM +2 because it is TL 10 self-guiding, with a total of 11 (cont’d).
212
The missile inflicts 11D6 AP2, the AP2 means that it ignores 2 times the damage dice,
so 2 x 11 of the tank’s AV. This weapon treats the grav tank as if it is AV 32. We roll
11D6 for a result of 39. The armour reduces this to 7 points. Checking the vehicle
penetration table, 7 points will lower its hull points to 13/15 and inflict damage to
one component, we roll a 2: “Control is affected, apply a -1 on driving or piloting
rolls. In addition, an immediate Average roll to retain control of the vehicle must be
made”.
We make a grav vehicle skill check, and roll a 6 (+1 skill), but it isn’t enough, the
tank veers into a building. Its crew will be stunned for the rest of the round.
The APC crew open up their rapid fire railgun at the spot the blast came from. They
can’t see the colonial forces behind the wall, so are using Area Fire to aim for that
10m wide ‘beaten zone’. This is normally 8+ (referring to the ‘Hitting Human Targets
section’) if you can see the targets. In this case we will just roll an Area Fire Pool with
3D6 for the rapid fire railgun. No sixes, no casualties. Some of the infantry enter the
building on the ground floor.
In the second round, the colonists’ Gatling laser cannon opens up on the APC. The
Gatling laser needs an 8+, +1 for skill, and a +4 for its rate of fire of 20! That ROF
will lower its range by two bands to Long, but that is fine. The range of the enemy
forces is only Medium. Our total is 9, a hit. The Gatling laser does 6D6 AB, the AB
meaning it burns off a number of Armour Value points equal to the damage dice. So
the AV of the APC is immediately reduced by 6 to 19. We roll the damage dice: 23.
By our calculation, 23-19 means that 4 points penetrate, and on the Penetration table
we see that only lowers Hull points by one, and damages one Component, we roll a
9: “One of the vehicle’s weapons is disabled and may not fire. On a 1D6 roll, a result
of 4-6 indicates that a gunner in that station (if one exists) also takes 3D6 damage”.
The APC’s rapid fire railgun is out of action.
What happens next? In the next round the tank crew move the grav tank away from
the ambush zone, further down the street. The infantry move on into the building to
try and secure the rooms and deal with the colonial forces on the roof, as well as that
Gatling laser position. Without a functioning weapon, the grav APC is ordered to
follow the tank away from the ambush site. Unfortunately, it will still be in range of
the Gatling laser for one more round. We make another attack roll. Our result is 14, it
hits and burns off another 6 points of AV, lowering it to 13. Damage rolled is 23
points, lowered to 10 points by the remaining armour. Looking at the Penetration
table, that equates to a loss of 4 Hull points and another damaged Component. We
roll 6: “Speed is affected. Lower the vehicle’s speed by -20%.” The Hull/Structure of
the APC is now 6/11. We will leave the battle to rage on …
Note that we do not add the Effect of the attack on to the rolled damage, this would
push the damage values up far too much and destabilise the general mathematical
link between vehicle weaponry and vehicle resilience.
213
214
SETTING
SPACE TRAVEL
In this interstellar future, spaceships travel between planets and even between stars.
There are four types of spaceship: starships are ships of 100-tons size or greater,
fitted with a faster-than-light (FTL) drive that can travel from one star system to
another; non-starships are ships of 100-tons size or greater that have no FTL drive;
small craft are spaceships under 100 tons such as shuttles, ship’s boats and fighters;
and capital ships are any vessels over 5,000 tons (civilian or military).
FLIGHT OPERATIONS
Small craft and non-starships have a manoeuvre drive that they use to move from one
planet to another in the same star system. Such journeys may take days or weeks.
Starships also have a manoeuvre drive and can travel about a star system, but they can
also activate their faster-than-light drive to travel to a destination star system. Different
types of FTL drive move at different rates. All FTL drives only operate safely when in
empty space, at least 100 diameters from the nearest moon or planet, Likewise, they
always arrive in a star system and deactivate their FTL drive, at least 100 diameters
away from the destination mainworld (the most populous world of the star system).
Once it has arrived, the starship will travel to the mainworld in the system using its
manoeuvre drive and either dock with a space station or land on the world’s surface.
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SKIMMING FUEL
Some streamlined ships save money on fuel by scooping hydrogen from a gas giant
planet within a star system (if one exists). This takes time, and involves some risk, but
reduces a starship or non-starship’s Running Costs (see Page 229) for its next trip by
30%. Gas giant skimming for unrefined fuel takes 3 hours and requires a Routine (+2)
Pilot roll for success. Failure could mean damage to the ship, or a failed scoop. Pirates
also like to hang around gas giants and their moons, in order to ambush unsuspecting
starships.
Water: On worlds with a hydrographic rating of 1 or higher, a ship may land near an
open body of water or ice and pump fuel into their fuel tanks for free. Using water as
fuel in this manner is considered to be running unrefined fuel. Note that many worlds
may not allow ships to land and fuel for free, preferring to control the availability of fuel
from the starport only, thus earning the revenue from the operation. Such an operation
takes 4 hours.
Some settings may employ a network of huge stargates (page 311) through which
non-starship’s pass in order to travel FTL to another stargate on the network. In this
type of setting most ships will not require FTL drives, saving money and fuel space.
IN-SYSTEM TRAVEL
A star system will generally consist of a star, orbited by rocky or terrestrial planets, as
well as by gas giant planets like Jupiter and Neptune. There may be an asteroid belt, or
dust belt, and maybe more than one. Some systems orbit around not one star, but two
(a binary system), and some have a third star (a trinary), most often out on the edge of
the star system, orbiting everything else. At a certain distance from the main star is a
habitable zone, and if there is a planet there, it may have water, air, life. This is the
mainworld. There may instead be a gas giant in the habitable zone, in which case one
of its many moons might instead hold life.
Ships equipped with an anti-grav drive use the In-System Travel Times table given
overleaf to adjudicate how long a trip within the star system takes. Ships equipped with
a reaction drive instead coast at a set speed based on their manoeuvre drive rating:
216
The figures are for a star system similar to our own, but if the star is small (such as an
M-type red dwarf), the star system will be much smaller, and orbits closer in to the star.
Conversely, if the star is massive (such as a red, yellow or blue giant star) the star
system will spread much farther out, and the habitable zone will be double or triple its
distance from the star. Bear this in mind when using the values below. Feel free to alter
them to fit the situation. An important distance to consider is the FTL distance, since a
starship must be at least 100 diameters from a world before it can enter faster-than-
light travel. Conversely, a starship coming out of FTL will appear in the star system far
from the mainworld.
480,000 3h, 51m 2h, 43m 2h, 13m 1h, 55m 1h, 43m 1h, 34m FTL UWP size 3
640,000 4h, 27m 3h, 9m 2h, 34m 2h, 13m 1h, 59m 1h, 49m FTL UWP size 4
800,000 4h, 58m 3h, 31m 2h, 52m 2h, 29m 2h, 13m 2h, 2m FTL UWP size 5
960,000 5h, 27m 3h, 51m 3h, 9m 2h, 43m 2h, 26m 2h, 13m FTL UWP size 6
1,000,000 5h, 33m 3h, 56m 3h, 12m 2h, 47m 2h, 29m 2h, 16m
1,120,000 5h, 53m 4h, 9m 3h, 24m 2h, 56m 2h, 38m 2h, 24m FTL UWP size 7
1,280,000 6h, 17m 4h, 27m 3h, 38m 3h, 9m 2h, 49m 2h, 34m FTL UWP size 8
1,440,000 6h, 40m 4h, 43m 3h, 51m 3h, 20m 2h, 59m 2h, 43m FTL UWP size 9
1,600,000 7h, 2m 4h, 58m 4h, 3m 3h, 31m 3h, 9m 2h, 52m FTL UWP size A
5,000,000 12h, 25m 8h, 47m 7h, 10m 6h, 13m 5h, 33m 5h, 4m FTL Small Gas Giant
10,000,000 17h, 34m 12h, 10h, 9m 8h, 47m 7h, 51m 7h, 10m FTL Large Gas Giant
25m
45,000,000 1d, 13h 1d, 2h 21h, 18h, 16h, 15h, Close neighbour
31m 38m 40m 13m
100,000,000 2d, 8h 1d, 15h 1d, 8h 1d, 4h 1d, 1h 22h, Close neighbour
41m
255,000,000 3d, 17h 2d, 15h 2d, 3h 1d, 20h 1d, 16h 1d, 12h Far neighbour
600,000,000 5d, 16h 4d, 0h 3d, 7h 2d, 20h 2d, 13h 2d, 8h Close Gas Giant
900,000,000 6d, 23h 4d, 22h 4d, 0h 3d, 11h 3d, 3h 2d, 20h Far Gas Giant
1,000,000,000 7d, 8h 5d, 4h 4d, 5h 3d, 16h 3d, 7h 3d, 0h Far Giant
Note: Minimum FTL distances are given for various UWP World sizes.
Random Distances: As an option, the GM can use dice to determine the distance (in
either km, or millions of km) to a destination.
Typical FTL distance to or from Mainworld 2D6 x 10 Mkm
World in the Inner Zone of the Star System 1D6 x 1D6 x 20 Mkm
World in the Outer Zone of the Star System 1D6 x 1D6 x 100 Mkm
Nearest gas giant (if one exists) 1D6 x 1D6 x 20 Mkm
Planet to a Moon 1D6 x 50,000 km
From One Gas Giant Moon to Another 1D6 x 300,000 km
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OPERATING REACTION DRIVES
Reaction drives use a lot of fuel (technically referred to in rocketry as reaction mass)
and expend it quickly if it is not rationed correctly. To do this, a ship equipped with a
reaction drive is assigned a number of Burns. These are spent to carry out manoeuvres.
Once Burns have been expended, the fuel is gone and the ship needs to be refuelled.
More efficient drives gain more Burns:
BURNS AVAILABLE
Type of Reaction Drive Burns Available
Chemical Reaction Drive 8
Nuclear-Thermal Drive 12
Fusion Drive 24
Small Craft/Chemical Drive 4
Small Craft/Nuclear Thermal Drive 6
Small Craft/Fusion Drive 12
Below is a table that illustrates the fuel costs for a variety of typical manoeuvres.
COST OF MANOEUVRES
Manoeuvre Carried Out Burns Cost
Leave orbit for trip to a planet 4
Enter orbit around a planet 4
Leave orbit for trip to a local moon (Size 0-3) 1
Enter orbit around a moon (Size 0-3) 1
Travel out to, or from, the FTL distance 4
Small Craft descent to moon’s surface (Size 0-3) 1
Small Craft ascent to orbit from moon’s surface (Size 0-3) 1
Standard starship descent to planetary surface. 4
Streamlined starship descent to planetary surface. 3
Standard or streamlined starship ascent from planetary surface 4
Note: A change in orbit or vector will not require any Burns if the Pilot can make an
Average Pilot skill roll. If failed, the cost is 1 Burn.
Burns left remaining must be cautiously rationed; no-one wants to be stranded in some
remote star system without enough fuel to get home. Plan ahead. How many Burns will
my entire trip take? Is that enough? Is there any reserve? Do I need to refuel at a
starport or a gas giant (if one exists in the destination star system).
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PASSENGER OPTIONS
A ship must provide sufficient accommodation for its crew; normally this means one
stateroom per crewmember. Any remaining stateroom space may be used to carry
passengers. Passengers cannot share accommodation with crew, with the exception of
working passage. Normally, one passenger per stateroom can be carried. Passenger
travel can be classified into four categories – high, middle, freezer and working.
High Passage – The best method of travel is called high passage, which involves first
class accommodations and cuisine. High passengers have the services of the ship's
steward, entertainment and complete attention to their comfort. There is a baggage
allowance of up to 1,000 kilogrammes. High passage costs Cr10,000 and provides food
and lodging for 1 person for one FTL trip. Double occupancy is allowed at a discounted
rate of Cr16,000 (Cr8000 per passenger). Each level of Steward skill (including level 0)
allows the steward to effectively look after six high passage passengers on board a ship
(so a character with Steward 2 could care for twelve passengers).
Middle Passage – In order for starships to fill their staterooms with passengers,
middle passage is offered on a standby basis, in the event that not enough high
passages are sold. While middle passengers occupy staterooms normally similar to
those occupied by high passengers, they do not receive the service or entertainment
accorded the higher paying passengers. In addition, the quality of the cuisine is rather
low. Baggage totalling 100 kilogrammes is allowed. A middle passenger may be
'bumped' and the stateroom taken by a late arriving high passenger; the middle
passenger's ticket is returned, but no other compensation is made. Middle passage costs
Cr8,000 and provides food and lodging for 1 person for one FTL trip. Double occupancy
is allowed at a discounted rate of Cr13,000 (Cr6500 per passenger). Each level of the
Steward skill (including level 0) allows the steward to care for twelve middle
passengers.
Freezer Passage – The passenger is placed in a cryoberth before the ship takes off,
and travels the entire journey in a state of suspended animation or stasis. He does not
age, and requires very little life support. Freezer passage costs Cr1,000 and includes a
10 kilogramme baggage allowance. Unfortunately, the freezer passage system involves
some intrinsic dangers to the passenger, so a qualified medic should always be in
attendance when reviving passengers. When revived, they must make an Endurance roll
with a DM+4 if there is a medic attending, or DM+2 if not. Failure means that the
passenger dies during revival. This may be considered an optional rule based on how
safe space travel is within the setting.
Working Passage – A starship captain with a crew shortage may hire an individual to
fill the vacant position, paying not money but passage in return. Working passage may
not continue for more than three FTL trips, or the individual is considered to have been
hired for standard salary. In order to be hired for working passage, the individual must
have some expertise in the position for which he is hired. Baggage totalling 1,000
kilogrammes is allowed.
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STANDARD PROCEDURES
Standard procedures exist to govern how a starship goes about its business and handles
emergency situations. Under normal circumstances, a ship will not deviate from these
procedures. A captain whose vessel ignores standard operating procedure will usually
have to explain himself to a patrol vessel or the local port authority.
COMMERCIAL SHIPS
Most commercial starships follow a simple schedule, spending a week or so travelling
faster-than-light and one week in normal space, taking care of business. Once a ship
emerges into normal space, it travels to the destination world, where passengers
disembark, old cargo is unloaded and new cargo replaces it, the crew performs routine
ship maintenance and refueling, new passengers come aboard the vessel, and then the
starship travels to an FTL point in preparation for entering faster-than-light and
traveling to the ship’s next destination.
NON-COMMERCIAL SHIPS
Non-commercial starships typically follow a similar schedule. Without the obligations of
passengers or cargo, however, these vessels can choose to travel much faster. The
week in-system can be reduced to simply refueling by the quickest means possible and
then making the next FTL trip. These ships might be military vessels, exploration craft,
or the private couriers or transport ships of corporations or VIPs.
ARRIVAL IN-SYSTEM
When a vessel first emerges from FTL, the first course of action is to scan normal space
for potential dangers. Once the commander determines that the vessel is safe, the
navigator then determines the ship's location in normal space and plots a course to the
ship's destination in-system.
The commander may want to skim a local gas giant for free unrefined fuel if his ship is
streamlined. If so, the pilot achieves orbit and skims the upper atmosphere of the gas
giant for fuel. Scooping a gas giant for fuel takes 3 hours. When the fuel tanks are full,
the pilot can then take the ship back out to FTL distance to leave for the next system,
or travel to another destination in-system, such as a local world.
If the commander wishes to visit a local world, such as the mainworld, the pilot follows
a course laid out by the navigator to the destination. After arriving at the world, the
pilot achieves orbit and then proceeds to either the orbital starport (‘high port’) or
surface starport. Once docked at the starport, the vessel unloads any high passengers,
followed by mail, middle passengers, cargo and finally freezer passengers. The ship
refuels, if needed, and renews its supplies. If the ship’s owner or captain is interested in
speculative trading, they then sell off speculative cargo and buy new cargo to replace it,
if they find any good deals. In addition, the commander or purser addresses all ship's
business, including paying the ship expenses. While on planet, crew members may
explore local areas of interest, hire new crew to fill any available positions, and even
take on the occasional odd job.
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DEPARTURE
When the commander determines it is time to depart, cargo handlers load all cargo into
the vessel. Freezer passengers are then put into cryoberths. High passengers are
escorted to their staterooms, followed by middle passengers (if any staterooms remain
available). Finally, vessels with a mail contract load up on outgoing mail. Income is
collected and placed into the ship's accounts. After getting clearance from starport
control, the pilot takes the ship into orbit. The navigator then plots a course through
normal space to the FTL distance. As the pilot takes the vessel out, the navigator works
out the FTL trajectory. Once at FTL distance, the engineer diverts power to the FTL
drive, and the ship enters warp, hyperspace or just ‘blinks’ to the destination system.
Along the way, the vessel may encounter other ships. Gas giants are often used by
pirates to attack unsuspecting vehicles, so system defense boats are prevalent in the
region. Patrol vessels may hail a ship as it travels to and from the FTL point. Port
authorities may perform a customs inspection before allowing a ship to dock at the
starport. Other ships, civilian and military, commercial and non-commercial, may be
travelling in and out of the system.
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MISCELLANEOUS TOPICS
The following topics relate to aspects of starship operations that might impact an
adventurer’s experience over the course of a Cepheus Universal adventure or
campaign.
AIRLOCKS
A ship has at least one airlock, and usually two or three other non-airlock exits,
duplicate this for every 500 tons or so of hull size. The average airlock is large enough
for three people in vacc suits to pass through at the same time. An airlock takes six
seconds to cycle. Under normal circumstances, airlocks are locked down from the bridge
and require a Difficult Electronics roll to override. An unlocked airlock can be triggered
from outside. Airlocks generally have vacc suits, in a ship’s locker nearby. Ships with
cargo holds have cargo hatches.
DOCKING
Two spacecraft may dock if they are close together and neither ship attempts to resist
the docking manoeuvre. Many airlock designs across interstellar space are compatible;
for incompatible airlocks, ships extend flexible plastic docking tubes that adapt to the
target airlock. These ‘shirt-sleeve environment’ umbilicals may also be used by ship
captains who may not want to physically dock with another ship.
BOARDING
Boarding an unresponsive ship is as easy as docking with it and opening the airlocks. If
the ship is actively attempting to avoid being boarded by manoeuvring, the prospective
boarders must match the target’s velocity and dock with it (as above) but this is now a
Difficult (–2) task. If this fails, the boarders must resort to landing on the hull in vacc
suits to use an airlock or cut through from outside (using a hand welder or blasting with
plastic explosive).
Use a zero-G thruster unit to land on moving ship: Average (0) Vacc Suit, 1D6
minutes.
Failure indicates being left behind by both ships. Up to two vacc-suited people
may be tethered to a character attempting this task.
Cut through ship hull: Routine (+2) Mechanical, 15 mins.
If the ship is armoured, the task is Average (0). Note that hand welders carry
only 30 mins of fuel. Additional personnel can assist.
Blast through ship’s hull with explosives: Average (0) Demolitions, 1D6 minutes.
Failure indicates firing problems; re-set the explosives for another attempt.
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DISTRESS SIGNALS
A distress signal indicates that a ship is threatened with danger and requests immediate
assistance. Given the vastness of interplanetary space, help is hard to come by.
Therefore, most interstellar governments mandate that the commander of any vessel is
legally obligated to respond and offer assistance or contact the authorities. Some pirates
have been known to use false distress signals to lure other vessels into a trap.
LANDING
Any ship with a streamlined hull may land on a world’s surface. Landing at a starport is
an Easy (+4) Pilot task for most ships. Streamlined ships have landing gear, allowing
them to touch down ‘in the wild’, which requires a Routine, Average or even Difficult
Pilot roll, depending on local conditions. Failure indicates another landing place must be
found, or a hit of Component damage is inflicted on the ship.
MALFUNCTIONS
The GM can ask for a malfunction roll when the ship has taken off, when it enters FTL
and again when it enters the destination system. This roll is made to check for
malfunctions. Roll 2D6 avoid a malfunction, add the Engineer’s skill.
CHARTERS
Vessels can be chartered by commercial or private concerns. The reasons vary: private
transport, standby cargo capacity for a priority load, special or "discreet" deliveries, etc.
The standard price to charter a non-starship is Cr1 per ton per hour, usually with a
twelve-hour minimum. Charter price for a starship is computed based on its capacity.
Starships are chartered in 2-week blocks; the charge is Cr900 per ton of cargo hold plus
Cr9,000 per high passage berth and Cr900 per freezer passage berth. The owner pays
running costs and supplies a crew.
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FTL WITHIN 100 DIAMETERS
If the ship activates its FTL drive while within 100 diameters of a world, the engineer
must make an Average (0) Engineering roll. Failure indicates a catastrophic FTL jump.
The ship ends up 1D6 x 1D6 hexes in a random direction. The vessel takes one
damaged Component (see page 240). In addition, everyone aboard the vessel suffers
severe headaches and nausea.
SALVAGE
Salvage can be a lucrative occupation for commercial spacers who might recover
derelict ships or pick through space wrecks. It is illegal to salvage a ship that is in stable
orbit and emitting a standard transponder signal. A salvageable ship is a derelict,
abandoned without hope, drifting without control or in an unstable orbit. Insurers offer
a salvage agreement whereby a starship operator can contract a salvage crew to
recover a stricken starship; it is a ‘no-cure-no-pay’ contract where the salvors receive
nothing if the ship cannot be recovered. If successful, however, the salvage crew can
expect to receive a reward of 1D6 x Cr100,000; they will be paid in 1D6 months. A
military space force will pay a finder’s fee for one of their ships equal to Cr500,000 in
around 2D6 months. Note that considerable work to repair a stricken vessel may have
to be carried out on-site.
When dealing with wrecked ships that are on record as having been ‘lost’ and
‘unrecovered’ by the owners (i.e. their insurance companies have fully remunerated
them), the salvors can strip whatever assets they can from them, although the GM must
first decide which systems survive undamaged (FTL drive, computer, medbay, etc.). A
ship system has a basic value equal to 0.1% of its cost value (see Starship
Construction), and takes a number of work-days equal to 5% of the component’s
tonnage (ship sensors base their tonnage on the computer tonnage). As an example,
the power plant of a cargo hauler might be 40 tons, and cost MCr104. If there are no
problems (failed Engineering or Mechanical rolls, for example) it will take 8 days to
decouple, disassemble and manoeuvre the power plant into the salvage ship’s cargo bay
and nets them (roll 1D6 for 4 = 0.4% of the cost) Cr104,000. Often, salvage crews aim
for smaller, easier systems to remove, or decide to strip parts instead. Even wrecked or
destroyed systems can be salvaged, this is done by stripping out individual components.
Stripping out components takes a tenth of the time of removing a full system and reaps
a reward of 0.05% of the system’s cost.
MINING
There are two reasons to go hunting asteroids: to mine minerals which can be sold to
industrialised worlds that require those raw materials, and to mine water-ice that can be
used as life support water or processed into liquid hydrogen as fuel. This enables
spacecraft to stop-off and use these icy rocks as gas stations.
Many star systems possess asteroid belts. If the GM hasn’t yet created the star system,
then roll 2D6. On a 9+ there is an asteroid belt present in the system. Roll 1D6 to
determine if it is in the Inner System (1-2) or Outer System (4-6). Even if there is no
asteroid belt, there will still be asteroids within the star system, but they will be found
singly in random orbits, or in clusters caught along the orbit of a gas giant.
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USEFUL MINING EQUIPMENT
Fuel Processor (TL 6): A spacecraft’s fuel processor is used to electrolyse melted
water ice to create both oxygen and hydrogen; the first can be used for life support, the
second for chilling and using as liquid hydrogen fuel. One ton of fuel processing
equipment can convert 20 tons of water ice into liquid hydrogen per day. One ton of
fuel processing gear costs Cr50,000.
Mining Drones (TL 9): Massing 10 tons, a set of mining drones is the most useful
piece of equipment any mining ship can carry. The set includes three 2 ton mining
drones, a 1 ton docking and recharging unit and a 3 ton ore handling unit. The ore unit
channels and transports ore from the drones into the cargo or ore bay. Drones process
1D6 x 10 tons of asteroid material per working day and cost MCr 1. Each drone is 2
tons, AV 6, 4/4, 12D6 melee damage (capable of chewing through a concrete wall, or a
spacecraft hull).
Mining Laser (TL 9): Some dedicated mining ships are equipped with a mining laser.
In all particulars this resembles the laser cannon described in the Spacecraft Design
chapter. It is mounted in a single turret and is used to vaporise rock allowing the drones
access to the ore layers within. Use of a mining laser in conjunction with a set of mining
drones allows the drones to process 40-60 tons of ore in a day (1d3+3 x 10 tons),
improving efficiency. The laser must be used at a range of 2 km or less. The mining
laser costs MCr0.5, 12D6 energy damage, Distant range.
Smelting Plant (TL 9): Requiring a crew of six (or two, at TL 12+), this 25 ton
smelting plant can process asteroid ore gathered by mining drones, separate the
gangue (the useless rock) from the metal ore, then roast and melt the ore in an electric
or plasma arc furnace. The plant also has a vacuum arc capability for re-melting and
refining metals like titanium which require high grades of purity. In one day the
smelting plant can produce 100 kg of metal for every 10 tons of ore that is fed into it.
Residual rock waste, or slag, is thrown into space or onto the asteroid’s surface. Many
mining ships don’t hang around long enough to start smelting all of their mined ore (or
are big enough) but there are deep-space, long duration mining ships that use smelters
to reduce the space that their treasure takes up. The smelting plant costs MCr 4.
Energy Drill (TL 16): A mobile drilling platform on anti-grav floaters that uses
disintegrator and matter transporter technology to boil away rock and reconfigure it as
refined metal pellets. Mining drones than collect the pellets and deposit them in the ore
bay. This device drills and smelts simultaneously. It produces 1D3 tons of refined metal
per day. Mass 4 tons. Cost MCr20. AV 5, 4/4, 12D6 energy damage, Distant range.
Mission Profile
1 Prospecting – Using long range sensors, asteroids can be prospected from
millions of kilometres away. The player characters must identify an asteroid that fulfils
their needs, and this is done with a Mining roll, taking 1-6 days. Scanning for ore is
Routine (+2), prospecting for ice is Average (0).
2 Travel to the Rock – Characters must travel to the rock; distance depends on its
location within the solar system. Once mining is completed, a second asteroid may be
located in the same general location, if desired, at a distance of 2D6 x 100,000 km.
3 Touchdown & Anchor – Touching down on an asteroid requires landing gear.
Pitons, harpoons or rock drills will be used to anchor the vehicle and prevent it from
drifting away in the asteroid’s pathetic gravity field.
225
4 Extraction – A ship uses mining drones to mine ore or ice from an asteroid.
Mining requires a Routine (+2) Mining roll. Each 10 tons of mining drones installed on a
ship will mine 1D6 × 10 tons of water ice. Add 5x the Effect to this total. This requires a
6 hour shift, but each mining roll represents a full day of maintenance, preparation,
mining and clean-up.
5 Ore Quality Inspection – After the first day of ore mining, the quality of the
asteroid can be assessed. Ore quality should be high if a sensor survey was made prior
to arriving at the target asteroid. But, sometimes on the ground, the ore isn’t the quality
it appeared to be on the scans. Roll 2D6, using the appropriate column, either for a
mining expedition that conducted a long range survey in order to locate the asteroid, or
an on-site survey carried out on a random asteroid. Ice simply translates to hydrogen
fuel once processed with a fuel processor. If an asteroid is not very high quality, the
captain might choose to try another asteroid and fly to that one (although there will not
be time for a long range survey). It is a gamble though; the new asteroid might be
better quality, the same, or worse. When the ore bay is full, the ship can return to the
mainworld to offload the ore and collect payment.
ORE QUALITY
Long Range On Site
Survey Prospecting Ore Type
(2D6) (2D6)
2 2-4 Raw Material: sand, gravel and silica used in construction.
3-5 5-8 Common Ore: aluminium, nickel, iron and copper.
6-12 9-12 Uncommon Ore: platinum, rhodium, iridium, osmium,
ruthenium, palladium, gold, osmiridium and iridosmium.
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6 Problems – At the start of each day of mining activities, the GM should secretly
roll for a Mining Problem on 2D6. Each problem is a roleplaying opportunity, a physical
and mental challenge that will require a degree of problem solving as well as a task roll.
The GM should adjudicate the subsequent events to fit the situation and the characters.
A simple repair may suffice, perhaps the failure is due to something unusual and not yet
detected, perhaps the failure cannot easily be repaired and needs drastic action:
cannibalisation of some other equipment, for example. The landslide/cave-in event may
trap a drone or even a character who is trying to free an unresponsive drone, it may
lead to a chain of other complications, perhaps presaging an asteroid quake, or tipping
the ship violently, putting a successful launch in jeopardy. Have fun with these
problems, they are intended to be entertaining, and food for adventure, not a pain.
MINING PROBLEM
2D6 Problem Skill Required
2 Solar flares cause radios and sensor malfunction. Comms
3 Survey equipment malfunctions from fine dust or from use. Electronics/Mechanics
4 Landslide or cave-in, people or equipment trapped or injured. Dexterity
5 Portable power systems at the survey site malfunction. Engineering
6 Explosives needed for seismic study, or to cut a hole in rock. Demolitions
7 Mining drone malfunctions Navigation
8 Difficult low-G conditions must be survived. Vacc Suit
9 The area is difficult to map or to locate. Mining
10 Computer problems Computer
11 Areas of the asteroid surface collapse in caves and hollows. Dexterity
12 A PC is injured at the survey site, or falls ill. Medical
7 Turn A Profit – Will the mining expedition just break even, or will it turn a profit?
This depends on a number of variables. The lead miner should make an Average Mining
roll to check for profit when back at base. Use the following DMs:
+ skill level
- 1 for each mining day interrupted by an unresolved problem
+1 if ore bay on ship is 60 tons or larger
+2 if ore bay on ship is 120 tons or larger
- 1 if Common Ore
- 4 if Raw Materials
This profit will be Cr2000 per crewman, plus a bonus of Cr1000 x 1D6. If the roll is
failed, the ship’s fuel and expenses are paid, and everyone just gets a contracted
Cr1000.
8 Repeat – Continue cycling through 4 and 5, making new extraction rolls and new
problem rolls each day of mining activity. Continue like this until the ore bay is full, a
problem stops production, or something more interesting crops up!
227
CREW
All starships and space vessels need a crew of some kind. Small craft like shuttles
normally just have a pilot (and usually a copilot). Larger ships need a larger crew.
The basic living expenses of crew members during their shipboard duties, are paid out
of the ship’s overheads. Salaries are generalized and can vary considerably depending
upon circumstances and special arrangements.
228
STARSHIP FINANCES
RUNNING COST
A starship will typically have a Running Cost, per trip, equal to Cr50 per ton of ship. A
400-ton freighter for example, will need to pay out Cr20,000 in crew wages, fuel and
other extras before it takes-off and makes its FTL trip.
REVENUE
A commercial ship can cover the Running Cost by carrying passengers and freight.
Freight is sealed cargo owned by someone else, who simply wants it transported to a
destination starport. We assume the income from freight and passengers is received
before the trip and covers all the costs. There will usually be some profit, however,
although typically not a lot. One crewman should make an Average Admin roll to make
profit. This profit will be Cr1000 x 2D6. If the crew of that 400-ton freighter make their
roll, they might make Cr8000, which should be put aside for repairs and other
emergencies. Clearly hauling freight and passengers isn’t going to make anyone rich.
For that you need to try shipping… speculative cargo!
229
BUYING SPECULATIVE CARGO
A crew with enough money set aside to invest, could instead buy their own cargo and
try to sell it in another star system for (hopefully) a large profit. Sometimes the cargo
simply makes its money back, and sometimes it loses money – trading in speculative
cargo is always a gamble. Spend a week on a planet trying to source some trade goods.
This is usually fairly routine, roll 5+ once per week. If that fails, someone with Bribery
could attempt a Difficult roll, and offer a bribe of Cr1 x ship cargo tonnage.
Alternatively, a character with Streetwise may attempt an Average roll to find illegal
goods on the planet that will need to be smuggled onto a destination planet. How much
will this cargo cost? It’s up to the crew how much of their savings they wish to gamble,
but the maximum allowed is Cr1000 x ship cargo tonnage. Roll on the Target Market
table (below) to determine where best to see this newly acquired cargo.
The crew should remember that they won’t be carrying as much freight as normal; part
or all of their hold will be filled with this speculative cargo, therefore they will not cover
their Running Cost for this trip and will have some to pay, equal to 10% of the cost of
their speculative cargo. For example: The crew of a 400-ton freighter, with a Cr20,000
Running Cost, purchase a Cr100,000 speculative cargo. This costs them C10,000
revenue this trip, which they must pay for out of their cash fund before the flight can
begin. If they had purchased a Cr5,000 cargo, they would only have to pay Cr500 of the
Running Costs. If the cargo ends up being carried around from star system to star
system without being sold, the Running Cost fee must be paid for every trip.
230
SELLING SPECULATIVE CARGO
The crew can try to sell their speculative cargo at a star system other than the one they
bought it at. The crew makes an Average Broker roll to make a profit on their off-loaded
cargo, and if successful makes +120% of the cargo’s cost (a 20% profit). If
unsuccessful they get only 50% of what they paid. To make a real profit, they should
sell it at on a world that is a Target Market. At a Target Market the crew make an
Average Broker roll, and if successful make +100% of their money back, plus +20% per
point rolled over 7. If unsuccessful they get only 50% of what they paid. Example: the
freighter crew have Cr100,000 of cargo and its Target Market is a vacuum world. The
ship arrives at such a world and the crewman with Broker-2 makes a roll of 7+2 = 9.
They sell the goods for Cr140,000, with a Cr40,000 profit that easily covers the Running
Costs that they had to pay with Cr30,000 left over for the crew.
TARGET MARKETS
2D6 Target Market Possible Cargo Suggestions
2 Ice-Capped Vehicles, Food, Construction Materials, Consumer Goods
3 Poor Vehicles, Food, Construction Materials, Weaponry
4 Non-Agricultural Food, Construction Materials, Textiles, Consumer Goods
5 Agricultural Farming Equipment,, Consumer Goods, Machine Tools
6 Rich Liquor, Textiles, Medicines, Spices,
7 Industrial Food, Medicines, Minerals, Crystals, Radioactives, Metals
8 Vacuum Vacc Suits, Food, Construction Materials
9 Non-Industrial Construction or Mining Materials, Food,
10 Asteroid Belt Vacc Suits, Food, Construction or Mining Materials
11 Desert Mining Equipment, Machine Tools, Food
12 Water World Submarines, Construction Materials, Machine Tools
231
DRAWING DECKPLANS
232
To start the deck planning process, the author doubles the tonnage of each component
on the design sheet, which provides him with the number of squares that needs to be
allocated to each fitting. If the cargo bay is 20 tons, for example, it will require 40
squares on the deck plan. Using squared paper to plan the ship, the designer must
decide on the general layout of the ship. What does it look like? How many decks does
it have? What components are on each deck? In many ship designs, the bridge is often
at the front, or the top of the spacecraft, and the drives at the rear or to either side of
the ship.
Think in terms of crew utility and everyday use. Where are the crew staterooms? Can
the crew reach the lounge and mess hall? Can they access the bridge easily? What
route will the engineers use to get to the drives? The GM will notice that no tonnage
was allocated for a few key components that any spacecraft would naturally possess,
such as corridors, equipment lockers, a small laundry, gym, firefighting lockers, airlocks,
and a lounge or rec room. Tradition has established that staterooms take up 2 or 3 tons
of deck space (4 - 6 squares), leaving excess squares for these ancillary (but important)
facilities. On the Deck Plan Example, areas numbered ‘5’ are crew staterooms, with ‘10’
representing the captain’s cabin. No deck plan coverage is exactly twice the tonnage of
a ship, aim to be within 10%, either over or under that rough figure. And at the end of
the day, who’s counting?
Any squares left unused between corridors and rooms can be filled with fuel tanks if
needed. There looks to be around 6 tons of fuel marked on the Deck Plan Example. As
you create the plan, always consider the ergonomics. How will the engineers carry out
an EVA to fix the outer hull? If the ship can land, where is the airlock the crew use to
disembark? If there are passengers, can they reach the areas that the crew use? If so,
then address that problem, passengers should have a self-contained section with all of
the amenities they need for the journey, without interfering with the crew and their
duties. Where is the captain’s stateroom? Do they have an office nearby? Where is the
medbay, and if there are passengers, can they get to it without going through crew
areas? None of this should be a headache; it’s actually an enjoyable thought experiment
in spacecraft design. Make it functional, useful, and realistic. Finally, remember to
include access from one deck to another, either by a an elevator or hatches and
ladders, preferably both. If an access way or elevator to another deck is blocked, can
the crew reach that deck by another route?
As a final note, quite a lot of tonnage is allocated to the bridge. Use this for a sensor
bay, as well as one or more offices, a ship’s locker, crew fresher and airlock. Most ships
will have two or more airlocks, and the larger the ship, the more airlocks (or external
hatches) it will have.
233
DECK PLAN EXAMPLE
This is the forward part of a 300-ton exploration ship
illustrating the use of deck plan symbols. There are
two decks, and you will notice that when you line up
the interconnecting hatchways, the lower crew section
juts out in front of the forward deck. The lower
science section is also on the lower deck, but notice
that it is not connected to the crew section directly.
234
THE SETTING
SPACE COMBAT
Starships may clash in combat, either in the depths of space, or in the neighbourhood of
a planet. Although adventure-class ships (tonnages 100-5,000 tons) and capital ships
(10,000 tons or more) are designed in two different ways, they both utilize the Starship
Combat rules presented here. However, the difference between these two types of ships
is significant. The only weapon system that an adventure-class ship can use to target
against a capital ship is a bay. Turreted weapons are only of use against other
adventure-class ships. A ‘starship round’ is 6 minutes long, rather than the standard 6
second combat round. The combat procedure may begin with a detection phase, or the
situation in the game may already have made the two combatants aware of one
another.
CAPITAL SHIP – CREW RATINGS
Capital ships use a numerical Crew Rating as
a generalized skill level, which amalgamates 1 Green, untried, reserve, cadets
training, efficiency and leadership. It can 2 Trained but untested
also be used to determine morale (see page 3 Skilled professionals
101). Adventure-class ships instead should 4 Veteran crew, well led
use individual character skill ratings. 5 Veteran, led by superb commander
235
PHASES OF COMBAT
1 – DETECTION PHASE
Ships actively trying to scan for other ships can do so within a scan range of
100,000 km x ship’s computer rating. A ship powered down and not manoeuvering or
scanning, will only be detected at half that distance. If that same ship is in orbit around
a world or planet, the scan distance shrinks to one-eighth. Planets, moons and stars can
completely conceal a ship from detection. A military ship with a stealth hull is always
scanned as if it is powered down. Hyper drive and blink drive ships cannot detect other
ships or objects with in FTL, this does not apply to warp drive vessels.
Continuous Tracking – Once a ship has been detected it can be tracked well beyond
the scan range as long as the navigator makes an Average Navigation roll. The
maximum tracking range is one-million km (1 Mkm). The number of ships that can be
tracked beyond scan range is equal to the scanning vessel’s computer rating.
Identity – To identify the type, identity and class of a military ship, a navigator must
make a Difficult Navigation roll (Commercial ships are fitted with a transponder which
always broadcast their identity). This identification roll can be made once every 4
rounds, as well as when the target initiates radio contact or makes an attack.
2 – RANGE PHASE
Range is relative between the opposing forces. The GM should set the initial encounter
range based on the situation, otherwise assume it begins at long range. The winner of
the Opposed Advantage roll gets to decide whether to stay at the same range, or move
in or out, one range band. Range will affect the attack chance of some weapon types.
3 – TACTICAL PHASE
The player characters must decide whether they wish to evade the combat, or join it.
They must also decide which weapons they wish to bring to bear, since all adventure-
class weapons have an optimum range, beyond which they suffer a penalty. But note!
The ship’s weapon that inflicted the most damage in the last round of attack, is
automatically targeted if that ship then suffers a weapon being disabled in the same
round. This means that firing your biggest and best weapons every round could put
them at risk. Players (and GMs) may want to deploy less powerful weapons, or split
their weapons, holding some in reserve. What if the ship hasn’t fired, but suffers a
weapon knocked out? Then the location of that weapon should be decided by the GM,
or rolled randomly. Note that no combat is possible during blink or hyperspace travel.
Energy weapons can be fired at warpspeeds, however.
236
AVOIDING COMBAT – To avoid a space
combat before it even begins, make a Difficult MULTIPLE OPPONENTS
Pilot roll to move from Long to Distant range
and flee the area. If the avoiding ship has a With multiple combatants, break them
higher manoeuvre drive rating, add the up into discrete battles. Next, identify
difference as a Die Modifier. If the roll is the lead ship in a group that will make
failed, the ship must join combat at long the Advantage roll for that force.
range, but may continue to attempt to escape Individual ships can target any other
combat (see below). in the opposing force, but all of a
ship’s attacks must be directed at ONE
ESCAPING COMBAT – To evade a combat opposing ship. They cannot be split
after it has begun, the ship must win the up. This is why capital ships often
Advantage roll in the Advantage Phase, and travel in squadrons or divisions.
move from Long Range to Distant. A pursuit
might then occur, but the evading ship is now
out of weapons range.
4 – ADVANTAGE PHASE
Both combatants make an Opposed Advantage roll, with the winner gaining the
opportunity to change his ship’s range in relation to the opponents’. During the Attack
Phase (phase 5), the winner also gets the chance to fire first and inflict damage, before
his opponent gets to make his own attack roll.
5 – ATTACK PHASE
The combatant with Advantage rolls to attack and if successful goes to the
Screen and Damage Phase. Next, the combatant without Advantage rolls
to attack and if successful also goes to the Screen and Damage Phase. 8+
A combatant makes an 8+ Gunnery or Crew Rating roll to successfully hit. Apply the
Attack DMs in the table below. Capital ships receive one attack roll per weapon system,
whilst adventure-class ships get one attack per bay, or per group of turrets. Turrets are
treated as an attack group of 3 or 6. Any turrets remaining outside of an attack group
are rolled individually. For example: a 1000-ton warship has 10 turrets, which will
become a 6-turret group and a 3-turret group, with one turret left over. The player will
make three attack rolls, two of which will benefit from positive DMs (see table, below).
ATTACK DMs
Important Note Range Over Optimum -2
Turreted weapons Individual Turret 0
(including missiles) 3-Turret Group +2
CANNOT be used to 6-Turret Group +3
attack capital ships. Gunnery skill/Crew Rating + rating
Attacker’s ship one Tech Level higher +1
Attacker’s ship three Tech Levels higher +2
Attacker’s ship five or more Tech Levels higher +3
Capital ship forced to fight at Short range -2
237
MISSILES IN ADVENTURE-CLASS BATTLES
Whilst capital ship torpedoes are subsumed into the general attack roll in this phase, in
a battle between adventure-class ships, missiles and torpedoes can be tracked. Once
launched, they will strike in phase 7 of the following space combat round. Each turret
group of missiles, just like a torpedo bay attack, can be referred to as a salvo.
If the target ship has any direct weapons turrets that are not committed to an attack on
a ship in this round, they can instead be used in an attempt to shoot down these salvos.
The task is 8+ (10+ for torpedoes), apply any suitable Die Modifiers on the Attack DMs
chart. Range to intercept missiles and torpedoes is always Short. If the roll is successful,
the salvo is destroyed. For each point below the difficulty number, one missile or
torpedo gets through (up to the maximum, obviously, of the number or missiles in the
salvo).
Large military adventure-class ships will always have one or more turret groups
assigned to missile defence. Capital ships often include a Missile Defence System which
automatically shoots down missiles and torpedoes launched from adventure-class ships.
STAR FIGHTERS
Star fighters are designed for scouting and the destruction of adventure-class ships.
Fighters are only equipped with a minor (turret-style) weapon. If they act in concert
to attack a ship, they get a benefit during the Advantage Phase similar to being a
‘turret group’, that is, one roll is made for a group of 3 (a section) or 6 (a flight). This
provides a +2 or +3 on the group’s Advantage roll. In the Attack Phase, however,
each fighter can roll to attack and damage separately.
6 – SCREEN PHASE
All capital ships have a defence screen, with a 4D6 rating. Those military-owned
adventure-class ships that have screens installed, have screens with a rating of 2D6. If
an attack succeeds on the ship, roll all of the D6. If any come up as 6, the attack is
completely nullified. If there is no 6, and some of the others have come up as 2, 3, 4 or
5 then the damage is instead halved. If a 1 is rolled, this provides additional
information, it tells us that the attack weakened the screens and that 1D6 is removed
from the screen’s rating for the rest of the combat. The screens may have blocked or
halved the incoming damage, but a 1 tells us that next round, the screens will be
weakened by 1D6. Only 1D6 will be lost, no matter how many 1’s are rolled on a single
screen roll. In this way, screens degrade as they come under fire.
If the screens are reduced to 1D6, roll that 1D6 to block the next attack, with a 6
deflecting the attack, 2-5 halving the damage, and 1 halving the damage but also
collapsing the screens and rendering them useless until repaired after the combat. A
ship without screens always takes full damage.
Screens at TL 10+ sap power and are only raised when needed. Every full 10 starship
rounds they operate, the screen rating drops by 1 on a 2D6 roll of 9+. Deactivating the
screens for one full hour recharges the screens.
238
7 – DAMAGE PHASE
Damage inflicted on a ship after screens have failed to stop it, or just reduce it, will be
applied to the ship. Subtract the ship’s Armour Value from the damage first, and then
discover what effect the damage had on the ship using the Ship Damage table. Do not
add Effect.
SHIP DAMAGE
Damage Inflicted Hull Points Lost No. of Rolls on Component Damage Table
1-4 1 -
5-6 2 1
7-8 3 2
9-16 6 2
17-24 16 3
25-32 18 3
33-40 30 4
41-60 42 4
61-80 80 5
81-100 160 5
101+ 360 6
239
Subtract the Hull points indicated from the ship’s Hull point score. If Hull is reduced to
zero the ship is crippled and any further Hull point losses are subtracted from Structure
points instead. When Structure is zero, the ship breaks apart or explodes. Usually, at
least one component will be damaged each time damage is inflicted, the effects of these
component hits may, themselves, force a ship out of the fight, or into submission.
COMPOMENT DAMAGE
2D6 Component
2-3 Sensors – Disabled, the ship is blind and cannot attack next round
4 Power Plant – Lower rating by 1, this may affect the FTL and manoeuvre drive
ratings
5 FTL Drive – Lower rating by 1
6 Armour – Reduce by 2 points
7 Weapon System – One system/bay/turret disabled
8 Screens – Lower the screens rating by 1D6.
9 Manoeuvre Drive – Lower rating by 1
10 Crew – 5% of crew disabled or killed, lower Crew Rating by 1
11-12 Incidental 2D6 Incidental Component Affected
2-4 Internal fire
5-6 Cargo/troop section partially destroyed
7 Fuel leaking into space
8 Section of crew quarters destroyed
9 Hanger bay disabled, shuttlecraft damaged
10 Tractor beam or matter transporter disabled (or re-roll)
11-12 Life support reduced to 1D6+7 days, second hit: to hours.
240
8 – DAMAGE CONTROL PHASE
The ship’s crew can attempt damage control, that is, bring a system back to full
function for the duration of the battle. Repair robots will restore one disabled system (or
one rating point of a drive or screens) on a roll of 9+. Meanwhile the crew can attempt
to restore one disabled system, or one rating point of a drive or screens, with a
successful Difficult Crew Rating or Engineering roll. Armour cannot be repaired in battle,
and Crew Rating reduced by death or injury cannot be restored.
After the battle, all systems return to their damaged state, and must be repaired. Roll
Average Engineering skill every hour to assess the damage to a component. Once
assessed, roll 1D6+5 as a target number for repair and use an appropriate skill as a
positive DM. Repair robots provide an additional DM +2. Each attempt requires 1D6+1
days of work. If the roll is an Extreme Failure, the damage cannot be fixed at all without
outside help. Armour value, as well as Hull and Structure Points, can only be restored
at a class A or B starport. Five points of Hull or Structure can be restored per week
whilst one point of Armour Value can be restored each week. Costs are Cr20,000 per
week if commercial, Cr100,000 if military. A component that is so damaged it must be
repaired at a starport takes one week.
9 – RETURN PHASE
After both ships have had their turn to attack, and the effects of any damage sustained
have been applied, the next space combat round begins. Return to the Tactical Phase
Example: Using the Frontier Trader and Patrol Craft described on page 243, let’s look
at a combat example.
The frontier trader is in high orbit around a moon, and its crew are sabotaging a
satellite, the captain and engineer are conducting an EVA. A naval patrol ship has been
tipped off by an informant that terrorists are sabotaging a satellite, and is approaching
the location. The patrol ship detection range is 400,000 km compared with the trader’s
200,000 km, however, the patrol craft has a stealth hull, so reducing the trader’s range
to pick it up down to 100,000 km. Likewise, the trader is in orbit around a moon so we
reduce the patrol ship’s detection range by 1/8; it’s a high orbit though, so we change
that to 1/5: 80,000 km. The trader notices the ship at Long range, and the navigator
fails to identify it. Once the military ship detects the trader at 80,000 km, we could roll
for Advantage, but the trader is not manoeuvring and so loses Advantage by default.
The patrol ship orders the trader’s crew to surrender. Both captain and engineer begin
to make their way hastily back to their ship (it will take them two full starship combat
rounds, 12 minutes). The patrol ship remains at long range, but does not open fire
(cont’d).
241
The trader now has its turn in the combat round, and a crewman on-board panics and
opens fire at the patrol ship. This is 8+; add +1 for Gunnery skill, with a -2 for not being
at the laser’s optimum short range. We roll 11 which is modified to 10 … a hit on the
patrol ship! First we check the patrol ship’s screens and roll 2D6 for a 2 and 3. There is
no 6 (deflects the attack) or a 1 (screens lowered to 1D6 in the next round), so the
screens halve the incoming damage. What is that? We roll 2D6 (+2 for a double turret)
for 9 and halve it to 4. Now we take off the patrol ship’s armour points of 2. Only 2
points get through to the ship, and the Ship Damage table tells us that the result is the
loss of 1 Hull Point.
In round two, the patrol ship gains advantage automatically. Its captain orders all
turrets to open fire: the triple missile turret will launch a salvo that will reach the trader
in phase 7 of the next round. The three triple laser turrets form a turret group, and will
also fire a salvo.
The laser turret group needs 8+ to hit; +1 Gunnery skill, +2 for a group of three turrets,
-2 for being over optimum laser range. We roll 9 (+3 -2) for a result of 10 … a hit. The
frontier trader is not equipped with defensive screens or armour. We roll 2D6 for the
laser damage; +3 because the attack is being conducted by triple turrets. The result is
10, which on the Ship Damage table translates to a loss of 6 Hull points and two
Component hits (cont’d).
The frontier trader has 4 Hull Points and 4 Structure Points. Hull Points are reduced to
zero, and the remaining 2 points are subtracted from Structure. With Hull at zero, the
frontier trader is crippled, without power or control, its drives damaged and the hull
ripped open. There are probably internal fires as well. We roll for the Component
damage, but the results might be moot. We roll a 6 Armour (the trader has none), and
10 Crew (5% of crew injured or killed). Since the ship has a crew of 5, one person is
dead, we decide that is the navigator on the bridge.
Now it’s the frontier trader’s turn. The captain and engineer are still trying to get into
the airlock when the ship takes damage. None of the crew can take any meaningful
action, they are trying to stay alive as the ship gets ripped open.
It’s the third round, and of course the patrol ship still has the Advantage. The captain
does not open fire again, but allows the missiles to run their course rather than detonate
them prematurely (which he could, if he desired). The missiles hit the crippled frontier
trader in phase 7, doing 2D6 damage (+3 for a triple turret attack), for a total of 11.
The Ship Damage table informs us that the trader suffers another 6 Hull Points lost.
Since it only has 2 Structure Points left, this reduces the trader to 0 Hull and 0 Structure,
indicating it is utterly destroyed, exploding and killing everyone on board. Might the
captain and engineer survive? We can allow them to make a Difficult (-2) Vacc Suit roll
to find out, unfortunately, neither make their rolls.
242
NG
TYPICAL SHIPS
This chapter provides a range of example spacecraft. The first six are suitable for the
TL 12 Void Sale setting. In that setting, FTL is achieved through hyper drives rated at
1-6 parsecs per week, power plants are fusion, and manoeuvre drives are anti-gravity.
Screens are fitted to all military craft, and due to the instability and piracy of the
Hydean subsector, many civilian starships are armed with single or double turrets.
The patrol craft requires a crew of twenty: commanding officer, exec, pilot,
navigator, 3 engineers, 2 gunners, ship’s doctor, a boat pilot, 7 troops and a troop
commander. The troops and gunners occupy the barracks. The patrol craft takes 60
weeks to build and costs MCr490.30
The cargo shuttle requires a crew of 2: pilot and co-pilot; with provision for four
passengers (often crewmen of a cargo ship). The shuttle takes 35 weeks to build and
costs MCr27.50
243
FREIGHTER [5000 TON]
Using a standard 5000-ton hull, the freighter is a large, TL 12 cargo liner operating
along established trade route and owned and operated by a freight company. It has
hyper drive-Z, manoeuvre drive-W and power plant-Z giving 2 parsecs per week and
1-G acceleration. Fuel tankage of 1146 tons allows one FTL flight and supports the
power plant for one month. Adjacent to the bridge is a Model/4 computer. There are
20 staterooms, and 20 freezer berths. Internal fittings include a medbay and a liquid
transfer manifold for a 200 ton liquid cargo tank. The main cargo deck holds 3123
tons of cargo containers, pallets and non-standard goods. There are two double laser
turrets. There is a 90-ton cargo shuttle on board for transferring cargo or crew to a
world’s surface, although most cargo transfers occur in orbit at a high port space
station. Hull 60/Structure 60.
The freighter requires a crew of 20: captain, exec, 3 admin personnel, pilot,
navigator, 8 engineers, ship’s doctor, loadmaster, shuttle pilot and 2 gunners. It can
carry 20 freezer passengers. The freighter takes 172 weeks to build and costs
MCr1097.32
The gunboat requires a crew of 2: pilot and co-pilot; with provision for eight boarding
troops. It takes 29 weeks to build and costs MCr15.33
The frontier trader requires a crew of 5: captain, pilot, navigator, engineer and
medic. The weaponry would be operated by the navigator or medic. One spare
stateroom could be used for a passenger or for an additional crewman (such as a
gunner/loadmaster). The frontier trader takes 44 weeks to build and costs MCr52.60
244
ASSAULT BOAT [60 TON]
Using a streamlined 60-ton hull, the assault boat is an armed military shuttle used for
direct assaults on planetary or moon installations. It has a self-sealing hull with a
stealth coating. It has manoeuvre drive-sJ and power plant-sJ providing 3-G
acceleration. Fuel tankage of 7.2 tons supports the power plant for one month. The
cockpit holds a Model/1 computer and couches for a pilot and co-pilot/gunner. It is
fitted with an airlock and landing gear, and has a cargo space of 24 tons used to
carry two APCs, and 25 troop couches. If the APCs aren’t needed, additional couches
can be fitted to carry an additional 48 troops (that is 73 in total). There is a fresher
(combination toilet/wash-basin) on board, just behind the cockpit. It is fitted with a
double missile launcher (with three missiles per launcher), for subduing enemy
troops, as well as striking tanks, vehicles and bunkers. They can also be used in ship-
to-ship combat against other small craft and adventure-class ships. A defence screen
is also fitted. Hull 1/Structure 1.
The assault boat requires a crew of 2: pilot and co-pilot; with provision for up to 73
assault troops. It takes 32 weeks to build and costs MCr24.96
245
The following two ships are designed at Tech Level 16: an advanced warp drive
exploration ship and one of its two ship’s boats. Both have anti-matter power plants,
utilise anti-gravity drives and are routinely equipped with defence screens.
The ship’s boat requires a crew of 1: pilot; with provision for five passengers. It takes
29 weeks to build and costs MCr12.78
246
247
THE SETTING
SPACECRAFT DESIGN
Spaceships are the backbone of any star-faring campaign. There are two size classes of
spaceship in Cepheus Universal: adventure-class ships (anything between 100-5000
tons), and capital ships (ships that are anything from 10,000 – 1 million tons in size).
Capital ships are described in a chapter of their own. The design system here only deals
with adventure-class ships. Any class A starport has a shipyard which can build any kind
of ship, including a starship with Faster-Than-Light (FTL) drives; any class B starport
can build small craft and ships which do not have FTL drives. Based on the setting and
decisions made on the Decisions Checklist (page 401), the GM must decide what types
of drives the spacecraft in his universe will have. This is addressed in the Ship Drives
section (page 251).
Space ship design follows a methodical process in the Cepheus Universal rules:
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SHIP HULL
The ship’s hull is the shell in which all other components are placed, and the ship’s
construction time is based on its hull size, as outlined on the Ship Hull table (below).
Hulls and other ship components are designated by their displacement volume.
Displacement volume is measured in the volume of space that is displaced by one
metric ton of hydrogen, referred to in this design sequence as displacement tons or
simply tons. A metric ton of hydrogen measures approximately 13.5 cubic meters, which
is rounded to 14 cubic meters for ease of calculations. When drawing floor plans or
maps of ships, each square measuring 1.5 meters by 1.5 meters, to a height of 3m up
from the floor, represents half a ton.
Radiation Protection – At TL 10, the hulls of starships and non-starships protect their
crews from radiation. This may be from solar flares, from stars, radioactive gas giants
like Jupiter, or from phenomena like pulsars and stars undergoing accretion. Ships built
at TL 7-9 will need to install a storm shelter and flare damper (see pages 261, 263).
Hull and Structure – Initial damage is applied to the Hull; once the Hull is breached,
further damage goes to the Structure. When all Structure Points have been lost, the
ship has been smashed to pieces.
Ship Sections – Most vessels are divided into two primary sections. The engineering
section contains the drives and power plant necessary for proper operation and
movement, whilst the ship’s main compartment contains all non-drive features of the
ship, including the bridge, ship’s computer, the staterooms, the low passage berths, the
cargo hold and other items.
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SHIP CONFIGURATION
A ship may have one of two configurations – standard or streamlined.
Standard (TL 7+): A standard-hull ship cannot enter atmosphere and cannot scoop
fuel from gas giants. Larger ships of this type will often carry a specialized sub-craft to
perform the actual atmospheric skimming, or to transport passengers and cargo down
from orbit to a world’s surface.
Streamlined (TL 10+): Streamlining a ship increases the cost of the hull by 10%.
This streamlining includes fuel scoops which allow the skimming of unrefined fuel from
gas giants or the gathering of water from open lakes or oceans. Streamlining may not
be retrofitted; it must be included at the time of construction. Ships with spin habitats
used to create simulated gravity cannot be streamlined.
HULL ARMOUR
Armor is added in 5% increments of the ship’s tonnage. An armored ship decreases
radiation exposure from space phenomena by 400 rads. These Armour Points are on a
completely different scale to the Armour Values used for vehicles and body armour.
Example: A heavily armored warship might take Bonded Superdense armor twice. This
would take up 10% of the hull’s volume and cost 50% of the base cost of the hull, but
give 8 Armour Points.
HULL OPTIONS
The following are options that can be added to a ship’s armour:
Self-Sealing (TL 9) – A self-sealing hull automatically repairs minor breaches such as
micrometeoroid impacts, and prevents hull hits from leading to explosive
decompression. It costs MCr0.01 per ton of hull.
Stealth (TL 11) – A stealth coating absorbs radar and lidar beams, and also disguises
heat emissions. If the ship ‘runs silent’ (see page 236), it cannot be detected until it
reaches Short Range. Adding Stealth costs MCr0.1 per ton of hull.
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SHIP DRIVES
A starship must have an Faster-than-Light (FTL) drive, a power plant and a manoeuvre
drive. A non-starship (restricted to a single star system) must have a manoeuvre drive
(M-Drive) and a power plant (P-Plant). The Tech Level at which the ship is built will
determine the type of powerplant and manoeuvre drive the ship will carry. The type of
FTL drive installed will instead be determined by the Game Master and his decisions
about the way interstellar travel works in his setting. It is recommended that he select
only one type of FTL drive for the setting.
SHIP DRIVES
Hyper Warp Blink
Drive Drive Drive Drive M-Drive P-Plant
Code Tons MCr Tons MCr Tons MCr Tons MCr Tons MCr
A 10 10 30 20 10 10 2 4 4 8
B 15 20 45 40 15 20 3 8 7 16
C 20 30 60 60 20 30 5 12 10 24
D 25 40 75 80 25 40 7 16 13 32
E 30 50 90 100 30 50 9 20 16 40
F 35 60 105 120 35 60 11 24 19 48
G 40 70 120 140 40 70 13 28 22 56
H 45 80 135 160 45 80 15 32 25 64
J 50 90 150 180 50 90 17 36 28 72
K 55 100 165 200 55 100 19 40 31 80
L 60 110 180 220 60 110 21 44 34 88
M 65 120 195 240 65 120 23 48 37 96
N 70 130 210 260 70 130 25 52 40 104
P 75 140 225 280 75 140 27 56 43 112
Q 80 150 240 300 80 150 29 60 46 120
R 85 160 255 320 85 160 31 64 49 128
S 90 170 270 340 90 170 33 68 52 136
T 95 180 285 360 95 180 35 72 55 144
U 100 190 300 380 100 190 37 76 58 152
V 105 200 315 400 105 200 39 80 61 160
W 110 210 330 420 110 210 41 84 64 168
X 115 220 345 440 115 220 43 88 67 176
Y 120 230 360 460 120 230 45 92 70 182
Z 125 240 375 480 125 240 47 96 73 192
DRIVE PERFORMANCE
Drive performance ratings are given overleaf, for all of the drive types fitted to varying
hull sizes. Select the rating you require to determine the code of the drive you will need
to achieve that rating. For manoeuvre drives, the rating represents the number of Gs
acceleration available. For FTL drives, the rating represents the drive’s range in parsecs.
The power plant code (A-Z) must be at least equal to either the manoeuvre drive or FTL
drive code, whichever is higher.
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DRIVE PERFORMANCE (Smaller Hulls)
Drive Code 100 200 300 400 500 600 700 800 900 1000
A 2 1 – – – – – – – –
B 4 2 1 1 – – – – – –
C 6 3 2 1 1 1 – – – –
D – 4 2 2 1 1 1 1 – –
E – 5 3 2 2 1 1 1 1 1
F – 6 4 3 2 2 1 1 1 1
G – – 4 3 2 2 2 2 1 1
H – – 5 4 3 2 2 2 2 2
J – – 6 4 3 3 2 2 2 2
K – – – 5 4 3 3 3 2 2
L – – – 5 4 3 3 3 3 3
M – – – 6 4 4 3 3 3 3
N – – – 6 5 4 4 4 3 3
P – – – – 5 4 4 4 4 4
Q – – – – 6 5 4 4 4 4
R – – – – 6 5 5 5 4 4
S – – – – 6 5 5 5 5 5
T – – – – – 6 5 5 5 5
U – – – – – 6 6 5 5 5
V – – – – – 6 6 6 5 5
W – – – – – – 6 6 6 5
X – – – – – – 6 6 6 6
Y – – – – – – 6 6 6 6
Z – – – – – – 6 6 6 6
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FASTER-THAN-LIGHT DRIVES
There are three broad types of FTL drive available, with varying ranges and fuel
requirements. Select the drive that best fits the game’s setting. The Tech Level of any
FTL drive is 10. All require the consumption of hydrogen fuel.
HYPER DRIVE
The ship punches its way through the fabric of real space into hyperspace, which it
traverses towards its destination at FTL speeds. Hyper Drives vary in capability
depending on the setting: a fast hyper drive (1-6 parsecs per day), or a
standard hyper drive (1-6 parsecs per week). In the classic 70s sci-fi game, the
hyper drive is called a ‘jump drive’ and whatever the range, the journey always
takes one week. The GM should decide which type of hyper drive he wants for the
setting. A hyper drive ship must be at least 100 diameters away from the nearest
world before it activates the drive. This type of drive will be familiar to those who are
familiar with ‘a galaxy far, far away’. Fuel Required is 0.1 x Hull Mass x FTL Rating.
WARP DRIVE
The ship warps space around it, allowing it to move faster-than-light while staying in
our universe. A warp drive does not have a maximum range – instead, the ship’s FTL
drive rating indicates the number of parsecs crossed per week of travel. This type of
drive will be familiar to those who ‘go where no man has gone before’. A warp drive
ship must be at least 100 diameters away from the nearest world before it activates
Alternative Power Plants
the drive, but it can be used to travel between worlds within a single star system like
a manoeuvre drive. Within the confines of a star system the warp drive ship is
restricted to a speed of 10 million kilometres per hour per drive rating. Hydrogen fuel
required for 8 weeks of operation is equal to Hull Mass/20 x FTL Rating.
BLINK DRIVE
Following an hour of calculations whilst stationary, the ship instantaneously jumps
from one point to another, perhaps by folding space itself. No time whatsoever
elapses during the transition from one place to another. It must be at least 100
diameters away from the nearest world to carry out the jump. Fuel Required is 0.1 x
Hull Mass x FTL Rating.
Consider that in some settings, human beings need to be protected from the harmful
effects of travelling faster-than-light. If hyperspace is deleterious to human health
(mental or physical), then perhaps all passengers and crew must enter cryoberths. If
so, be sure to install cryoberths for everyone in the ship design. How about the
tortuous travel times associated with chemical or NTR manoeuvre drives? To save on
life support supplies, the ship may have cryoberths for its crew and passengers. This
also absolves the GM of having to create in-flight roleplay situations for the entire 50
day or 100 day (or whatever) trip to the destination world.
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MANOEUVRE DRIVES
There are four broad types of manoeuvre drive available, with varying fuel
requirements. Select the drive that best fits the game’s setting. Since FTL drives cannot
be used within 100 diameters of a solid body such as a star, planet or moon, every ship
will require a manoeuvre drive in order to reach that distance.
Anti-gravity drives are efficient enough that the crew can point the ship in the
direction they desire, switch on the drive and go. They will accelerate constantly until
the half-way point, then flip over and decelerate as they approach the destination.
Chemical, NTR and fusion rockets are so inefficient, however, that they do not carry
enough fuel to accelerate throughout the journey. Instead they accelerate for a short
time, then coast the rest of the way, initiating a deceleration burn as they close with
the destination. Fuel is rationed, and is represented by a pool of Burn points, which is
carefully spent by the crew to carry out they manoeuvres they require. Chemical
rockets have 8 Burns, NTRs have 12, whilst Fusion Rockets have 24 Burns. For more
information see Operating Reaction Drives on page 218.
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POWER PLANTS
There are three broad types of power plant available, with varying fuel requirements.
Select the power plant that best fits the game’s setting and technological level. Power
plants provide electrical energy to all of the ship’s systems, including weapons, life
support, FTL drive and sensors.
FUEL
Calculate the total amount of fuel required for the drives installed on the ship.
The number of drives on offer here can seem confusing, but they generally
represent Tech Level improvements. What Tech Level is your ship being built at?
This decision will give you your power plant. Next look at the Tech Level introduction
of the various manoeuvre drives and assign one to your ship that fits the Tech Level.
If the Tech Level is 10 or more, and you don’t want to use the anti-gravity drive for
your setting, then use the more realistic-feeling fusion pulse reaction drive. If your
ship is a starship, then decide what type of FTL drive predominates in your setting,
and assign that to the ship.
Small craft are built in the same way, although at Tech Levels 6-9, the craft will
normally be using a fuel cell power plant. It is only at TL 10 that compact and
efficient fusion power plants become ubiquitous amongst ships, starships and non-
starships. Note that a small craft over 50 tons could be fitted with a fission reactor
and a NTR, perhaps as a long distance system transport, or military craft.
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BRIDGE
The size of the bridge is equal to 2% of the ship’s hull (minimum 20 tons). The cost for
the ship’s bridge is MCr0.5 per 100 tons of ship. The bridge tonnage includes control
stations, communications gear, ship’s sensors and a ship’s locker.
COMPUTER
Every ship requires a complex mainframe computer,
MAINFRAME COMPUTERS
located adjacent to the bridge. Its CPU and storage,
Computer TL Tons Cost
as well as multiple access terminals and workstations Model/1 7 1 MCr1
sited throughout the ship, all take up space. The ship Model/2 9 2 MCr4
computer is identified by its model number. The Model/3 11 3 MCr9
rating indicates the maximum number of targets that Model/4 12 4 MCr15
can be attacked simultaneously, as well as the Model/5 13 5 MCr20
highest FTL rating possible (a ship with an FTL rating Model/6 14 6 MCr25
of 4, for example, must have a computer Model/4 or Model/7 15 7 MCr40
higher). In addition, the higher a ship’s computer
rating, the better its sensor range and ability will be.
The rating can also be used as a skill level when the ship is given an automated task to
complete. Examples of Difficult (-2) tasks that might be requested by the crew include:
trace a fault, locate source of transmission, carry out a pre-set series of manoeuvres,
translate a coded transmission, and so on. The character programming the ship’s
computer to carry out the task can add their Computer skill.
SENSORS
A ship comes with a basic communications, sensor and emissions-control electronics
suite, but more advanced systems can be installed.
Survey Sensors (TL 9) – Survey sensors are used to create detailed astrographic
charts or build-up a detailed analysis of a planet from orbit. 10 tons, MCr4.
Countermeasures Suite (TL 9) – A countermeasures suite is specifically designed for
temporarily jamming enemy transmissions with an Average Comms roll. 7 tons, MCr6.
Distributed Arrays (TL 12) – By using multiple hull-mounted arrays in an integrated
arrangement, the scanning range is doubled, from 100,000 km x ship’s computer rating,
to 200,000 km x rating. This modification can only be added to ships of 1,000 tons or
more. 6 tons, MCr9.
Life Sensors (TL 16) – Out to a range of 2,000 km (in orbit, or short range to a
target), the ship can detect life signs. It is up to the operator with a Comms roll to
separate out intelligent from unintelligent, exactly where in a location those life signs
are, and the exact number of life signs. Failed rolls will simply tell the operator basic
facts, such as ‘there are fluctuating life signs in the space station’. 4 tons, MCr10.
Gravimetric Sensors (TL 14) – These sensors measure density and gravity to create a
3D image of a ship, structure, station or land feature, mapping out corridors, chambers,
void spaces and dense areas (such as power plants or solid metal objects), and so on.
Range is Short (2,000 km). 2 tons, MCr4.
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ARTIFICIAL GRAVITY
Without artificial gravity, everyone on board runs the risk of muscle wasting and bone
degeneration. A portion of leisure time on-board will have to be spent exercising, whilst
drugs to counter the effects of muscle wastage and bone degeneration must be taken
daily. These include antiresorptives, bisphosphonates, angiotensin-converting enzyme
inhibitors, parathyroid hormone treatments and anti-sclerostin therapies. For this reason
the long duration out-planet spacecraft typically include spin habitats. These are
rotating accommodation areas with an artificial gravity that is produced by the result of
rotational centripetal force. Once rocket acceleration is complete within the first two or
three hours of leaving orbit, the ship will begin to rotate its spin habitats. The spin
provides gravity (typically around 0.5-0.6 G) in those living compartments while the
craft coasts for the rest of its journey. Spin habitats are always stopped prior to any
acceleration or deceleration manoeuvres, due to the damage that would be sustained to
the habitat machinery and the people inside them. There are several types of spin
habitat that can be built into ship: the spin capsule, rotating ring and the centrifuge.
To create artificial gravity, the habitat has to spin, the faster the spin the greater the
feeling of ‘weight’. But the faster the spin the greater the lateral forces at play (Coriolis
force) and the greater the degree of motion sickness the crew may experience. The
inner ear can get used to zero-G, can it adapt to constant circular motion?
The greater radius of spin, though, the fewer spins will be needed to achieve the same
degree of artificial gravity. Most ships have a radius for the arms or centrifuge of 24m
as a minimum, to achieve 0.5G. At this length the spin rate is 4 revolutions per minute
and the ring/capsule has an actual speed of 11 metres per second. This is still a
moderately fast spin and the only way to reduce it is to increase the radius of spin.
Bigger ships with rotating rings are able to achieve this. A 40m radius spin will reduce
the spin rate to just over 3, which easily sits within modern scientific definitions of
‘comfortable’. It may be that drugs are needed by some crewmen that treat motion
sickness – a small price to pay for the availability of gravity (even if reduced).
Spin Capsule – Arms or hull extensions, with capsules or accommodation units at their
ends, rotate around the main hull to provide gravity in those areas. These add a little
extra space and cost to the design. Minimum tonnage of staterooms, freezer berths and
other living section components allocated to the spin pylons is 2 x 6 tons (12 tons),
while the maximum practical limit for spin capsules is 2 x 80 tons (160 tons). The
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additional pylon and machinery tonnage equals 10% of the two spin habitats (round this
figure), and this costs MCr 0.1 per ton of additional machinery. Spin capsules are the
most common method of creating gravity on a spacecraft. Some military craft install
retractable spin capsules that are used in order to minimise radar profile and damage
inflicted during combat. Retractable spin capsules require machinery equal to 20% of
the spin capsules (round this figure) and that machinery costs MCr 0.2 per ton.
Rotating Ring - A large ship with plenty of staterooms or science labs or whatever,
will not have spin capsules on rotating arms, but instead will resemble a torus
(doughnut shape) with an unbroken outer ring which spins, leaving the bridge, drives
and other components in the non-spinning centre. The ring must have a minimum
radius of 30m and have a minimum of 120 tons of staterooms, cryoberths and other
living section components allocated to it. The maximum allowed is equal to half the
tonnage of the entire ship. The rotating ring requires additional tonnage to operate
(equal to 10% of all components on the ring; round this figure). The cost of a ring
equals 25% of anything mounted on the ring.
Centrifuge – Shaped as a wide, flattened cylinder, the centrifuge spins on its axis,
providing gravity for those inside (who are stood on the inside of the rim). Although a
centrifuge may be installed within a large spacecraft (as one was on the Discovery, in
2001: A Space Odyssey), it is more common to see them mounted on the side of a ship,
often as a counter-rotating pair, in order to off-set the effects of torque. The benefits of
the centrifuge over spin capsules are the fact that access is not by a single vulnerable
tube and that not just the ends of the centrifuge are spinning, much of the interior of
the disc has some gravity – the centrifuge may have two or three ‘floors’, each with
decreasing gravity closer to the hub. Minimum tonnage of staterooms, cryoberths and
other living section components allocated to a centrifuge is 25 tons, while the maximum
practical limit for a single centrifuge is 200 tons. The additional machinery tonnage
equals 15% of the centrifuge (round this figure), and this costs MCr 0.2 per ton of
additional machinery. May also be called a ‘hamster cage’.
SHIP CREW
All vessels require a crew to operate and maintain the ship. Small independently-owned
vessels tend to operate with a minimum of crew, while corporate and military vessels
often duplicate crew positions to allow for continual manning of positions. Where an
experienced crewman leads others in that department, that person is known as the
department chief. Available positions are:
Captain – One per ship. For ships of 1,000 tons or greater, add an executive officer
and three administrative personnel. On small independently-owned ships, the captain
may also be the pilot.
Pilot – Each ship requires a qualified pilot.
Navigator – Each ship of 200 tons or more requires a navigator, who also operates the
sensors.
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Engineer – Each ship of 200 tons or more requires an engineer per 35 tons of drive
tonnage. The most skilled is designated the chief engineer.
Medic – Each ship of 200 tons or more requires a medic with Medical-1 or greater. In
addition, there must be at least one medic onboard per 100 passengers.
Gunner – Every bay or turret group (see page 264) is a ‘bank’ and requires a gunner.
Odd turrets that do not fit into a turret group also require a gunner. The most skilled
gunner becomes the chief gunner or tactical officer.
Steward – Every ten passengers requires a steward on board with Steward-0 or
greater. The most skilled becomes the ship’s purser.
Loader – An optional crew positon for large freighters. If there are multiple loaders, the
most senior is the loadmaster.
Shuttle Pilot – A ship carrying small craft may include a dedicated pilot for each one.
Alternatively the pilot will be assigned to fly a shuttle or ship’s boat.
Troops – Some large military vessels carry ship’s troops or Marines. These occupy
barracks, which must be provided for them.
Other – Exploration ships might require scientists and scouts, mining ships will require
miners, etc.
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SHIP FITTINGS
ACCOMODATION
Staterooms – Each stateroom is sufficient for one person or two if sharing (typically
military ratings, miners and so forth), it displaces 4 tons, and costs Cr500,000.
Staterooms include a fresher (combination shower/toilet/wash-stand). The tonnage and
cost of the staterooms includes the life support systems needed to keep the crew alive.
Freezer Berths – One cryoberth carries one low passenger, costs Cr50,000, and
displaces one-half ton.
Barracks – A barracks takes up 2 tons per marine, and costs MCr0.1 per marine.
Barracks can only be used to accommodate troops intended for boarding or assault
operations. Troops accommodated in barracks cannot be used to reduce the number of
service crew embarked.
Canteens, Mess Halls, Freshers etc: Each stateroom takes up only 3 tons on a
deckplan, with the extra space given over to corridors, a dining area/mess hall/canteen
etc. Public freshers (toilets and washrooms) as well as supply lockers and a laundry
room will also be provided out of this extra tonnage if needed. Likewise, barracks also
come with some of this space allocated for public use.
INTERNAL COMPONENTS
Armoury – A military armoury can only be accessed by those with the correct codes
and contains a wide variety of weapons. In game terms, an armoury has enough pistols
for the crew, enough rifles for any marines, and a selection of other military equipment
like grenades, combat armour and radios. An armoury costs MCr0.5 and takes up 2 tons
of space. One armoury is installed for either every 50 military crew members, or every
10 marines, in order to provide adequate storage for equipment, weapons and
ammunition.
Briefing Room – A briefing room is useful on military and exploration ships. Military
ships may require additional briefing rooms and facilities. It requires 4 tons and costs
MCr0.6.
Cargo Hold – Any space left over after all systems have been installed, may be
allocated to cargo space. There is no cost, but cargo carried may not exceed the ship’s
cargo capacity.
Cargo Handling Equipment – Most ships have some form of cargo doors, ramps
and/or industrial-sized lifts in order to move cargo from stations or loading docks up
into the ship cargo hold – and back again. Sometimes more is needed.
Discharge Boom Conveyor – A tubular, telescoping arm containing internal
conveyor systems for rapidly loading and unloading bulk cargoes like ore, wheat
or coal. Transfers 2000 tons of bulk cargo per hour. MCr0.6, 150 tons
Overhead Crane, Large – Onboard, side-mounted telescoping crane for
offloading standard shipping containers without the need for advanced port
facilities. MCr1.25, 125 tons.
Overhead Crane, Standard – Onboard, side-mounted telescoping crane for
offloading standard shipping containers without the need for advanced port
facilities. MCr0.75, 40 tons.
Liquid Transfer Manifold – Required on vessels that carry chemicals,
petroleum or liquefied gas, in order that the cargo can be piped off or on. The
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manifold is an elaborate pumping system beneath a set of pipe connectors and
valves. Arms from the portside swing over to connect to the manifold and begin
on or off-loading the liquid into tanks. Tonnage required is 1% of the total fluid
cargo (minimum 1 ton); cost is MCr0.01 per ton of manifold.
Cargo Lift, Small – An industrial cargo lift capable of raising and lowering up to
10 tons of cargo in one go. 1 ton, MCr0.05.
Cargo Lift, Large – An industrial cargo lift capable of raising and lowering up to
36 tons of cargo in one go. 3 tons, MCr0.10.
Detention Cell – Found primarily on military and government vessels, this is used to
house one or two prisoners. A detention cell displaces 2 tons and costs MCr0.25.
Docking Clamp
A docking clamp firmly attaches to another ship, allowing it to be carried or towed,
perhaps for salvage or for commercial purposes. The towing vessel’s engines will no
longer be as efficient, refer to the Drive Performance table to see how its drives will
perform when pulling the combined mass of itself and the towed ship. The size and cost
of these clamps varies with the loading it is designed to take:
DOCKING CLAMP
Maximum Attached Load Clamp Tonnage Clamp Cost (MCr)
100 tons 5 1
1000 tons 15 2
5000 tons 30 3
50,000 tons 100 10
100,000 tons 150 12
1,000,000 tons 250 20
Dump Box – A dump box is a detachable cargo section (technically termed a ‘module’)
that is capable of atmospheric re-entry and soft-landing. Once landed it cannot easily be
returned to orbit. Dump boxes are one-use items, typically used to deliver very large
construction materials for the establishment of colonies or mining installations, or as
terraforming modules filled with machinery, diggers and bulk agricultural supplies. Use
of these devices allows for the delivery of prefabricated parts much too large to be
transferred to a shuttle’s cargo deck. They are primarily used by ships which are not
equipped with landing gear. Dump boxes can be any size – starting at the minimum size
of 100 tons. A basic 10% of the dump box tonnage must be devoted to a de-orbit
reaction drive, retro-rockets, parachutes and an inflatable ablative heat-shield. The box
itself, and the associated re-entry and landing equipment, costs MCr0.01 per ton of
dump box – this does not include any associated cargoes!
Flare Damper – Ships of TL 8 or 9 will require a flare damper to create an artificial
magnetosphere around the ship, protecting the crew from solar flares and other sources
of radiation. Spinning space stations are also fitted with a flare damper, allowing them
to be located in high orbits outside of the Earth’s protective magnetosphere. Note that
small craft may also include a flare damper, though this draws so much power from fuel
cells that ships powered in this way can used it only for 6 hours, making it useful for
protection against solar flares, but not against the continuous bombardment of
radiation. A flare damper masses 1 ton and costs MCr1. A TL 8 device.
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Fuel Processors – Fuel processors are able to refine fuel scooped from a gas giant or
water ocean and convert it into refined liquid hydrogen fuel. To convert 20 tons of
unrefined fuel in one day, one ton of fuel processor is needed. A ton of fuel processing
equipment costs MCr0.05.
Grappling Arm – An extendable 2-ton, remote manipulator arm. It is 18m long and
features four universal joints. It is remotely operated within the vessel and can
manipulate objects weighing as much as 10 tons easily. MCr0.2.
Holosuite – A 6-ton room available at TL 16, that is used to simulate any environment,
location, time period or situation. It uses holograms for static background images,
focused repulsor force fields to provide tactile feedback of the environment, and matter
replication to create props and computer-controlled characters or animals within the
simulation. The floor incorporates a dynamic treadmill that gives the user an illusion of
limitless movement or travel. The mainframe controlling it can run pre-created
entertainment scenarios, or a character with Computer skill can spend time creating
their own scenario or ‘game’. These games resemble 3D fully interactive and immersive
video games, although holosuites can also be used for scientific or technical simulation.
Safety protocols ensure users do not get hurt. Holosuite characters have no innate
intelligence or sentience, and they cannot leave the holosuite. Props, however can leave
the suite, although they really are lookalike ‘props’. Cost is MCr20.
Hydroponics – Many ships carry hydroponic gardens or farms to help shoulder the life-
support load or as decorative or recreational hydroponic gardens. Hydroponics are most
used on ships engaging in long journeys without the ability to make planetfall, such as
TL 7 and 8 ships with slow reaction drives that may take months to cross from one side
of a star system to the other. For most FTL starships, hydroponics serve as an added
food supplement and recreational feature.
Partial Hydroponics displaces 1 ton per person it supports, and cost MCr 0.25
per person. It includes a limited variety of plant life and serves as both
decorative-recreational facilities, as a source for fresh fruit, vegetables and spices
and also assists the life support system by producing some foodstuffs and
helping recycle air and water. It does not require a dedicated crewman.
Full Hydroponics is a full-scale, closed-circuit shipboard biosphere. It displaces
2 tons per person it supports and costs MCr 0.5 per person. It includes organisms
ranging from bacteria and yeast to higher plants and animals, and is capable of
providing all the life support and food requirements of any person supported by
it. A farm requires the services of one or more dedicated, crewmen; 1 level of
Agriculture is needed for every 20 tons of farm installed.
Laboratory – Space allocated to laboratories can be used for research and
experimentation. Each four tons of lab space allows for one scientist to perform
research on board ship. The cost is generally around MCr1.0 per 4 tons.
Matter Transport Pads – Available at TL 16, a matter transporter can deconstruct
and transmit up to six people, or 10 tons of cargo, from the ship to any location within
2,000 km (Medium range, or low planetary orbit) but not through a ship’s defence
screens (if raised). A Routine (+2) Computer roll by the operator is needed to hit the
exact spot. As long as a crewman carries a device (such as a comm unit) that the
operator can get a fix on, he can also transport them back to the ship. It requires 20
tons and costs MCr40.
Medical Facilities – Most ships will include some type of medical facility. Choose from
a Medbay, Small Infirmary, Large Infirmary or Hospital, based on the size of the crew or
the ship’s mission.
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Medbay: Suitable for crews numbering less than 30, the medbay comprises a 4
ton medical surgery with a single bed, pharmaceutical cabinets, a workstation
and an autodoc. From this single room, a medic can consult with patients,
perform scans with the autodoc, prescribe medicines and even carry out simple
surgical procedures. MCr1, 4 tons.
Infirmary, Small: Suitable for crews numbering 30 or more, the infirmary
facilities are larger than the medlab and provide the resources to analyze and
treat a whole range of medical problems. It includes an autodoc. The small
infirmary has 2 beds and requires one full-time medic and at least one other
part-time crewmember onboard with Medical-1. MCr2, 8 tons.
Infirmary, Large: Suitable for crews numbering over 100, the infirmary
facilities are able to cope with several injured or sick patients at once. Many
mining facilities, military ships and industrial rigs are fitted with large infirmaries.
It includes an autodoc. The large infirmary has 4 beds and requires two full-time
medics and at least two other part-time crewmembers onboard with Medicine-1.
MCr3, 16 tons.
Hospital: A full-equipped hospital is a dedicated establishment, perhaps on a
colony world or military hospital ship, or some corporate research vessel. Exactly
how big this hospital is, should be determined by the designer. It comes in blocks
of 20 tons. Each 20 ton block of hospital costs MCr3, holds beds for 4 patients,
one autodoc and requires 2 full time medical staff. When trying to determine
what these staff-members do, assume that 25% of them are doctors, 10% of
them are technicians and the rest (65%) are nurses. A technician dispenses
drugs, operates scanners, carries out blood-and other lab tests, etc. A 200-ton
hospital, for example, will require 20 staff: 5 of whom will be doctors, 2 of whom
will be med-techs and the rest (13) will be nurses. This 200-ton hospital could
treat 40 patients simultaneously.
Ship’s Locker – Every ship already includes a ready-stocked ship’s locker. Typical
equipment carried will include protective clothing, vacc suits, civilian-style weapons such
as shotguns or pistols, ammunition, compasses and other survival aids, as well as
portable shelters. The contents of the locker are defined only when they need to be.
However, they always contain vacc suits and other useful items such as survival masks
and toolkits.
Storm Shelter – A safe-room, or storm shelter, shielded against solar flare radiation
by thick cavity walls filled with water or sand, is a common feature of many TL 6-7 ship
designs. This helps to protect against serious solar storms. A safe-room is built as a 4
ton stateroom, and can house 8 passengers for 12 hours. Multiple safe-rooms may be
needed. Each costs MCr 1.0 and acts as additional rest area or gym when not in use as
a flare shelter.
Tractor Beam Generator – Using gravity repulsion technology at TL 14, this uses the
ship’s own anti-gravity drive technology to draw an object or unpowered vessel in
space, towards the ship, perhaps for docking or loading aboard the ship’s cargo hold.
Basic range is 100 km and the limit to what can be attracted is equal to 50 x ship’s
manoeuvre drive tonnage. Beyond 100 km, divide that limit by the range. If the limit is
500 tons, at 500 km, the tractor beam can manipulate a 1 ton object. If a ship is
resisting the tractor beam, an Average Navigation roll is required to succeed with the
tractor beam, subtract the manoeuvre drive rating of the ship being targeted. The beam
generator is the same tonnage, and twice the cost, of the manoeuvre drive.
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ON-BOARD VEHICLES
Many ships carry onboard craft, in order to assist the crew with their mission.
Carried Vehicles
A ship may carry on-board one or more vehicles (such as an ATV, air/raft or other
vehicle), for use on a world’s surface. Refer to page 192 for a range of vehicles,
although the ATV and the air/raft make particularly useful ancillary vehicles for a
starship. If the ship is unstreamlined, the GM will need to have a small craft on-board
that is big enough to carry the vehicles down to a planet’s surface.
SHIP ARMAMENTS
A ship has one hardpoint per 100 tons of ship and a weapon system takes up a number
of hardpoints. A weapon system may include multiple weapons – a triple turret contains
three lasers or missile launchers, for example. There are two types of weapon system:
turrets and bays. Note that turret weapons are primarily of use against unarmoured and
lightly armoured ships.
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turrets are controlled by a gunner who controls them from a tactical command centre
(part of the bridge). The GM must decide which approach he prefers. Single, Double
and Triple turrets can hold one, two or three weapons. In space combat (page 235),
multiple turrets will be grouped together in 3’s or 6’s to fire as one. Each of these turret
groups (or ‘banks’) should have the same type of turret weapons and be the same type
of turret (single, double, etc.). Turret groups are explained on page 237.
TURRET WEAPONS
Weapon TL Optimum Range Damage Cost (MCr)
Missile Launcher 6 any 2D6 0.75
Auto-Railgun 8 Short 2D6 0.75
Laser Cannon 9 Short 2D6 0.5
Fusion Cannon 13 Medium 2D6 1
Disintegrator Gun 16 Medium 3D6 3
Missile Launcher – A self-propelled, self-guiding missile designed to explode on
impact. Each launcher fires one missile per round, but holds a magazine of three
missiles; once depleted it must be reloaded from an internal magazine, which must be
installed separately by the ship designer. A one-ton magazine costs Cr60,000 and holds
12 missiles.
Laser Cannon – These energy weapons fire short, rapid bursts of intense energy.
Auto-Railgun – Burst-firing kinetic energy weapons firing high velocity shells that can
rip apart incoming missiles, or enemy ship hulls.
Fusion Cannon – A weapon that fuses a deuterium pellet to create a bolt of intensely
hot plasma.
Disintegrator Gun – A phased energy weapon disrupts the target at a molecular level.
BAY WEAPONS
Weapon TL Optimum Range Damage Cost (MCr)
Railgun Battery 9 Short 6D6 10
Torpedo Lchr. 9 any 6D6 12
Proton Beam Cannon 11 Long 6D6 30
Fusion Gun Battery 13 Medium 5D6 8
Disintegrator Array 16 Medium 8D6 60
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Torpedo Launcher – Torpedoes are powerful, tactical nuclear or other high-energy,
explosive guided missiles. The bay fires two torpedoes per round at the same target,
and has internal storage for three more salvos. Once depleted, the bay must be
reloaded from a magazine, which must be installed separately by the ship designer. A
two-shot magazine masses five tons and costs Cr120,000. Strategic orbital
bombardment torpedoes are available, each with an explosive capacity of 1 Megaton.
They cannot be used in space combat, in anything other than a mine capacity. A two-
shot magazine masses five tons and costs MCr1.20.
Proton Beam Cannon – A particle accelerator weapon, firing a powerful beam of
subatomic protons.
Fusion Gun Battery – A weapon that fuses a deuterium pellet to create a bolt of
intensely hot plasma.
Disintegrator Array – A phased energy weapon disrupts the target at a molecular
level.
SCREENS
All military ships have defensive countermeasures or shields of some type, depending
on the ship’s Tech Level. At low TLs they are Gatling guns, flares and chaff; at mid-
range TLs they are anti-laser ‘sand’ or ‘window’ as well as ECM jammers; at high TLs
they include gravity-manipulating repulsor screens and energy fields which nullify
incoming high-energy particles. Defensive screens are subsumed with the ship’s bridge
and computer tonnage allocation, and controlled via the ship’s computer. Consequently
the shields take up no tonnage on a ship of 100 tons or greater. Only military ships
should be equipped with defensive screens. Screens at TL 10+ sap power and are only
raised when needed. Every full 10 starship rounds they operate, the screen rating drops
by 1 on a roll of 9+ on 2D6. Deactivating the screens for one full hour recharges the
screens. Cost of screens is MCr1 per 1% of the ship’s tonnage and provides a 2D6
screen roll during space combat.
FINALISE DESIGN
Total up the tonnage of all components, if the total is over the hull size, then go back
and make changes. Once the tonnage fits the hull, make a note of the ship’s
construction time and then total the costs of all components. Finally, determine the
ship’s Tech Level, by identifying the component with the highest Tech Level (computer
and drives).What is your ship called? Is it part of a class of ships?
Since these spacecraft design rules are intended to fit many different types of science
fiction setting, you may want to change the names of some of the components to better
reflect your ideas, or to fit a well-known setting from the movies or TV. You may want
to call cryoberths ‘hypersleep chambers’, call the manoeuvre drive the ‘sub-light’ or
‘impulse’ drive, you may decide to rename fusion guns ‘turbo lasers’ or proton beam
cannons as ‘ion cannons’. Likewise, disintegrators could be ‘phasers’ or ‘disruptors’. You
can do the same with the torpedoes and missiles if you wish. Try to resist adding in new
and different kinds of weaponry when you could instead rename something that is
already there.
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Example: The Garuda-class colonial trader will be a lightly-armed frontier trading and
transport vessel for the Void Sale setting suggestion (page 413). We decide on a 400 ton hull,
so that it can be crewed by a group of player characters. We make it streamlined so that it can
land on-planet. We decide to add only one increment of TL 12 armour (which would be
durasteel) that gives us Armour Value of 2 for 5% of the ship’s hull mass (20 tons) at a cost of
10% of the initial hull cost (MCr1.6).
At TL 12, our ships will all feature fission power plants and anti-grav drives. In this setting we
have hyper drives that are rated between 1-6 parsecs per week. I settle on a rating of 2 for all
the drives. If I wanted 3 parsecs per week, I’d have to increase the hyper drive to a rating 3,
as well as the power plant which must always match the highest of the other two drives. I
keep a running total on a sheet of paper, with three columns: component, tonnage and cost. I
will total up the last two columns at the end.
Now I calculate the fuel I will need. The hyper drive requires 0.1 x Hull mass x FTL rating (80
tons) per jump. The fusion power plant needs fuel equal to the power plant’s tonnage for 4
weeks of flight, as does the anti-matter drive. I add the bridge and select a Model/2 computer,
it’s the cheapest I can get away with – I need a Model/2 because my hyper drive is rated at 2.
Looking at the crew recommendations, I have a crew of 7: captain, pilot, navigator, two
engineers, medic and a gunner/loader (he needs two jobs on a ship like this, what is he doing
for 99% of the time there is no combat?). Gunners on commercial ships could also be a medic,
steward, shuttle pilot, etc. I install a stateroom each, plus three spare for passengers.
The only fitting I install is 5 tons of fuel processors which will be able to refine 100 tons of fuel
in one day, perfect when skimming fuel from gas giants on the frontier. It’s a TL 12 ship so the
weapons fitted are most likely laser cannons. The total cost of turrets and weapons is MCr4.5.
We don’t need to add extra ammunition for those.
Cargo. You’ll notice I haven’t added any cargo, that’s because the best way of handling that is
to see what tonnage you have left at the end of the design – that becomes your cargo area.
Obviously a cargo ship needs a lot! All ships need a cargo deck, even cruisers and battleships,
this is where supplies, tools, spare parts and other equipment goes. We are left with 160 tons
for cargo, which is not bad for a 400 ton cargo ship. When building a ship, it is easy to add too
much and go over your hull size. If that happens, revise the design, lower the drive ratings,
remove a few components or crewmen … lowering the FTL drive rating (if a hyper drive or
blink drive) really frees up a lot of tonnage due to all that fuel it requires. If you really need all
that stuff, then, in the immortal words of Chief Brody: ‘You're gonna need a bigger boat!’. Start
again with the next hull size up, and copy across all your components. Check your crew
requirements, and then add new drives to fit the larger hull but keep the same performance
rating you had before. Finally total your costs. The Garuda comes out at: MCr123.0
Some GMs hate ship design. Some absolutely love it. You’ll quickly find out which you are once
you build your first ship!
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BIOSHIPS -LIVING SHIPS
A familiar trope of science fiction is the organic starship, or ‘bioship’, from Farscape’s
Moya to the Voidhawks of the Night's Dawn trilogy. Typically, the organic starship has
been purposefully grown by humans (or some alien race) for the task, or it is a naturally
occurring space-borne organism that configures itself to take a crew and cargo. Some
organic bioships are fully sentient, with minds of their own and an ability to
communicate with their crews, in other fiction the bioship ship is organic, but has no
sentience whatsoever (and is on a par with either a plant, or an animal). Some bioships
in science fiction require a pilot who is bound to the vessel, often through a telepathic
link. Some of these alien pilots cannot leave the ship, or even their control station.
Given that bioships vary so much throughout science fiction, can they be emulated in
Cepheus Universal?
POINTS OF DIFFERENCE
Let’s assume that the standard spacecraft design system can be used to create a
bioship for the setting of the Game Master’s choice. However, in this section, we will
discuss some of the changes that might have to be made.
We must assume the bioship can emulate human space drives through the use of its
own space-faring physiology, and it might make the ship appear more alien if it uses an
FTL drive different from the rest of the civilizations of the setting. An anti-gravity
manoeuvre drive is most fitting for this kind of ship, with the hydrogen fuel being
scooped directly from the vacuum of space as it travels. It has no need to refuel.
Is the ship sentient? Is so, refer to the rules regarding Artificial Intelligence and
mainframes, on page 182. Human-like or superior intelligence would be the equivalent
of a Locked AI, whilst a more animal intelligence would be equivalent to a Shadow AI.
For a more plant-based bioship, use the mainframe rules in the spacecraft design
system as written. The computer forms the living brain of a bioship, the bridge is a
cavity it has created to allow the crew to be close to the brain in order to give it
instructions.
With its ability to alter gravity in order to move through space, we can assume it can
also create an artificial gravity within itself. Internal components are generally
unchanged, since the crew will bring these onboard and fit them to the ship. The
bioship’s nervous system serves as a source of internal power, life support and
bioluminescent lighting. Corridors will most likely resemble the inside of huge arteries,
rooms like the interior of a human organ –giving your bioship an H.R. Giger look. Some
internal fittings don’t make sense: the flare damper, docking clamp, dump box, fuel
processors or storm shelter. Grappling arms and a hydroponic section seem like fun
ideas for a bioship, however! Shuttle craft may be some type of organic parasite, similar
to Terran remora or suckerfish, or a human vessel stored inside a bioship cavity serving
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as a hanger. The bioship will certainly possess repair drones, which are essentially large
scale self-repair antibodies. Probe drones are also likely.
Ship-based weapons may prove more of a problem. Kinetic weapons, such as railguns,
missiles and torpedoes seem unlikely as a bioship defence mechanism. However, we
could justifiably install an energy weapon into a bioship, since it might just be an
defensive manifestation of the ship’s own power source, like an electric eel, archer fish,
or spitting cobra. Equally likely is a pacifistic, unarmed bioship. Screens of some
description are very likely indeed.
UNIQUE CHALLENGES
The pilot or commander of a vessel may just be a human (or alien) that is able to
manipulate organic controls to steer and navigate the ship. Several examples of bioships
in fiction instead have a pilot of a race that shares the same DNA, was gestated along
with the ship, or can meld its mind with the bioship. The GM should decide which of
these options he would prefer. Such a pilot will forever be a part of the ship and cannot
leave it, or perhaps even leave its control station on the bridge, having fully ‘melded’
with the ship’s form. The pilot will serve as an avatar of the ship, giving it voice and
explaining its actions or feelings. Its characteristics should be in the human range, with
limited Education (1D6) and higher than average human Intelligence (1D6+6).
The bioship is alive. The point of having a bioship in the setting is not the grotesque (or
cool) organic looking interior, it is the fact that the thing is alive, with either human-
level intelligence, or animal-level intelligence. Consider the US Navy recruiting a few
humpback whales as officers. Generally, they will do their duty, follow orders, and
engage in Navy activities. But at some point they may meet another whale and feel the
need to challenge that whale flee or have some type of social interaction. And every few
years, the whale may have to take a leave of absence to follow the migration route and
find a mate. If it is a female whale, then it may even give birth. All of these things
should be considered when introducing a bioship into the game. These aren’t problems
– they are plot hooks!
The bioship might get sick, catch a virus or be susceptible to some exotic radiation. It
may begin to die and feel the pull towards the final resting place of all bioships …
perhaps some remote orbital bioship graveyard.
The bioship, if sentient, will have a distinct personality, much like an AI. It may fear
some alien races, it might even have had some traumatic experience in a particular star
system and refuse to go there. Its pilot may be open to threats or bribery, to convince
the bioship to carry out an action that it is refusing. It may get angry. It may leave the
characters stranded on a planet with no explanation to fulfill some personal mission. In
short: it is a character.
Plant-like bioships, however, come with a cool factor, but with none of the sentient
drawbacks. They are grown, like space-based oak trees, tough, armoured and reliable.
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SMALL CRAFT DESIGN
Small craft design follows the rules for standard ship design, with the following changes:
DRIVES
A small craft must have a manoeuvre and a power plant. Select the type of drive and
apply any modifications to tonnage or cost as directed. Fission plants cannot be installed
in any craft under 50 tons. A power plant type exists that is only found in small craft at
TL 6-9: the fuel cell, which is refueled with hydrogen. The performance of small craft
drives are found in the Small Craft Drive Performance table. Calculate the fuel required
for both the manoeuvre drive and the power plant. Fuel cells contain their own fuel, and
to be refueled, require refilling with hydrogen equal to half the fuel cell tonnage .
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SMALL CRAFT DRIVES
Drive M-Drive Price (MCr) P-Plant Price (MCr)
Code Tonnage Tonnage
sAA 0.12 0.25 0.6 1.5
sA 0.25 0.5 1.2 3
sB 0.5 1 1.5 3.5
sC 0.75 1.5 1.8 4
sD 1 2 2.1 4.5
sE 1.25 2.5 2.4 5
sF 1.5 3 2.7 5.5
sG 1.75 3.5 3 6
sH 2 4 3.3 6.5
sJ 2.25 4.5 3.6 7
sK 2.5 5 3.9 7.5
sL 2.75 5.5 4.5 8
sM 3 6 5.1 9
sN 3.25 6.5 5.7 10
sP 3.5 7 6.3 12
sQ 3.75 7.5 6.9 14
sR 4 8 7.5 16
sS 4.5 9 8.1 18
sT 5 10 8.7 20
sU 5.5 11 9.3 22
sV 6 12 9.9 24
sW 6.5 13 10.5 26
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SMALL CRAFT COCKPITS
Small craft do not have bridges. Instead, a cockpit serves the same function. A cockpit
is typically quite cramped and costs MCr0.2 per 20 tons of ship, the instruments and
controls require 0.5 ton of space. Each crew position also requires an acceleration couch
(see The Equipment Section, below). Cockpits come equipped with a basic
communications, Model/1 computer, and sensor and emissions-control electronics suite.
CREW REQUIREMENTS
All small craft of 50 tons or under require a minimum crew of one to operate and
maintain the ship. Small craft larger than 50 tons require a minimum crew of two.
Decide on the number of passengers.
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facing forward, not turret-mounted. Small craft may mount screens rated at 2D6 if the
setting allows, these take up 1 ton and cost MCr1 per 1% of the ship’s tonnage.
Example: Let’s build a mercenary assault shuttle for the TL 12 Void Sale setting suggestion
(page 413). The Sidewinder will be 60 tons, big enough to carry a couple of armoured
personnel carriers and a platoon of troops. It will be armed, perhaps with missile launchers.
We do not armour it, but give it all the hull extras: streamlining, self-sealing hull and a stealth
coating. The Void Sale setting is TL 12, with fusion power plants and anti-grav drives, so we
allocate those to the Sidewinder, both at rating 3. Total fuel is 7.2 tons. The cockpit has a crew
of two, with a Model/1 computer. We add an airlock for docking with (or perhaps boarding)
ships in space, as well as landing gear. In Void Sale, military ships have screens, so we provide
a defensive screen for MCr1 providing a 2D6 screen roll in space combat.
Finally we add the weapons, and choose a double missile launcher (with three missiles per
launcher), for subduing enemy troops, as well as striking tanks, vehicles and bunkers. They
can also be used in ship-to-ship combat against other small craft and adventure-class ships.
The total of all components comes to 23.55 tons, leaving us with 36.45 tons for the shuttle’s
payload. We spend that remaining allowance on a cargo space of 24 tons for two APCs, and
just about squeeze 25 troop couches into the rest. If the APCs aren’t needed, additional
couches can be fitted to carry an additional 48 troops (that is 73 in total). We assume there is
a fresher (combination toilet/wash-basin) on board, just behind the cockpit. Total cost is
MCr25.36.
Example: Our second small craft example will be a small transport for the TL 7 Bad Moon
Rising setting (see page 412). This combined command capsule and service module carries
three people from ship to station or station to station. It can also be used as a lifeboat. The
Russian Otvaga capsule has a 5-ton hull, with no extras. It boasts a rating 2 fuel cell and
chemical rocket drive, both of sAA type. Reaction fuel is 0.2 x Mass x rating (2 tons). The
cockpit holds a single couch for the pilot, but includes two more for passengers or other crew.
It is cramped. For use as a lifeboat, it includes braking rockets and parachutes, with 0.28 tons
left for cargo, which probably equates to 280 kg. The duration is 10 days. Total cost is MCr2.8.
Example: Our third small craft is also for Bad Moon Rising, and is a straight copy of the space
shuttle Orbiter. It can be built on a 60-ton hull, with the lifting body modification. Its rating 1
fuel cell and chemical rocket are both of type sE. Fuel is 12 tons.
The Orbiter can’t lift off from a planet unassisted, and requires a dedicated launch vehicle for
that purpose. Although it uses fuel from a giant external tank to assist in the launch with its
rockets, it still holds fuel on-board for its chemical rockets to carry out orbital changes and a
deorbit burn. It can glide back to Earth.
The cockpit holds 4 couches, and the mid-deck holds another 3. There is a 6-ton cabin (living,
dining and sleeping area), an airlock and a grappling arm. The payload bay holds 18 tons, with
1.35 tons devoted in the cabin to stores and supplies. Its duration is 10 days. Total cost
MCr11.02.
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LAUNCH VEHICLE DESIGN
At TL 6-9, launch vehicles, also known as chemical reaction drive rockets, must be used
to lift cargo and passengers into orbit from a world size 4+. Launch vehicles are
designed to propel their payloads into low orbit. If the cargo or launched spacecraft
requires insertion into high orbit or to leave orbit, it will generally use its own motors in
order to this. Launch vehicles can, however, be tasked to launch payloads into high
orbit or beyond, but doing so requires more fuel and consequently the payload will be
reduced by 30%.
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2 – BUILDING THE ENGINEERING SECTION
Refer to the Small Craft Performance table to determine which drives will give the
launch vehicle being designed, 4G acceleration and a 1 point Power Plant output. These
are the minimum values required for any launch vehicle. Fuel requirements for a low
orbit insertion from Earth (a Size 8 world) equate to 82% of the launch vehicle’s
displacement. This is enough fuel for the 15 minute burn into orbit. On other worlds
with differing gravity fields, more or less fuel will be required. Refer to the following
table:
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Light Launch Vehicle (LLV) – Using a 50 ton multi-stage hull the LLV has a 4G
reaction drive (type sK) and 41 tons of fuel for 15 minutes of flight. A fuel cell (type sC)
provides electrical power for up to 90 mins. A Model/1 computer and standard
electronics are fitted. The LLV can lift 4.2 tons into low orbit. The LLV is suitable for
launching satellites. Cost: MCr 10.78. Modern comparisons include the Vega, Rokot and
the Long March 2.
Medium Launch Vehicle (MLV): Using a 70 ton multi-stage hull the MLV has a 4G
reaction drive (type sM) and 57.4 tons of fuel for 15 minutes of flight. A fuel cell (type
sD) provides electrical power for up to 90 mins. A Model/1 computer and standard
electronics are fitted. The MLV can lift 7 tons into low orbit. The MLV is suitable for
launching a large satellite, interceptor or Orion vehicle. Cost: MCr 12.5. Modern
comparisons include the Delta II, Long March 4, the Soyuz FG and the Zenit 3.
Heavy Launch Vehicle (HLV): Using a 100 ton multi-stage hull the HLV has a 4G
reaction drive (type sR) and 82 tons of fuel for 15 minutes of flight. A fuel cell (type sE)
provides electrical power for up to 90 mins. A Model/1 computer and standard
electronics are fitted. The HLV can lift 11.1 tons into low orbit. The HLV is suitable for
launching both a lander and Orion together or a single 10 ton module. Cost: MCr 15.33.
Modern comparisons include the Angara A5, the Ariane 5, Titan III, Atlas V, Long March
3 and Delta IV.
Very Heavy Launch Vehicle (VHLV): Using a 500 ton multi-stage hull the VHLV has
a 4G reaction drive (5 clustered type sRs) and 410 tons of fuel for 15 minutes of flight.
A fuel cell (5 clustered type sEs) provides electrical power for up to 90 mins. A Model/1
computer and standard electronics are fitted. The VHLV can lift 57.5 tons into low orbit.
The VHLV is suitable for launching either large components required for space station
construction or sections of DSVs. Cost: MCr 76.13. Modern comparisons include the
Space Launch System, the Saturn V and the Falcon Heavy.
Payload figures listed are for insertion into low Earth orbit. To launch from the surface
of smaller moons or planets, refer to the following table.
These payload figures are only for launching into Earth low orbit. To launch to a
geosynchronous orbit or reach an escape velocity, then more fuel is required which will
reduce the effective payload. Reduce payload to 30% of its stated size.
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THE SETTING
CAPITAL SHIPS
A capital ship is any spacecraft that has a hull size of 10,000 tons or over. These ships
are big, complex and sometimes require a crew of hundreds. There are two general
types, commercial ships, which might include huge luxury liners, cargo ships and bulk
carriers; and warships that range from destroyers to cruisers, to vast battle carriers.
Because of their size and complexity, capital ships are designed in a similar manner to
vehicles, using a quick design system. Decide on the tonnage of your capital ship, its
type, whether commercial or military, and its role.
SHIP TEMPLATES
The ship template is a starting point from which to customize. A template is a hull with
drives and all the equipment required to run it effectively; as well as plenty of
customizable space. Refer to the Capital Ship Templates table (below). Build time is in
months, the crew has two listings, the crew before the slash is commercial, the crew
after the slash is military; these are guidelines.
Each hull template includes everything that the ship needs in order to complete its basic
mission: bridge, sensors, officers, crew quarters, medical sickbay, cargo holds and
drives, including power plant, manoeuvre drive and FTL drive. Military types will also
include an armoury, defence screens, power banks, a brig, weapons hardpoints and
armour and a computer Model of the highest available at the capital ship’s Tech Level.
DRIVES
All civilian capital ship templates start with a manoeuvre drive-1, power plant-1 and FTL
drive-1. All military capital ship templates start with a manoeuvre drive-2, power plant-
2 and FTL drive-2. The specific type of drive is decided by the capital ship’s Tech Level.
The drive ratings can be upgraded during the Components phase of capital ship design.
Fuel on-board, coupled with life support, allows a capital ship to have an unrefuelled
endurance of 2 months.
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ARMOUR
Commercial ships are not armoured. Military ships have a standard military armour
configuration which has an Armour Value of the ship’s Tech Level – 5. For example, a
TL 12 dreadnaught will have a standard Armour Value of 7. This can be improved with
the optional Armour Upgrade Component.
COMPONENTS
All capital ships have a number of empty Spaces with which to customise them. Add any
Components to your vehicle that fit the concept. Spaces can always be left unused.
Commercial ships have a limit on how many Spaces they can dedicate towards drive
upgrades, whilst military ships have a limit on how many Spaces they can dedicate
towards weapon systems. Costs are in MCr.
COMPONENT LIST
Component Space Description
Armour Upgrade 1 Adds 4 to the capital ship’s Armour Value
Atmospheric Landing ¼ Total Streamlined, allows landing on a planet’s surface
Cargo Deck 1 Bulk, containerized or palleted cargo area
Cryogenic Deck 1 Large scale passenger transport in cryosleep
Drive Upgrade 2 +1 to FTL rating OR Manoeuvre drive rating
Fighter Launch Deck 1 Hanger space and launching facilities for a fighter squadron
Endurance 1 1-3 Spaces: 6 months/6 years/unlimited
Hospital Deck 1 Fully equipped hospital with wards, operating theatres, etc.
Hydroponic Deck 1 Large agricultural-scale biosphere or hydroponic area
Industrial Machinery 1 Heavy machinery, such as ore processors
Matter Transporter 1 Available at TL 16+
Missile Defence System 2 Required for anti-missile defence
Office Suite 1 Corporate-style office suites, with full conference facilities
Passenger Deck 2 Liner-style facilities for hundreds of passengers
Repair Robots 1 Allows damage control repair on a 9+ each round
Science Deck 1 Workshops, labs and other facilities
Shuttle Bay 1 Large hanger deck with shuttles and landing craft
Tractor Beam 1 Available at TL 14+
Brigade Troop Deck 1 Barracks for 500 with training areas, gyms and armouries
Vehicle Garage 1 Large deck holding dozens of ground vehicles
Weapon: Major 1
Weapon: Capital 3 Heavy weapon emplacements
Weapon: Super 12
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Example: We will build the Argo, the 20,000-ton sleeper ship for the setting suggestion of the
same name (page 413). We know she is a 20,000-ton Very Large transport, with huge banks
of cryogenic berths but also living areas for the crews who rotate out of cryosleep in order to
run the ship. The listed crew for a Very Large transport is 10, but in our setting text we have
set it at 54. We have 15 Spaces to play with and decide upon the following Components:
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THE SETTING
STAR SYSTEMS
The GM may be using a published setting with its own subsector star maps, or he might
want to create his own. In that case, use the following rules for doing so.
STAR MAPPING
Star systems are marked
on hex maps, each hex
representing one parsec.
For each star system, the
GM will generate a
Universal World Profile for
the primary world (or
‘mainworld’) of the
system. The smallest
astrogation map size, is
the subsector, measuring
8 hexes wide by 10 hexes high. A larger map size, the sector, measures four subsectors
by four subsectors. There is usually a one-half chance that a world (and its attendant
stellar system) will be in a hex. Systematically check each hex on the subsector map,
throwing 1D6 and marking the hex with a circle if the result is a 4, 5, or 6. This
indicates that a world is present; otherwise, leave the hex blank. The GM might choose
to alter the chance of worlds, making them more frequent or less frequent to
correspond to specific regions of the galaxy.
Once the worlds have been created, consider the subsector as a whole. We discuss
mapping out the subsector when considering the setting as a whole, in The Setting
chapter (page 410). Worlds may be independent, or part of a larger interstellar state
that spans many star systems. Interstellar governments range from loose
confederations of a few worlds with common trade or defense policies or cultural links,
to vast star empires containing thousands of star systems across dozens of subsectors
or sectors. If there are any interstellar borders in the subsector, they should be drawn
on the map. Within the subsector, governments will have established communications
and trade routes connecting some (but not all) worlds. Messages between businesses,
governments and people generally follow these routes. Communications routes should
be drawn so as to avoid making all parts of the subsector accessible; a subsector should
have some areas as backwaters for exploration and adventure. Communications routes
are drawn as single lines connecting hexes on the subsector grid.
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CREATING WORLDS
The basic characteristics of any world are Size, Atmosphere, Hydrographics , Population,
Government, Law Level, Technology Level, Starport and Bases, and are all generated
using 2D6 throws, with DMs applied based on other characteristics. These
characteristics are referred to as the Universal World Profile (UWP). GMs are
encouraged to use the information rolled to invent details for the world, fleshing it out
with a description of the environment and of the society that inhabits it.
The Universal World Profile (UWP) – A concise one-line coding to encapsulate data
on an individual world in a manner that can be quickly and easily read. Note that, like
the Universal Character Profile, it uses letters for numbers greater than 9.
This world, Ceti Prime, is in subsector hex 0105, and has a D-class starport. Following
this are the values of its Size, Atmosphere, Hydrographics, Population, Government,
Law Level and (after the hyphen) Technology Level. The N denotes a Naval Base, and
next is a trade classification. Ceti Prime is an Agricultural world. R denotes it is a Red
Zone. The presence of the letter G on the end indicates that there is at least one gas
giant in the star system (useful to know should the visitor want to skim fuel).
WORLD SIZE
The Size characteristic for most habitable worlds ranges from 0 to 10. There are also a
large number of ‘super-Earth’s’ orbiting near-by stars which are larger than Earth, but
small than gas giants like Neptune. To create Size, first roll 1D6; on a 6 the world is a
‘super-earth’. Roll 2D6+4 for a super-Earth, otherwise roll 2D6-2.
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Space Habitats – High Tech Level societies can build large scale rotating space
habitats, kilometres long, that hold tens of thousands of people in an Earth-like
environment. The GM might choose to place one of these habitats as a Size 0
mainworld. They may also occur in other high-tech star systems in addition to the
mainworld. See Space Habitats (page 308).
Density – Mainworlds are rocky or terrestrial worlds, like Mars, Venus and Earth, but
could also be the moon of a gas giant. In general, the larger the world, then the greater
its surface gravity will be. Surface gravity figures listed in the Size Table are typical, but
could easily vary. The Jovian moon Ganymede, for example, has a density of around a
third that of similar-sized Mercury and so it has a much lower surface gravity, 0.146 G
compared to Mercury’s 0.38 G. It is probably composed of an ice/rock mix. Some rock
types like silicate are of a comparatively low density and worlds made up of these
lighter rocks would have lower densities and lower gravities compared to similar sized
worlds that contain metal-rich rocks. This game doesn't really deal with the variations in
planetary densities, but the GM can look at the Atmosphere value for a clue. On a world
with an Earth-like density, Size and Atmosphere should generally match up. On such
planets, iron and other metals will be as abundant as they here.
A planet with a low Size but a Standard or Dense Atmosphere probably has a higher
than average density, its higher gravity helps it retain the thicker atmosphere. Such a
planet is likely to be iron-rich, a miner's dream, with plenty of iron and other useful
metals to dig out of the ground. Conversely, a large world that can only cling on to a
Thin or Very Thin Atmosphere has a lower than average surface gravity, pointing in turn
to a much lower density. These low density worlds are likely to be metal poor - perhaps
to the point that they are unable to sustain technological and industrial development.
Very low density (silicate) planets will exist that bear virtually no useful ores of any kind.
Of course large worlds, with more gravitational attraction may attract a moon or two, or
more.
Volcanism – The density of a mainworld, suggested by both its Size and Atmosphere,
holds further clues for the world-builder. High density worlds will have a molten core,
suggesting lively tectonic activity which includes earthquakes and volcanoes. It will also
be responsible for a powerful magnetic field that diverts solar radiation and can produce
spectacular aurorae at the poles. Metal-poor, low density worlds have less interior heat
and little tectonic activity, this results in a weak or non-existent magnetic field - and
little protection for solar radiation. Where the Atmosphere and Size characteristics are
roughly comparable, the GM can, if he desires, assume a more or less Earth-like
geology.
Smaller worlds, dead moons and low density planets might still have active cores.
Jupiter’s moon Io for example, should not have a molten core, but the huge
gravitational influence of its parent world as well as neighbouring moons, push and pull
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Io so much that internal heating occurs. Impressive volcanoes are matched by an
equally impressive magnetosphere. An otherwise dead world like Mars might have, if
the GM chooses, one or more large moons that have a similar dramatic influence.
Rotation, Axial Tilt and Eccentricity – Unusual worlds can be created simply by
varying the speed at which they rotate, the length of their orbit or the tilt of their axis.
None of these parameters are suggested by the contents of the UWP, instead the GM
has the freedom to apply them when and where they may spice up an otherwise
lacklustre planetary description.
So many factors affect planetary rotation that a GM can set the length of a day to
anything best fitted to his world design. Humans may prefer a world with days 20 to 30
hours in length, but there are no reasons why a day cannot last six Terran weeks, or six
Terran hours. There are some guidelines: larger worlds 'should' generally rotate faster
than smaller worlds, older worlds will have had a chance to slow their rotation, planets
in the same system will usually all rotate in the same direction, most moons and worlds
close to their parent planet or star will have no rotation at all. They are 'tidally locked',
with one face permanently facing the more dominant neighbour, just as our own Moon
turns one familiar face toward Earth, whilst its far side remains hidden from ground-
based observers. Note that M type stars, which are cool and small, may have an Earth-
like world within their system, but that it is likely to be so close to the warmth-giving
star that it is tidally locked. Be aware also, that a rapid rotation will increase the Coriolis
force on the planet's atmosphere, creating strong winds, powerful storms and a
dynamic and unpredictable atmospheric weather system.
Axial tilt simply refers to how far a planet leans over while it rotates; all lean to some
degree, and this affects how much solar radiation is received away from the equator at
certain times during the planet's orbit. These are the seasons. With relatively little or no
tilt, there are no seasons. The greater the tilt then the greater the degree of severity of
change during the summer and winter months and the longer these extreme seasons
will be. Imagine if Earth doubled its tilt to 45 degrees, causing Serengeti-like droughts
during the long summer, blizzards and crippling snow-drifts during the similarly long
winter. Not only that, but summer days in the far north will be night-free, whilst those
in winter will never see the sun. The more pronounced this tilt, then the further south
these 'midnight suns' will occur.
Could a world tip completely over? Could a planet have an axial tilt of 90 degrees? In
this scenario, the midnight sun, does not creep up slowly, day by day, but is part and
parcel of summer. In summer there is no darkness, in winter there is no daylight. Dawn
and dusk are long protracted affairs lasting months. Could a world like this exist? Well
yes, Uranus has an axial tilt of 98 degrees and its poles endure 42 years of continuous
sunlight followed by 42 years of continuous night. Between the two extremes during the
Uranian equinoxes, the gas giant enjoys a short Earth-like day and night cycle.
Just as the GM can 'decide' that a world has an unusual rotation or axial tilt, he also has
the option of gracing his world with an eccentric orbit. Orbits are generally circular, but
that of Mercury could be described as oval, it speeds up as it nears the Sun, then slows
down as it makes its way along the longer part of its uneven orbit. If it was Earth-like,
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the effect of the seasons would be greatly exaggerated, even a planet with no tilt and
no seasons would feel the short heat of summer and the long, cold of winter.
The planet Helliconia, created by writer Brian Aldiss, has a year that is 2,500 Earth-
years in length and that is extremely eccentric. Civilization itself changes during the
course of a year and Aldiss thinks through all of the ramifications of such a monumental
seasonal variation, cursing the inhabitants with Fat Death and Bone Fever, diseases that
have evolved to remove the weak and to create survivors that will be able to face the
coming seasonal cataclysms.
Habitation – High density planets are perfect candidates for mining worlds, either as
mining outposts if the population is low, or as fully developed industrialized colonies
built upon a metal rich economy, if the head-count supports it. Worlds with high
gravities (typically those of Size 9 and over (in excess of 1.25G) would need some
adapting to; genetically created clone workers could be used, that have short and
muscular bodies, and robust cardiac systems to cope with the immense stresses put on
the human body. No-one goes anywhere fast which might create a fairly ‘tomorrow-will-
do’ culture, or perhaps it instead fosters a society of careful perfectionists, deliberate
and calculating. We can imagine that buildings will be single storey for the most part
and that flight will be restricted or non-existent. Water transport will become particularly
efficient compared to land or aerial travel, but at any appreciable depth the density of
the water will increase dramatically, shutting off the submarine world from surface-
world explorers. If there is native life on the high G world in question, it will be low-
slung, close to the ground and powerfully built. Hal Clement’s super-world Mesklin was
home to foot-long centipede-like creatures that had developed intelligence and enjoyed
the fruits of civilization.
Worlds with a Size of 1-3 generally have low surface gravities; simply walking in a
straight line may prove to be a problem. Earth’s Moon is a Size 2 body and human
movement (as we saw during the Apollo missions) consist of what were described as
‘bunny hops’; large strides and long jumps are all possible. Mercury is Size 3 and Mars is
Size 4. Some worlds will have a Size of 1, equating to a planet the size of one of
Saturn’s main moons: Rhea, Dione, or Tethys. Movement on a world this small will be
particularly challenging. The construction of tall buildings will be easier than on Earth.
Flight will often be easier on a low G world (if of course there is an atmosphere to
support it). Contrary to the low-slung native creatures of a high G planet, the local
denizens of a low gravity world may include a number of very tall species. Plants and
tree analogues may grow to prodigious heights and flying creatures will have an easier
time of it. Coupled with a Dense Atmosphere, flying creatures here may grow to some
size … the speculative world titled Blue Moon (which featured in a 2005 TV
documentary entitled Alien Worlds) boasted both a low gravity and a dense
atmosphere, a combination that was able to support all manner of floating or flying
fauna - including the magnificent sky whales.
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ATMOSPHERE
A planet’s Atmosphere is generated by rolling 2D6 and adding any DM from the
Condition table.
As a rule, only larger worlds have a gravitational field large enough to hold on to an
atmosphere, but there certainly are exceptions. An atmosphere is essentially a layer of
gas or gasses that cloak the surface of the planet and there are a number of reasons
why a world may or may not be lucky enough to have one. As we have already
mentioned, a big world has the muscle to keep its atmosphere and the bigger the
world, in all likelihood the denser (or thicker) the atmosphere will be. Conversely,
moons and small planets with relatively low surface gravities will generally have only
trace atmospheres, if they have anything at all.
Other factors also come into play. A world sitting close to the main star might have its
atmosphere stripped away by the destructive energy of the star's solar wind sweeping
past. The only chance a planet has of retaining its layer of gasses in this situation, is if it
also benefits from a molten core that is producing a protective magnetosphere.
Compare the Earth, whose atmosphere is shielded by its magnetosphere, with Mars.
The red planet has a trace or very thin atmosphere that was considerably thicker in
ancient times, but as the planet cooled it first lost its magnetosphere and then its
atmosphere.
Yet there are exceptions; in the depths of the solar system, the moon Titan orbits the
ringed planet Saturn. Titan is cold, far from the sun and seismically inactive. It has no
magnetosphere and with a surface gravity of only 0.14 G should not be able to retain an
atmosphere - yet it has a dense atmosphere that is 1.45 times thicker than that of
Earth's. Ganymede and Callisto, comparable-sized moons of Jupiter, are of a similar
composition but do not have atmospheres. One theory suggests that Titan, being
farther from the sun than the moons of Jupiter, was colder during its formation. Gasses
were trapped in the ice at those low temperatures and later made their way into Titan's
atmosphere.
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Pressure – The UWP atmosphere table indicates that there are nine main types of
atmosphere: Vacuum, Trace, Very Thin, Thin, Standard, Dense, Exotic, Corrosive and
Insidious. This order roughly corresponds to their increasing level of pressure (or
thickness). The manner in which the mechanics work attempts to replicate the general
rule that small worlds will have thinner atmospheres, whilst larger worlds will boast
denser atmospheres. Here on Earth we have little experience of differing atmospheric
pressures, and so underestimate how much of an impact this factor may have on
everyday life. We are actually living near the bottom of an ocean of air. At sea level, the
weight of the air presses down on us with a pressure of 1 kg per squared cm. At higher
altitudes, less air means less weight and less pressure. The pressure and density of air
decreases with increasing elevation.
Standard pressure is what you are breathing now. The table tells us that Standard has a
pressure between 0.71 and 1.49 times that of Earth. Things change at lower pressures
and those humans who live or work in mountainous regions can attest to those
changes. At altitudes above 2,500m, the air pressure drops to around 0.70 that of sea
level. This is equivalent to the atmosphere type of Thin. Humans who are not adapted
to such conditions can suffer from altitude sickness, with headaches, nausea, extreme
tiredness, breathlessness and body pain. Associated high blood pressure can cause
complications for pregnant women. At altitudes above 4,000m (such as most of the
Tibetan plateau) the oxygen content in every breath full drops almost to 50%, whilst
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above 7,000m (the peaks of the Himalayas) the lack of available oxygen reaches lethal
levels. This extreme altitude on the 'roof of the world' is equivalent to the atmosphere
type of Very Thin. For most explorers, survival masks or oxygen tanks will be required in
this type of environment.
Low pressure atmospheres will have a variety of effects on life, both native and alien.
Air temperature will be lower and the atmosphere will retain less heat; it will also have
extreme differences in temperature between day and night. The air in a thin
atmosphere will be drier than Standard, forcing both humans and native wildlife to drink
more water. A further drawback will be the lack of protection the atmosphere provides
from the effects of solar radiation. In addition, with fewer air molecules to push against,
native animal life will find it difficult to get into the air. There will be few, if any, flying
creatures on these worlds. Finally, with less oxygen available, humans will struggle
physically, and this struggle will be shared by any combustion-engine vehicles. Railway
trains in the Andes struggle to cope with some of the serious inclines on the track
because the power isn't there - compressors will need to be fitted to engines in order to
supply enough air to keep them running. On colonies with thin atmospheres, electrical
motors might take the place of more inefficient combustion-engine vehicles and power
sources.
Worlds with high pressure atmospheres are likely to be teeming with flying creatures,
and while most will be equipped with wings, others might be gas balloons, or may be
gliders, or 'kites'. An aerial ecology really thrives when a very small planet (with low
gravity) has a dense atmosphere. Dense atmospheres also retain a lot of heat resulting
in a great deal of highly energetic weather; imagine gargantuan, continent-spanning
hurricanes, powerful electrical storms, supersonic winds and football-sized hailstones!
Take a weather phenomenon and max it out! The greatest benefit of a dense
atmosphere is the way in which it shields the surface from the effects of solar radiation
(which can make-up for a lack of magnetic field). When considering human habitation
on a world with Atmosphere of 8 or 9, remember air resistance - vehicle speeds,
including both aircraft and ground cars, will be reduced. Winds will pack far more
punch, and building designs will reflect this - multi-storey buildings might be quite rare.
Vegetation, likewise, will be low-growing or evolve to counter the prodigious strength of
the wind.
Airless Worlds – Many randomly created worlds will have an Atmosphere type of 0
(Vacuum) or 1 (Trace). Although a Trace atmosphere denotes a thin veneer of gasses
around a world (such as Mercury), it is of such barely measurable pressures that for the
purposes of a roleplaying game, it may as well be a vacuum. Animal and plant life is
non-existent on an airless world, although exotic and incredibly rare examples of
vacuum life might exist (and certainly be worthy of a survey mission). Humans must
resort to living in bubble cities, underground settlements and other artificial, sealed
environments. It can be difficult for the GM to make these vacuum habitats stand out
from one another. Try to place these settlements at interesting geographical locations:
at the entrance to a huge mine, straddling a small meteorite crater, along the walls of a
canyon, inside old lava tubes, in the caldera of an extinct volcano, inside a network of
vast, natural caves ... and so on. Airlocks become crucial to gameplay, since they limit
freedom, so plan for plenty of airlocks - old, new, dangerously under-maintained,
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guarded and unguarded, vehicle locks, elevators to the surface and vast airlocks
capable of accepting starships.
It's Tainted – The qualifier 'tainted' simply means that the atmosphere in question
contains some element that makes it unbreathable. Most likely it is a harmful gas, such
as carbon dioxide, methane and/or hydrogen in quantities that humans simply cannot
breathe, which has serious side effects (such as nitrogen at relatively high partial
pressures) or sulfur compounds, possibly resulting from global volcanic activity. Taints
may also include bio-hazards such as pollens or alien pheromones. Taints require the
filtration system of a survival mask for human survival.
Extreme Atmospheres – Some of the more difficult atmosphere types to explain and
describe are the 'extremes', types A, B and C which equate to Exotic, Corrosive and
Insidious. Whereas the Very Thin, Thin, Standard and Dense atmospheres are generally
Earth-like in pressures with Earth-like gasses in a variety of amounts, the 'extremes' are
terribly toxic, horribly lethal and utterly alien. The three types are really grades of
lethality, and an A type and C type atmosphere may actually contain the same
poisonous gas, just in different amounts. According to the table, Exotic atmosphere
requires an air supply, a Corrosive atmosphere is dangerous, requires a vacc suit and
will cause 1D6 damage to an unprotected character per round. An Insidious atmosphere
is so dangerous that it will defeat a vacc suit after 2D6 hours and kill the man inside it.
Venus, with its incredible high pressure, high temperature atmosphere comes into this
latter category. Gasses which give an atmosphere an extreme label include carbon
dioxide, methane, nitrogen, sulfur, oxygen, hydrogen, ammonia, chlorine and fluorine.
Select one active element from the list below, but note that some gasses are often
found in combination with others on the list. If the GM so decides, use these
combinations, mixing together the dangerous effects in one nasty airborne cocktail.
Carbon Dioxide – Carbon dioxide made up Earth's early atmosphere, and life on such
a world (if it supports life at all) must utilize direct sunlight, geothermal heat or
chemical reactions for survival, rather than oxygen. At a high pressure and high
temperature, this type of carbon dioxide atmosphere is Insidious, so an Exotic world
with a CO2 atmosphere must be distant from its star and the pressure fairly low. [May
be found in combination with sulfur dioxide, fluorine, nitrogen or chlorine]
Methane – Methane is both odourless and colourless and is extremely explosive should
anyone bring oxygen with them down to the world's surface. Leaks from vacc suits or
habitats or malfunctioning airlocks could easily mix oxygen with methane and create
the potential for a fierce explosion and raging fire. Methane worlds are usually large
and cool and will tend to form very dense atmospheres. Titan is a good example of a
world boasting an Exotic atmosphere, although in Titan's case it is so far from the sun
that a survival suit is needed as well as an oxygen supply. [May be found with
ammonia, or in a methane-ammonia-hydrogen mix]
Nitrogen – An atmosphere containing nitrogen and oxygen in certain combinations will
contain a nitric acid irritant, which on Exotic worlds will require a protective survival
suit, and which on type B and C worlds is the cause of corrosive effects. On these
latter worlds, there may be rivers and seas of nitric acid, all fed by an acid rain that
can kill. [May be found with fluorine]
Oxygen – Believe it or not, high concentrations of oxygen can be extremely harmful to
humans. A planet with a high oxygen content could be either Exotic or Corrosive. At
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standard pressures, high oxygen levels burn the eyes and throat and fluid forms in the
lungs, the explorer becomes breathless and feels pains in his chest; of course there
are also the associated dangers of explosion and intense fire which accompany large
concentrations of this gas. As a side-note, oxygen 'can' be breathed at levels up to
100% safely, as it was by astronauts in the Mercury and Gemini programmes, but only
at reduced pressures.
Hydrogen – A cold world in the outer zone, with an atmosphere made up
predominately of hydrogen will qualify as Insidious. Hydrogen is not poisonous, but it
is extremely flammable and its atoms are small enough to penetrate suits, seals and
vehicles. Hydrogen, with its associated effects, will be found within ammonia and also
methane-rich atmospheres. [May be found in a methane-ammonia-hydrogen mix]
Sulfur – Sulfur compounds created by volcanic activity or as a result of runaway
industrialization, act as an irritant and in much greater concentrations becomes
corrosive. Life might evolve to utilise sulfur rather than carbon, but its low energy yield
might limit the organisms' size. [May be found with carbon dioxide, fluorine or
chlorine]
Ammonia – Ammonia is another irritant that, if present in low amounts on an Exotic
world, would require a protective suit as well. Any leaks will be noticed immediately
due to ammonia's pungent odour, which any GM who owned a child's chemistry set
will vividly remember. Ammonia attacks the eyes, throat and mucus membranes with a
fierce chemical burn that will be blinding and choking (and fatal rather quickly) on
Corrosive or Insidious worlds. Ammonia planets will probably be large and cold with
dense atmospheres. [May be found with methane or as a methane-ammonia-hydrogen
mix]
Chlorine - Chlorine's use as a chemical weapon during the First World War reflects the
chemical's toxic nature. It might be present in tiny amounts on an Exotic world -
enough to cause persistent irritation, but in any sizable amount will be deadly, and in
such concentrations be found on Corrosive and Insidious worlds. The gas has a strong
odour and is greenish-yellow in colour, making leaks easy to identify. Chlorine will
damage and destroy exposed tissue faster and more effectively than ammonia, and
like ammonia blinds and chokes. It is an extremely dangerous substance even in fairly
low concentrations. Since chlorine reacts in a similar fashion to that of oxygen,
chlorine-based life might well exist on some worlds. And since chlorine is visible, an
atmosphere with the gas in its make-up will appear green, sunlight creating a yellow-
green haze through which the landscape can be viewed. [May be found with nitrogen,
carbon dioxide or disulfur dichloride]
Fluorine - More corrosive, more toxic and more dangerous than chlorine, this gas will
only form the atmosphere of a Corrosive or Insidious world. Like chlorine, atmospheres
of this type may support bizarre alien eco-systems. [May be found with nitrogen,
carbon dioxide or sulfur tetrachloride]
High Temperature - Although not a toxic gas, air temperature on a world with a
carbon dioxide, chlorine, nitrogen or Earth-like oxygen atmosphere might be so high as
to qualify the world as Corrosive or Insidious. Venus is a prime example with its carbon
dioxide atmosphere squeezed to 92 Earth atmospheres and cooked at 460 degrees
Celsius.
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HYDROGRAPHICS
Hydrographic percentage is obtained by rolling 2D6 and adding any DM from the
Condition table. A world's Hydrographics value should never exceed 10, nor may it be
lower than 0.
The Hydrographic characteristic indicates how much of the world's surface is covered
with ocean. Each point represents around 10%. As an example, Earth is covered by
approximately 70% seas and oceans, giving it a Hydrographic value of 7. Remember
that this is an approximation; a planet with 100% ocean coverage might by a Kevin
Costner-style water world, or it might be home to hundreds of tiny coral atolls. Be
flexible in the description. On most worlds, this value will represent the percentage of
'water' on the surface, but on a planet with an extreme atmosphere the liquid will
instead play some part in the chemistry of the world (nitric acid oceans on a world with
a nitrogen-rich atmosphere, for example).
Oceans tend to be salty, due to the geological salts leaching out of the bed-rock. The
presence of moons will make them tidal. Other bodies, too, can cause tidal effects. If
the world is the moon of a gas giant inside the habitable zone, the gravitational
interaction between the gas giant and other moons will create very significant tides.
Slow-paced tides (measured over months or years) might be caused by the presence of
a binary star within the system. A tectonically active planet will have a complex
underwater geography of mid-ocean ridges, abyssal plains and deep-ocean trenches.
More benign worlds will have shallow seas with a fairly unremarkable subsea
topography, eons of erosion levelling off any submarine mountain chains.
Dry Worlds (Hydrographics 0-3) – The desert planet is a staple of science fiction,
from Tatooine and Arrakis, to Heinlein's Klendathu and Forbidden Planet's Altair IV. The
true desert world, with a Hydrographics value of 0 (absolutely no surface water at all) is
sometimes thrown up by the world generation system. Worlds like Dune, with its
gargantuan sand worms and Bruce Sterling's Nullaqua provide us with vivid living and
breathing examples; they illustrate just what you can do with a desolate ball of rock
lacking water and plant life. Dune's ecology and physical geography are lovingly
detailed, realistic and evocative. Meanwhile Nullaqua pushes the concept of a desert
one step further, human activity is concentrated in vast dust-filled crater. So fine is the
dust that it can be traversed on ships and is home to the enigmatic 'dust whales'.
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However, far more common are the 'dry worlds' with hydrographic levels of 30% or
below. With little or no rainfall there are limited bodies of water; plant and animal life
will struggle to survive and there will be limited opportunities for colonisation and
human settlement. You can imagine great seas of sand, an ocean of dunes that spans
the globe of one of these dry worlds. However, the creation of worlds for a game
universe should be a little more sophisticated than that. Your planet might be a dry
desert world, but it's surface is not going to consist solely of sand dunes. Consider Mars,
our nearest desert-like world ... there are dune fields close to the poles, certainly, but
the rest of the Martian surface is wonderfully diverse, complex and varied. The
harshest, driest deserts on Earth are similarly varied.
Hamada is an Arabic term for a bare plain of bedrock, strewn with pebbles, gravel and
boulders, while another term, 'reg' is a sandy plain strewn with larger boulders and
rocks. Yet another Arabic word, 'erg' describes the familiar sand sea complete with
wind-blown dunes. These three types of desert surface would pose very different
problems for characters. And then there are salt pans, mountains, mesas, water-cut
arroyos (or wadis) and playas, which are the gravel plains at the openings of canyons
which are created by extremely short-lived desert rivers. Wind and water can likewise
sculpt the rock on a regional scale to create a landscape of sand-blasted pillars,
pinnacles and arches similar to those of America's Painted Desert. Or, if the winds are
consistent and continuous, a terrain of long, aerodynamic rock ridges called 'yardangs'.
Most dry worlds will have a small sea or scattered lakes, perhaps a few small rivers and
perhaps even a large River Nile-like analogue. Around these water sources vegetation
will thrive, and there may be forests or intensively-irrigated agricultural areas. The
boundary between waterless desert and fairly lush, habitable regions will be composed
of semi-arid lands, steppe or savannah, a place where water is scare but available in
large enough amounts (perhaps seasonally) that plants and animals tough enough to
live there can eke out an existence.
Wet Worlds (Hydrographics 4-9) – When the term 'Earth-like planet' is bandied
about, it generally refers to a world with a sufficient level of surface water to support a
complex eco-system of plants and animals. Yes, there may be arid deserts and frozen
wastes but with seas and oceans in great quantity and assuming an atmosphere
conducive to life, the world's surface will be a riot of climatic zones and vegetation
types. With good reason, these lush, fertile planets are more commonly known as
'Garden’ worlds. In a roleplaying context, it can sometimes be difficult to make these
Earth-like locations distinctive or 'un-Earthly' and you may well fall into the trap-of-least
resistance, that is, assuming that the world in question is just 'Earthlike' without any
further elaboration.
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Game Masters creating a waterworld might easily fall into the same 'all desert worlds
are sandy' trap. How can such a bland, watery world offer anything to the players or the
game? The 100% hydrographic value may not mean there is no dry land, in fact there
may well be volcanic island chains, coral reefs, vast tidal sandbanks and so on, and it is
on these remote pieces of dry land that starships will land and where the native
population will live. Life might easily get crowded, intolerably so, on a waterworld. Or
will it? With sufficient technology humans may decide to move under the waves to
create colonies beneath the sea, something posited by visionaries and underwater
pioneers in the 1960s and 70s. Relying on undersea mining and aquaculture, hundreds,
thousands, perhaps millions of people might inhabit the ocean floor in domes and
sealed habitats.
This brings a new set of considerations to the table which address the physical problems
of living underwater. Problems of pressure, temperature, light and remoteness are as
important here as they are in orbit around some distant star. Building up a picture of life
on the ocean bed could prove difficult. The GM who is unfamiliar with the science of
deep water environments might find it helpful to imagine the ocean floor of his
waterworld as the surface of an airless moon. There will be colonies or habitats, sealed
against the pressure and cold, perhaps built as a series of connected domes or tubes,
complete with airlocks. Submarine settlements like this will be located in the relatively
shallow waters around continents or large islands, rather than the crushing depths out
in the deep ocean. Submarines take the place of aircraft or spaceships, moving people,
goods and raw materials between habitats, while self-contained atmospheric diving suits
take the place of vacc suits. There will be mines and aquaculture farms. And not
everyone will get along. The Government characteristic will give the GM a very good
idea of what is going on - how are these submariners organising themselves? Some of
the technical aspects of working on the seabed for extended durations are nicely
illustrated in three sci-fi movies: The Abyss, The Sphere and Underwater.
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POPULATION
A world's Population is generated by rolling 2D6–2 and adding any DM from the Condition table.
If a world has a population of 0, it is uninhabited and the world also has a Government, Law
Level and Technology Level of 0. The population digit should be read as a number of zeroes
following a one, so that a population of 3 indicates a population in the thousands (1,000).
STARPORT
Starport type is determined only after Population has been Roll Starport Class
established. Many worlds have starports, their presence 2 or less X
being essential to interstellar trade and commerce. To 3-4 E
determine the mainworld’s primary starport, roll 2D6-7, add 5-6 D
the world’s Population value and then consult the table. 7-8 C
9-10 B
11+ A
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GOVERNMENT
The Government characteristic is determined by rolling 2D6–7 and adding the world’s
Population. If a world's Population equals 0, then the world's Government equals 0. The
Government code should never be higher than 15, nor lower than 0.
Type
0
Government
None
GAS GIANTS
1 Company/Corporation A star system may have one or more
2 Participating Democracy gas giant planets (similar to Saturn or
3 Self-Perpetuating Oligarchy Neptune). The presence of a gas
4 Representative Democracy giant allows starships equipped with
5 Feudal Technocracy fuel scoops to refuel by skimming;
6 Captive Government this eliminates fuel cost for the vessel
7 Balkanization and reduces Running Costs. It also
8 Civil Service Bureaucracy allows refueling at systems that do
9 Impersonal Bureaucracy not have starports. Gas giant
A Charismatic Dictator skimming takes 3 hours and requires
B Non-Charismatic Leader a Routine Pilot roll for success. Gas
C Charismatic Oligarchy giants are relatively common. For
D Religious Dictatorship each system throw 5+ on 2D6 for at
E Religious Autocracy least one gas giant to be present in
F Totalitarian Oligarchy the system.
LAW LEVEL
Law level is determined by rolling 2D6–7 and adding the Government characteristic. If
the world’s Government is 0, then the world’s Law Level is also 0. Law Level should
never be less than 0. Planetary law level provides a rough idea of how many
regulations, laws and security checks a traveller from off-world will encounter. Although
the table above breaks these numbers down to establish what type of weapons can be
carried and what possessions are illegal, the world builder is best served by taking the
Law Level to be more of a guideline., i.e. roll over the Law Level on 2D6 to avoid
harassment.
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TECHNOLOGY LEVEL
The Technology Level (also called ‘tech level’ or TL) of the world is determined by
rolling 1D6 and adding DMs from the following table. A world’s Technology Level may
not be below 0. For an Average Stellar setting +1, for High Stellar +2, for Beyond
Stellar +3. Cap your roll at a maximum for the setting.
Certain world conditions must meet a minimum Technology Level requirement. If the
world possesses a lower technology level, then the GM should increase the world’s tech
level to the required minimum. If the Atmosphere is 3 or less, or A, B or C, then TL
must be 7 or more. If Atmosphere is 4, 7 or 9 then the TL must be 5 more.
TRADE CODES
Trade codes are assigned based on a world’s UWP values, as noted below.
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Trade codes are assigned based on a world’s UWP values. Trade classifications are
broad labels that tell the players and Game Master what kind of goods might be bought
cheaply on-planet and what might be sold at a profit. More than that, though, the
classification gives us a look at the broad economic base of the planet. Does it import or
export? What do people do? How does the world fit into the economy of the interstellar
community?
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Non-Agricultural – The Non-Agricultural world has many mouths to feed, but lacks
the climate and water resources needed to feed them. It is dependent on outside
sources for its food, textiles and other organic products. The rules assume a good
reason for the colonization of such a planet and it is likely that light industry thrives on
these Non-Agricultural worlds.
Non-Industrial – Any world with a population between 10,000 and 9,000,000 is
classified as Non-Industrial, which indicates that there are too few people to support
an adequate manufacturing economy. Consequently many types of factory-made
goods will need to be imported from off-world. This makes the Non-Industrial world
something of a backwater or 'developing nation' reliant on high tech imports to
maintain its economy. Most early colonies obviously fall into this category. Although
these colony worlds demand sophisticated products that they cannot manufacture
themselves, the Trade tables suggest that they themselves have little to offer the
interstellar community.
Poor – The Poor world really is a backwater, a place few visit; it has a thin atmosphere
and insufficient water resources to support a strong colonial economy. In all likelihood
the Poor world is covered by extensive deserts. This is a dry and unattractive world, its
inhabitants can produce enough food to survive, but rely on imports for any
sophisticated or high technology items.
Rich – The Rich world is a desirable destination, a luxurious retreat that boasts
innumerable diversions, entertainments and attractions. Wealthy individuals may make
a Rich world their home; its economy will generally be self-sustaining, but it will rely
heavily on imports to satisfy its inhabitants' insatiable craving for luxury items.
Water World – Citizens of a waterworld inhabit a planet filled with resources.
Aquaculture and fishing provide food, whilst seabed mining and oil drilling supply fuel,
building materials and other resources. Exotic chemicals and drugs might also be
sourced from the oceans. Waterworlds are a common theme in science fiction.
Vacuum – Planets without atmosphere must shelter their populations within airtight
habitats and domes. Although food can be grown hydroponically, there will still be a
great need for consumables from off-world. Mining will typically form the bulk of any
exports from a vacuum world.
BASES
Star systems may have bases for military forces, the star navy, the scouts, or for other
arms of the state. While other bases may exist, the two primary bases are the Naval
Base and the Scout Base. If both are present, the UWP code is ‘A’.
Naval Base (N) – A naval base is a supply depot, refueling station, repair yard or
fortress of the star navy. Naval vessels can obtain refined fuel and supplies here. If a
world possesses a Class-A or Class-B starport, throw 8+ on 2D6 to determine the
presence of a naval base in the system.
Scout Base (S) – A scout base or outpost offers refined fuel and supplies to scout
ships. If a world does not possess a Class-E or Class-X starport, throw 7+ on 2D6 to
determine the presence of a scout base in the system. This roll suffers a DM -1 if the
world has a Class-C starport, a DM -2 for a Class-B starport and a DM -3 for a Class-A
starport.
Research Base (B) – A scientific research base established by the interstellar
government. It will be restricted to authorized ships and personnel and may not
advertise the nature of its projects. The GM must place such a base.
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TRAVEL ZONES
Most worlds are assumed to be civilized, or at least amenable to adventurers and other
visitors. Some, however, are caught in the throes of war, plagued by disease, or simply
not ready for interstellar visitors. Such worlds are classified by travel zones to denote
such status. In most cases, the GM should indicate travel zones based on the
information available. Two such zone types exist: amber and red.
Amber Zone – An Amber world has been deemed dangerous, and travelers are
warned to be on their guard. Amber worlds are often undergoing upheaval or
revolution, or else are naturally hazardous environments.
Red Zone – Red worlds are interdicted and travel to them is forbidden. Interdictions
are enforced by the star navy. Red zones can indicate that the world is too dangerous
to allow visitors. The Game Master assigns Red Zones at his discretion.
CLIMATE
Worlds, even barren rocks, will have a variation in climate. On habitable worlds there
will be several climactic zones, but to provide a rough guideline for players and their
characters, a single label can be attached to a world that describes its predominant
climate. Earth, for example, is classed as Temperate, whilst Mars is generally Cold.
Locked
Tide-locked, one hemisphere always faces the star.
Eccentric
Wide variation due to eccentricity of world orbit, or of binary companion
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PROVIDE A HOOK
Often it is possible to create an interesting
and believable world by marrying the
physical part of the UWP with the social
aspects. Although it may take some head
scratching or reinterpretation, vivid and
living worlds can spring from the bare
bones of a UWP. But that may not always
be the case. Sometimes the Game Master
needs a 'hook', a one-off signature aspect
to the planet that will make the destination
an unforgettable one. The hook might be
related to the world's physical form or to
the society and culture that inhabits it. It
will be something unique.
Each hook is inspired by something found here on Earth, but simply pushed to its
extreme. Abyss was inspired by a documentary the author saw on Manila, one of Earth's
most densely inhabited cities. What would an even denser city look like, and how could
that be achieved? The danger of overusing the use of hooks exists. They are,
essentially, gimmicks, although ones that may be grounded in good social or physical
geography; but when the hook is all encompassing and world-spanning, care must be
taken to limit its use. The implementation of the hook might necessitate changing one
or more numbers of the UWP. Alternatively, the Game Master will find himself with a
fantastic idea for a hook and a set of UWP characteristics that go with it, and he finds
himself scanning the UWPs of his subsector, looking for a world that might fit the bill.
This is something GMs are particularly good at. They come across a fabulous published
scenario that is set on a particular planet, and for the sake of continuity within their own
role playing campaign, they hunt for a world with a similar UWP in their own game
universe that might serve as a location for that scenario. Hooks can be dropped in like
that, from above, or they can be built onto a UWP, by looking at the string of
characteristics and coming up with a suitably memorable feature to match.
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SUBSECTOR MAP GRID
300
Example: We will create a world for the interstellar Void Sale setting, going through
the world creation procedure in order, pulling the numbers together to make a coherent
setting, at the end of the process.
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The society might have once been a penal labour colony, but the law level suggests
progress, with order and law being maintained by an isolated set of committees. This
government is run by the top dogs of the prison in its heyday, now old men, covered in
scars and gang tattoos. They are respected, their word is law and enforcement is swift
and harsh, but their rule is accepted and the crime rate is fairly low here. The economy
relies on the mining and refining that the convicts were forced to carry out before they
gained their freedom.
The top dogs of the government take a huge cut, they live well on the profits. Ships
come to transport of ores and chemicals to wealthier, needier worlds, in return bringing
basic supplies such as food and clothing, building materials, tools and a few luxuries. I
will think of a social ‘hook’ or ‘quirk’ that might catch the PCs’ attentions on Lorcan, and
decide that there is a caste system of prison gangs, which still persist, with obvious
tattoos displaying an inhabitant’s gang membership. These symbols persist on
doorways, survival suits and vehicles. Welcome to Lorcan…
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SYSTEM GENERATION
What is in a star system, beyond the mainworld that was created on pages 281? The
starship database will have all the planets and moons listed, and the Game Master can
use the rules in this section to determine what these might be and where they are. If
the system is being explored for the first time, then the navigator must make a Difficult
roll which will take 1D6+1 hours. Failure simply means the task isn’t finished. Try again.
Success provides the PCs with a map of the star system and an idea of what kind of
bodies occupy each orbit. The GM should use dice to map out the star system for the
player characters.
OTHER STARS
Many systems have two or even three stars and these additional stars orbit the central
star either closely, or at a distance – far beyond the orbit of the planets and gas giants.
Roll 2D6; on a 9+ the system is binary, whilst a result of 11 or 12 indicates the
existence of a trinary (triple) star system. Where can these companion stars be found?
For a binary system, roll 1D6. An ‘odds’ result indicates that the companion occupies
Orbit 1, whilst an ‘evens’ result indicates that it occupies the orbit beyond the system’s
furthermost planetary body. For a trinary system the procedure is the same; roll 1D6.
An ‘odds’ result indicates that one of the two companions occupies Orbit 1 and that the
other sits out on the edge of the system, in the outermost orbit after the last planetary
body. An ‘evens’ result indicates that both the second and third star both occupy the
orbits beyond the system’s furthermost planetary body.
GAS GIANTS
Gas giants are relatively common. If gas giants are present then roll 1D6 to determine
their number. A roll of 6 must be rerolled, and one of the rerolled gas giants must be
placed into Orbit 1, becoming a ‘hot Jupiter’ that has migrated toward the Inner System.
The other gas giants are placed by rolling 1D6 and counting out from the mainworld
(counting the mainworld orbit as ‘1’). An already occupied orbit cancels out the current
attempt at gas giant placement, move on to the next one. If the orbit is occupied by the
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mainworld then roll 1d6; on 4-6 the mainworld orbits the gas giant as a moon.
Otherwise place the gas giant one orbit further out.
ASTEROID BELTS
For each remaining planetary body that has not already been identified as a gas giant
(or a star), roll 1D6. On a result of 6 the body is actually an asteroid belt. Asteroid belts
exist in many systems, and will be of value to miners looking for ice, ore and other
interesting things. The Solar System contains a single major asteroid belt between the
orbits of Mars and Jupiter.
For additional details about these worlds, the player can refer to the Planetary Details
table, below. The designations used are more fully described in the Creating Worlds
section on page 281. All rolls on this table are made with 1D6; results marked with *
instead require a roll on the appropriate table in the Creating Worlds section.
PLANETARY DETAILS
Type Size Atmosphere Hydrographics Temperature
Rock 1-4 Size 0 1-4 Trace 1-6 No Inner Orbit 1 or 2: Inferno
5-6 Size 1 or 2 5-6 Very Thin 7 10-20% Other Inner Orbits: Hot
+1 if Planetoid +1 if VeryThin Atmos Mainworld: Temperate
Hellhole * A, B or C 1-3 None 1-3 Frozen
4-5 10-20% 4-6 Inferno
6 30-80%
Iceball 1-4 Size 0 1-3 Trace No Frozen
5-6 Size 1 or 2 4-6 Very Thin
Desert * 1-2 Very Thin No 1-2 Cold
3 Thin 3-6 Hot
4-5 Standard
6 Dense
Garden * * * *
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NAMING PLANETS
Planets can have all kinds of names, based on the setting details. But explorers use a
standardized and scientific method of applying labels to unknown worlds and planets
that have been discovered. All bodies occupying an orbit will be named after the
subsector hex they occupy, with a Greek-letter suffix. From Orbit 1 moving out from the
central star, use letters of the Greek alphabet to identify the planetary bodies. If the
Solar System occupied hex 0806, for example, Mercury would be 806 Alpha, Venus
would be 806 Beta, Jupiter becomes 806 Epsilon, etc. Here is an example star system:
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THE SOLAR SYSTEM [ 2025 ]
Sol G2V
Mercury X300000
Venus X8B0000 Desert
Eros X000000 Asteroid
Earth D877976
Luna X200000
Mars X420000 Desert
Phobos X000000
Deimos X000000
Asteroid Belt X000000 Asteroid
Vesta X000000 Asteroid
Ida X000000 Asteroid
Moore X000000 Asteroid
Jupiter Large GG
Ring System X000000
Io X210000
Europa X201000 Ice Capped
Ganymede X300000
Callisto X311000 Ice Capped
Constitution X000000 Asteroid
Saturn Large GG
Ring System X000000
Janus X000000 Asteroid
Mimas X000000
Enceladus X011000 Ice Capped
Tethys X000000
Dione X000000
Rhea X100000
Titan X3A2000 Fluid Oceans
Hyperion X000000 Asteroid
Iapetus X100000
Phoebe X000000 Asteroid
Uranus Small GG
Ring System X000000
Miranda D000000
Ariel X000000
Umbriel E000000
Titania X000000
Oberon D000000
Neptune Small GG
Proteus X000000
Triton X210000
Nereid X000000
Kuiper Belt
Pluto X110000
Charon X000000
Haumea X000000
Makemake X000000
Eris X200000
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SOL SUBSECTOR
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MEGASTRUCTURES & HABITATS
Not all settlers live on an asteroid, a moon or a planet; some live within large rotating
space habitats that are vast artificial constructs supporting an Earth-like environment.
Some science fiction novels and computer games feature vast artificial worlds, immense
in scope. These ‘megastructures’ are often created by advanced alien civilizations. In
Cepheus Universal, these can be built by Tech Level 16 or higher civilisations.
Artefacts such as Larry Niven’s Ringworld or the Halos from the Bungie Studios video
game series are often ancient and/or abandoned, with the mysterious builders long-
gone. Other fictional settings feature populated megastructures – the Game Master
should decide if this kind of super-massive, high-tech construction fits into his setting.
SPACE HABITATS
Space habitats require stable orbits since they are so massive they cannot easily boost
themselves to prevent orbital decay. They will never be found in low planetary orbit, but
instead in a gravitationally stable location between a mainworld and one of its moons.
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surplus being sold to consumers in the star system. Power is provided by two fusion or
antimatter (TL 16) reactors. Large radiators extend out to dissipate heat from the
habitat. Light rail or travel tubes provide transport. Population: 1,000,000 (Pop 6)
Some Bernal spheres instead use a series of mirrors to direct sunlight in through
skylights. Electric vehicles are used in the habitat. A walk from the equator to the
rotation axis would take about twenty minutes, and away from the equator, simulated
gravity tapers off, diminishing gradually to around a fifth at the poles. As with the
O’Neill cylinder, artificial gravity provides a 1G firm footing at the two end poles, with
elevator access down into the operations, technical, docking and warehouse sections of
the habitat, as well as to secondary elevators that provide transport out to the
agricultural rings. Power is provided by two fusion reactors. Large radiators extend out
to dissipate heat from the habitat. Population: 150,000 (Pop 5)
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The glass windows are made up of small panes mounted in strong metal frames; a
meteoroid punctures only one pane, providing plenty of time for repair crews to fix the
problem. Power needs are met by fusion reactors. Population: 100,000 (Pop 5)
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MEGASTRUCTURES
Don’t add megastructures to your setting lightly. They are planetary in scale, and will
require perhaps centuries to build as well as the swallowing up of the entire physical
matter of a star system (asteroids, moons, planets) for use as building materials. And
these constructions will have enough living space for trillions, or quadrillions, of people.
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Niven’s book Ringworld is the first (and best) depiction of one of these megastructures.
Ringworlds in Paradox Studios’ Stellaris video game feature sections of habitable land,
alternating with sections of service machinery, buildings and atmosphere generation
equipment. On ringworlds (as well as on the Bishop rings) there will be no seasons,
although there will still be weather patterns. Ringworlds are sometimes referred to as
Dyson rings. Population: one trillion to one quadrillion (Pop 12 or 15).
After absorbing and exploiting the star’s energy, the Dyson sphere would have to re-
radiate the energy or it would build up, causing the sphere to eventually melt.
Observers in star systems parsecs away might see the light of the star dimmed or even
entirely darkened — depending on if the Dyson sphere is a completely enclosing shell,
or if it includes large gaps, perhaps to allow the passage of spacecraft. Meanwhile, even
if totally dark to the naked eye, the central star would glow curiously bright in the
infrared wavelength. The Dyson sphere has the land area equal to 250 million Earths,
and would feature a vast array of terrain types and climates, as well as oceans and
seas. Spaceports might dot the exterior shell of the Sphere, or there may be large
million-kilometre gaps in the sphere allowing ships to enter, and touch down
conventionally on its surface. Alternatively, for fully enclosed Dyson spheres, enormous
locks might exist across its surface, which open to allow ships access to the interior.
Due to the danger of collision, we can envisage passage through these locks to be
under the control of traffic control tractor beams. Population: one quadrillion to one
quintillion (Pop 15 to 18).
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THE SETTING
ALIEN LIFE
Every setting needs exotic alien creatures, either xenofauna that inhabit the various
worlds of the subsector, or intelligent alien races. This chapter provides creation
systems for both.
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ANIMAL CREATION
A lot of alien fauna is benign, life forms surviving as best they can in their own
ecosystem, but often these critters rub Man up the wrong way. Some attack human
vehicles thinking they are mates, some creatures are parasitic much like Earth-like
leeches, some others attack humans on sight should they wander into the creature’s
territory. Although the precise nature of ‘xeno-fauna’ may change, and they may prove
quite alien to ordinary experience, most will conform to the broad classifications given
below. A Game Master may choose to establish his own ecological system on a specific
world, ignoring the encounter system outlined here. These rules focus primarily on
ecological niche, general size, hits and damage inflicted.
ANIMAL BIOTYPES
Nearly all animals may be classified into four basic categories: herbivore, omnivore,
carnivore, and scavenger. Specific definitions for these terms are provided in a later
section of these rules, and differ from the precise scientific definitions in current use.
Within each category, a variety of animal subtypes exist, based on specific
feeding/hunting habits; examples of this concept are grazers, chasers, and pouncers.
Animals which are encountered may be further classified into various categories and
types, and specific attack and defense mechanisms determined. The resulting
description indicates the actions an animal will take without resorting to such confining
labels as bear or tiger. While a GM may well elect to use such names, this system also
allows the players freedom to encounter truly alien beasts as well.
PLANETARY THEMES
A world's ecology can be extremely diverse. However, the GM may elect to implement
specific themes on a planetary basis, to create consistency and flavor in presentation.
Distinctive features help make each world stand out to the players as unique
experiences. These could range from basic symmetry to reproductive methods (and the
associated genders), from the number of limb pairs to the common sensory organs. The
implementation of a planetary theme lies at the discretion of the GM.
The Terrain DM Chart details modifiers for animal subtypes and sizes, In addition, the
result of 1D6 determines the basic movement for a given creature (A for Amphibious, F
for Flight, S for Swimming, and W for Walking). Some movement codes have a number
after them; these are an additional Size DM for the animal.
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STEP TWO: BIOTYPE AND SUBTYPE
The Game Master should determine the animal’s biotype and subtype. If the GM is
building up an encounter table, the animal’s biotype is obvious: the type necessary to fill
in this entry on the encounter table. Otherwise, he must choose an appropriate type:
Carnivore, Herbivore, Omnivore or Scavenger. The GM might also roll on the 1D6
Animal Encounter Table Template to randomly choose an animal biotype. Once the
animal biotype has been determined, the GM rolls 2D6 and adds in the terrain’s Subtype
DM. After that, the GM consults the Subtype by Biotype table under the column of the
animal’s biotype to determine the animal’s subtype.
TERRAIN DMs
Terrain Subtype DM Size DM 1 2 3 4 5 6
Clear +3 - W W W W W+2 F –6
Plain or Prairie +4 - W W W W +2 W +4 F –6
Desert (hot or cold) +3 –3 W W W W F –4 F –6
Hills, Foothills - - W W W W +2 F –4 F –6
Mountain - - W W W F–2 F –4 F –6
Forest –4 –4 W W W W F –4 F –6
Woods –2 –1 W W W W W F –6
Jungle –4 –3 W W W W W +2 F –6
Rainforest –2 –2 W W W W +2 W +4 F –6
Rough, Broken –3 –3 W W W W +2 F –4 F –6
Swamp, Marsh –2 +4 S –6 A +2 W W F –4 F –6
Beach, Shore +3 +2 S +1 A+2 W W F –4 F –6
Riverbank +1 +1 S –4 A W W W F –6
Ocean shallows +4 +1 S +4 S +2 S S F –4 F –6
Open ocean +4 –4 S +6 S +4 S +2 S F –4 F –6
Deep ocean +4 +2 S +8 S +6 S +4 S +2 S S –2
SUBTYPE BY BIOTYPE
2D6 Herbivore Omnivore Carnivore Scavenger
1 or less Filter Gatherer Pouncer Carrion-Eater
2 Filter Eater Siren Reducer
3 Intermittent Gatherer Pouncer Hijacker
4 Intermittent Eater Killer Carrion-Eater
5 Intermittent Gatherer Trapper Intimidator
6 Intermittent Hunter Pouncer Reducer
7 Grazer Hunter Chaser Carrion-Eater
8 Grazer Hunter Chaser Reducer
9 Grazer Gatherer Chaser Hijacker
10 Grazer Eater Killer Intimidator
11 Grazer Hunter Chaser Reducer
12 Grazer Gatherer Siren Hijacker
13 or more Grazer Gatherer Chaser Intimidator
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STEP THREE: NOTE MODIFIERS BY SUBTYPE
Terran creatures that exemplify these specific subtypes are noted in brackets after the
name. The Game Master should make note of the characteristic modifiers that are noted
after the description.
Carrion-Eater (vulture): Scavengers which wait for all other threats to disperse before
beginning. Carrion-eaters have Instinct +2.
Chaser (wolf): Animals which kill their prey by attacking and exhausting it after a
chase. Chasers have Dexterity +4, Instinct +2, Pack +2.
Eater (army ant): Eaters will eat anything they encounter, including characters.
Endurance +4. Pack +2.
Filter (basking shark): Herbivores which pass their environment through their bodies
are termed filters. Endurance +4.
Gatherer (raccoon, chimpanzee): Gatherers are herbivores that collect and store food.
Gatherers have Pack +2.
Grazer (antelope): Grazers move from food source to food source, often in large packs.
Their primary form of defense tends to be fleeing danger. Instinct +2, Pack +4.
Hijacker (male lion): Scavengers which steal the kills of others through brute force or
weight of numbers are hijackers. Strength +2, Pack +2.
Hunter (baboon): Opportunistic predators that stalk easy prey. Instinct +2.
Intermittent (elephant): Herbivores that do not devote their entire time to searching
for food. Intermittents have Pack +4.
Intimidator (coyote): Scavengers which establish their claim to food by frightening or
intimidating other creatures.
Killer (shark): Carnivores that possess a raw killing instinct, attacking in a frenzied
manner. Killers have Natural Weapons and either Strength or Dexterity +4, Instinct +4,
Pack –2.
Pouncer (cat): Pouncers kill by stalking and ambushing their prey. Pouncers have
Dexterity +4, Instinct +4.
Reducer (vermin): Reducers are scavengers that act constantly on all available food,
devouring even the remains left by other scavengers. Pack +4
Siren (angler fish): Sirens create a lure to attract prey. Usually, this lure will be specific
to the species the siren preys on, but some rare lures are universal. Pack –4.
Trapper (spider): An animal which allows its prey to enter a trap. Generally, any
creature surprised by a trapper is caught in its trap. Pack –2.
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STEP FOUR: SIZE AND CHARACTERISTICS
For each creature, roll 2D6 for its Size and apply any Size DMs based on terrain and
movement. The creature’s Size determines its Weight, Strength, Dexterity and
Endurance – for example, a roll of 7 means that the creature has a mass of 100 kg, a
Strength score of 3D6, a Dexterity score of 3D6 and an Endurance of 3D6. Intelligence
for most animals is 0 or 1 and is used only for solving problems and puzzles. Roll
2D6+DMs for the animal’s Instinct and Pack. Instinct is what an animal will use to react,
to notice, to track, to spot danger and to survive efficiently. To determine the number
appearing, consult the Number Appearing table.
ANIMAL SIZE
2D6 Weight (kg) Strength Dexterity Endurance
1 or less 1 1 1D6 1
2 3 2 1D6 2
3 6 1D6 2D6 1D6
4 12 1D6 2D6 1D6
5 25 2D6 3D6 2D6
6 50 2D6 4D6 2D6
7 100 3D6 3D6 3D6
8 200 3D6 3D6 3D6
9 400 4D6 2D6 4D6
10 800 4D6 2D6 4D6
11 1,600 5D6 2D6 5D6
12 3,200 5D6 1D6 5D6
13 5,000 6D6 1D6 6D6
14 10,000 6D6 1D6 6D6
15 15,000 7D6 1D6 7D6
16 20,000 7D6 1D6 7D6
17 25,000 8D6 1D6 8D6
18 30,000 8D6 1D6 8D6
19 35,000 9D6 1D6 9D6
20 or more 40,000 9D6 1D6 9D6
DAMAGE BY STRENGTH
Strength Damage NUMBER APPEARING
1–10 1D6 Pack Number Appearing
11–20 2D6 0 1
21–30 3D6 1–2 1D3
31–40 4D6 3–5 1D6
41–50 5D6 6–8 2D6
51–60 6D6 9–11 3D6
61-70 7D6 12–14 4D6
71-80 8D6 15+ 5D6
81-90 9D6
91+ 10D6
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STEP FIVE: WEAPONS, ARMOUR AND SPEED
Roll 2D6 separately for the animal’s Weapons and Armour.
Weapons: When generating weapons, roll 2D6 and consult the Animal Weapons table.
Add a +8 DM if the animal is a Carnivore, and a +4 if it is an Omnivore; subtract a –6
DM if the animal is a Herbivore. Scavengers automatically have Teeth in addition to any
other weapons. If a number is present after the Weapons type, then add that number
to the number of damage dice the creature rolls. Damage from attacks depends on the
creature’s Strength score, as shown in the Damage by Strength table. Attacks use the
Dexterity modifier as a bonus on the melee combat roll.
Armour: When generating an animal’s armour, roll 2D6-7, and add the animal’s Size
result (the die roll result that determined the animal’s size, not the actual weight of the
animal.) Add a +4 DM when rolling for armour if the animal is a Herbivore, or a +2 if it
is an Scavenger; apply a –2 DM if the animal is a Carnivore. Also, Flyers suffer a –2 DM
when determining armour. Consult the Animal Armour table for the animal’s armour
rating.
Base Speed: An animal’s base speed is determined by generating a Speed Multiplier,
as per the Animal Speed table. In-game, this is multiplied by 6, which is the average
walking speed of a human in meters per major action, or by 18 which is a sprint action.
If an Animal Speed Multiplier value falls below the value found in the Minimum Speed
column, round it up to the Minimum Speed value.
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ANIMAL SPEED
Type Speed Multiplier Minimum Speed
Carnivore
Chaser 1D6-2 2
Killer 1D6-3 1
Pouncer 1D6-4 1
Siren 1D6-4 0
Trapper 1D6-5 0
Herbivore
Filter 1D6-4 0
Grazer 1D6-2 2
Intermittent 1D6-4 1
Omnivore
Eater 1D6-3 1
Gatherer 1D6-3 1
Hunter 1D6-4 1
Scavenger
Carrion-eater 1D6-3 1
Hijacker 1D6-4 1
Intimidator 1D6-4 1
Reducer 1D6-4 1
ANIMAL REACTIONS
Subtype Attack Flee
Carnivore
Chaser If the outnumber the PCs, they attack. 5-
Killer 6+ 3-
Pouncer If the pouncer has surprise, it attacks. If surprised, it flees.
Siren If the siren has surprise, it attacks. 4-
Trapper If the trapper has surprise, it attacks. 5-
Herbivore
Filter 10+ if possible 5-
Grazer 8+ 6-
Intermittent 10+ 4-
Omnivore
Eater 5+ 4-
Gatherer 9+ 7-
Hunter If bigger than at least one PC, it attacks on 6+. 5-
Otherwise, it attacks on a 10+
Scavenger
Carrion-eater 11+ 7-
Hijacker 7+ 6-
Intimidator 8+ 7-
Reducer 10+ 7-
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STEP SEVEN: RANDOM KEY WORDS
The animals created with this system are, by necessity, not given detailed descriptions
due to the almost infinite variety of alien forms possible. Instead, we offer a random
table of key words; roll twice for a creature that the player characters encounter. Roll
two key words as inspiration for the form that it takes, but use only the one that fits the
creature the best.
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STEP EIGHT: CREATING ENCOUNTER TABLES
The system for creating animals in
Cepheus Universal can be used to 2D6 ENCOUNTER TABLE TEMPLATE
generate creatures on the fly. However, the 2D6 Result
system works best when the Game Master 2 Scavenger
prepares an encounter table for a terrain 3 Omnivore
likely to be encountered. This not only gives 4 Scavenger
the GM statistics for wilderness adventuring, 5 Omnivore
but also provides a large amount of 6 Herbivore
potential background data for expanding 7 Herbivore
the world within the universe the GM has 8 Herbivore
created. 9 Carnivore
10 Scavenger
To create an encounter table, first the GM 11 Carnivore
should select a table format. Although an 12 Carnivore
encounter table can be in whatever format
the GM desires, the two formats most
commonly used are represented in these 1D6 ENCOUNTER TABLE
rules as the 1D6 Animal Encounter Table TEMPLATE
Template and the 2D6 Animal Encounter 1D6 Animal Type
Table Template. Note that the Templates 1 Scavenger
only provide an animal's biotype (carnivore, 2 Herbivore
herbivore, omnivore or scavenger). Each 3 Herbivore
entry should be generated in turn. The Hills 4 Herbivore
Terrain Encounter Table is an example of a 5 Omnivore
completed encounter table. 6 Carnivore
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USING THE ENCOUNTER TABLES
Each day an adventuring band may possibly have one or more encounters with some
animal life forms. As a general rule, the GM will check for an encounter once while the
band is travelling and once while the band is halted (for rest, exercise, encampment, or
whatever). There is a one-third chance (5+ on 1D6) that an animal encounter will occur
in any of the specified terrain types. The GM may choose to modify this frequency
depending on planetary or local conditions. Animal encounters also occur on the tables
provided in the Planetary Travel chapter.
In addition, specific encounters at specific locations are always possible. For example,
the GM may already have populated a location (perhaps a ruin) with specific animals.
These are not subject to normal random encounter rules. By their lifeless nature,
vacuum worlds (and any other world without life) tend to have encounter tables
comprised primarily of events. On an airless world, events could include silt pools that
operate like quicksand, magnetic anomalies, solar flares, or possibly tracks left by
previous explorers.
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Example: We will create an animal encounter for the world of Lorcan (E5A6595-8) that
was generated on page 301.
Step One: We select the icy Rainbow Mountains as our terrain and decide on a 1D6
Encounter Table Template. We decide to start at the top of the table and create the
Scavenger.
Step Two: On the Terrain Type chart we check for a subtype DM (0) and Size DM (0),
we roll a 2 on 1D6 to find our creature is a walking land-dweller. We roll 2D6 for the
Scavenger’s subtype and roll an 8: reducer.
Step Three: The reducer gains a DM +4 for its Pack score, these are the Lorcan
version of rats.
Step Four: How big is it? We roll 10 with a 0 DM for the mountains terrain, giving us a
huge 800 kg bison-sized creature. Reading across from 800 kg, we see the
characteristics are Str 4D6, Dex 2D6 and End 4D6. The text tells us to roll 2D6+DMs for
the animal’s Instinct and Pack. To determine the number appearing, we must consult
the Number Appearing table. I roll the dice: Str 10, Dex 9, End 13, Int 0, Instinct 4, Pack
7. Although it is big, it is not as tough or fearsome as it’s weight would suggest. Str 10
means is does 1D6 when it hits in combat. Its Number Appearing is determined by its
Pack score of 7. There will be 2D6 of them in a typical group.
Step Five: Scavengers automatically have Teeth, we also roll on the Animal Weapons
table and get a result of Claws (there is no DM to be applied for a scavenger). To
determine armour, we roll 2D6 minus 7, and add the animal’s Size result (the die roll
result that determined the animal’s size), we add +2 because it is a scavenger. Our
result is 15 (10 -7 +10 +2) giving our reducer an AV of 5 … that’s tough!! The base
speed of a reducer on the Animal Speed table is 1D6 minus 4, and we roll 5-4 = 1. It is
as fast as a human.
Step Six: Now we note down its behaviour from the Animal Reactions table: a reducer
attacks on 10+ and flees on 7 or less.
Step Seven: We roll two random key words for the reducer, and will pick the one that
fits the best. Our rolls are 43 and 46: ‘toxic skin secretion’ and ‘defensive spikes’. I
choose ‘defensive spikes’ since it seems to go well with that heavily armoured frame. I
imagine it to look similar to a small ankylosaur or triceratops in many ways. Why is it so
heavily armoured? What terrifying predator is out there on the ice fields that could bring
down an 800 kg armoured reducer? Let’s hope the PCs never find out…
Naming: Maybe the locals give these shy, but huge, blundering scavengers the name of
‘rattlers’ for the way their porcupine-like spikes rattle when they run away. Like bears in
Canada and Alaska, they may scavenge around human settlements and mining camps,
destroying equipment or knocking it over with their huge bulk. Their armour and layers
of fat protect them from the Antarctic-like temperatures.
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FAST ANIMAL CREATION
Although the Alien Life chapter contains comprehensive rules for creating believable
alien fauna encounter tables, the GM may not have had time to prepare those tables in
advance. The rules here are a cut-down version of the animal design rules found in the
earlier in this book, and focus primarily on ecological niche, general size, hits and
damage inflicted.
Obviously, with this limited information, the GM will have to fill in some blanks. What
does it look like? Is it more timid, or more aggressive? Can it fly? Or is it amphibious, or
land-based? Finally – exactly how many are there? One – a solitary pouncer? A pack of
hunting predators? Or a herd of several thousand? What fits the situation and the
current state of the player characters? When an animal encounter is called for on one of
the Event tables, simply refer to this section:
1 Roll for Animal Size, note size, hits and damage inflicted.
2 Roll for Animal Type, note its reaction rolls (if any).
3 Add other details as necessary.
ANIMAL SIZE
2D6 Size Hits Damage Inflicted
1-7 Small <15kg (Squirrel, Cat, Iguana) 1D6/2D6 1D6
8-9 Medium <100kg (Grey Wolf, Chimpanzee) 4D6/2D6 2D6
10-11 Large <1200kg (Lion, Moose, Red Deer) 6D6/3D6 4D6
12+ Mega <25000kg (Rhino, Elephant, T-Rex) 10D6/6D6 2D6 x 3
ANIMAL TYPE
1D6 Type Behaviour
1 Scavenger Share or steal the prey of others,
It will attack on 7+, or flee on 5+.
2 Omnivore Mixed diet, opportunistic.
It will attack on 6+, or flee on 6+.
3 Carnivore Hunt and kill other animals.
It will attack if the odds are good, or flee on 7+.
4-6 Herbivore Eat plants and other unresisting foods.
Usually flee when threatened or nervous, attacking only in extremis.
DEFINITIONS
Size: An approximation - the actual species involved might be at the bottom or top end
of the size variation, or slap bang in the middle. When Hits are rolled, a low score or
high score might give the GM a clue as to roughly how much the creature weighs. We
roll a Medium-sized creature, for example, which is somewhere between 15 and 100kg.
Then we roll its Hits, and roll quite high (18/9) suggesting that our new creature is at
the top end of the scale – perhaps 80-90kg. This measure is only to aid in description,
however.
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Hits: Two values are created here, one before the slash and one after. The number
before is the total amount of damage that the creature can take before it collapses
unconscious, perhaps slowly dying. The second number is the total amount of further
damage that will kill it.
Damage Inflicted: Do not roll this number during animal creation. Simply allocate the
‘1D6’ or ‘4D6’ to the creature as its damage roll in combat. Typically, a creature will
attack with 0-level skill, without any skill bonuses to add on to the attack roll, but no
penalty for being unskilled either.
Behaviour: Use these notes as a rough guide; there are different types of carnivore,
herbivore, omnivore and scavenger, but we will retain flexibility by using these much
looser definitions. Some hunt in packs, some drive off other scavengers, some live a
solitary existence … The guidance on the chances of a creature attacking or fleeing are
there to aid GM imagination – check for attack, if no attack occurs check for fleeing. If
no fleeing takes place the animal(s) might watch, mill around or just ignore the
travellers. Herbivores usually flee unless trapped or defending young.
Animals in some movies have proved to be plot points: a rogue shark might prevent PCs
swimming from an island to the mainland; Riddick finds a terrifying mud demon blocks
his way out of the valley; on Fyrine IV in Enemy Mine, the two crash survivors build a
meteorite-resistant shelter from the hard shells of local omnivores. Animals don’t always
have to be about food or fighting.
It’s OK rolling up a 150 kg carnivore, but exactly how do the characters meet it? Animals in
some movies have proven to be plot points: a rogue shark might prevent PCs swimming from
an island to the mainland; Riddick finds a terrifying mud demon blocks his way out of the
valley; on Fyrine IV in Enemy Mine, the two crash survivors build a meteorite-resistant shelter
from the hard shells of local omnivores. Animals don’t always have to be about food or
fighting. Ideas follow:
325
ALIEN RACE CREATION
326
Example: We create a world called Ixion, for a Major Race in the Void Sale setting.
We roll 12 for Size, 5 for Atmosphere, 7 for Hydrographics, 9 for Population, 5 for
Government, 5 for Law Level, 14 for Tech Level, and a class A starport. Our world is
a large, high-gravity world with a thin atmosphere and 70% ocean surface. The alien
government is a feudal technocracy with a moderate Law Level. The world has an A
class starport.
3 – BIOTYPE: Select or roll to determine the biotype and subtype of the alien race.
This provides an idea of the ecological niche the race’s ancestors occupied, and give
clues as to the race’s view of the world, and the make-up of society. First roll 2D6 for
Biotype and then a further 2D6 for Subtype. Don’t think that the way in which the race
survived in the distant geological past continues today. Humans, for example, were
Intermittents, primitive apes living in scrub forest and grasslands, digging for grubs,
hunting lizards and rodents, and scavenging for berries and nuts. In the 21st century we
no longer live like that. But we are still mobile, inquisitive, co-operative when needed,
but individualistic if required. We eat meat or plant food, and raise our food now, and
store it for the future. Imagine a star-faring race that was evolved from the land-based
omnivorous Eater subtype. They would be relentless, exploratory, hungry for more
resources, and today they would probably be far more discerning in what they eat, but
still devour things repugnant to a human. It’s in their DNA!
4 – REPRODUCTION: How does the race reproduce? First select an option for Sex, or
roll 2D6, then roll 1D6 for method of reproduction.
AMPHIBIOUS?
Homeworld Hydrographic Aquatic Amphibious Land-dweller
0-3 - 2-3 4-12
4-6 2 3-4 5-12
7-9 2-3 4 5-12
10 2-6 7-12 -
327
6 – BODY FORM: In this section we determine the form of the alien body form, its
locomotion type and its symmetry. If section 5 has determined that the race are water-
breathers or amphibians, then ignore a ‘walker’ or ‘flyer’ result on the Locomotion table.
7 – SIZE & CHARACTERISTICS: Determine the size of a typical member of the race,
which will also provide dice ranges for Strength, Dexterity and Endurance. ‘Other’ refers
to Intelligence, Education and Social, which are all rolled on 2D6. Education is
equivalent to an animal’s Instinct, its Social Influence is equivalent to an animal’s Pack.
SIZE
2D6 Size These are raw dice rolls. To create a
Str Dex End Other modifier for each characteristic dice roll,
2-4 Small 1D6 3D6 1D6 2D6 roll 2D6. On 2 or less -2; on 5 or less
5-9 Medium 2D6 2D6 2D6 2D6 -1; on 9+ or more +1, on a 12 +2.
10-12 Large 3D6 2D6 3D6 2D6
The Biotype also provides a modifier: Carnivore Str+2 and Dex+2; Herbivore Str+3 and
Social +3, Dex –2.
8 – ARMOUR: Roll 2D6: on a 12 or over, the species has some armour protection, if
scavenger or herbivore +2, if large +4. Its Armour Value will be 1D3+1.
10 – SENSES: In this section we roll randomly for the Vision, Hearing and Olfactory
ability of the species, plus check for any Special Senses (11+ on 2D6).
328
SPECIAL SENSE
1D6 Sense Type
1 Radio transmission sensing
2 Vibration sensing
3 Echo location
4 Uncanny prescience (‘intuition’)
5 Thermal vision
6 Telepathy
12 – LIFE CYCLE: How long do members of the species live? Once this is determined,
roll 2D6, with a result of 9+ providing an additional physiological advantage (see the
table).
LIFE CYCLE
2D6 Lifespan(years) 1D6 Physiological Advantage (9+)
2-4 Very Short (2D6) 1 Regeneration
5 Short (40) 2 Poison Immunity
6-7 Human-level (80) 3 Metabolic Accelerator
8-10 Long (200) 4 Metabolic Decelerator
11 Very Long (1000) 5 Transmorph
12 Immortal? 6 High Pain Threshold
329
Example: Let’s create a humanoid race for the world of Ixion we generated on page
327. First we roll a biotype of omnivore and a subtype of hunter, hunter animals can
bring down game co-operatively. The Ixions are evolved from such creatures. The
species has male and female sexes, and reproduces by budding. Interesting! I wonder
how long that process takes, since the individual will not be able to function properly
until the process is fully complete and the ‘child’ has ‘grown’ out of them. We check if
the species is amphibious, and find out that it is. So these hunters must have resembled
seal-like underwater hunters… As we note on page 326, our humanoid Ixions will be
bipedal and medium in size.
Now we determine an Ixion’s characteristics. We create a modifier for each : Str -1, Dex
-1, End +1, Int +2, Edu 0 and Soc +1. All of these characteristics for a medium creature
are 2D6. A typical Ixion will look like this:
Str 2D6-1, Dex 2D6-1, End 2D6+1, Int 2D6, Edu 2D6, Soc 2D6+1
330
THE SETTING
ENCOUNTERS
A setting comes alive when it is populated by random encounters, patrons looking for
characters to hire, mysterious starships, and all manner of non-player character (NPCs)
who populate the universe. This chapter provides tables for use by the Game Master to
provide these encounters, interactions and job offers. Sometimes these encounters will
merely provide flavour for the adventure, or add interest or atmosphere, at other times
(depending on the specific encounter and the situation, in-game) they may become the
spark of an adventure, or form part of an on-going storyline.
NPC REACTIONS
When player characters meet a random NPC, the GM might already know what that
NPC’s reaction to the characters is most likely to be. Alternatively, roll randomly on this
table.
2D6 Reaction
2-3 Hostile NPC will actively work against the PCs.
4-5 Guarded NPC does not trust the PCs. Will show no favours.
6-8 Neutral Treats PCs like everyone else. Unconcerned.
9-10 Friendly There is some point of connection or common interest. They
may show some favour to the PCs.
11-12 Allied NPC finds a common cause with the Cs and show favour,
assist or help further the cause of the group.
Dice Modifiers:
+1 for possession of Carousing (or Streetwise if applicable)
+1 if NPC is providing some sort of service
-1 if World Population is 9+
-2 if the PCs are police or naval crewmen
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STARPORT ENCOUNTERS
D66 Starport Event
11 Starport Shutdown - 1 week. Issue is a labour dispute, accident, festival/holiday or security
problem.
12 Your cargo is in the wrong place and your ship can't wait till whenever for it to be moved. Will
Bribery or Admin help here?
13 Your ship or ship's crew are in trouble, perhaps legally, perhaps personally or perhaps
mechanically. They may need assistance.
14 Customs - Roll 5+ for the cargo to clear customs. If not, there may be a 1 week delay or a
duty to pay. Is there a way around it? An Admin roll, on 10+ will find a loophole.
15 Red Tape - Transfer papers contain irregularities. Bribery or Admin should smooth the way.
16 Security - Security at starports is always high, you and your cargo are searched. The search
will throw up some issue to do with your cargo or luggage you were unaware of on a 6 on
1D6. Arrest? Detention? Week-long delay? Set-up by a rival trader or a spurned seller?
Roleplay the results.
21 Meet a fellow traveller as a potential Contact. Roll on reaction table to make their
acquaintance, roll on Patron table to determine their identity. When met again, roll 5+ for
assistance, cheap cargo, help in dealing with a problem, etc.
22 Meet one of your contacts who needs your help. Is it financial, legal, administrative or
personal?
23 Your cargo is pilfered or damaged, reduce amount by 10-60%
24 Bunch of asteroid miners in port causing trouble all week for port officials and other travellers.
25 Meet a minor celebrity/dignitary/notable in the company of a couple of aides/guards.
26 Port personnel confuse you with someone else; roll 1D6 and on 1-3 this is good, on 4-6 it is
bad. A quick ID check should sort it out – shouldn’t it?
31 A ship has limped into port this week with damage and crew casualties.
32 Meet one of your contacts – they are desperate for help.
33 Find a great hang-out/bar/cafe/restaurant at the port. Perfect for hiding away, making deals or
wooing someone.
34 Mysterious ship landed at the port, no-one allowed to see it or go near it, though there are
plenty of rumours around.
35 Warehouse has cargoes or salvage available for auction, in order to get rid of them.
36 Frontier trader crew arrested and their ship seized.
41 Someone needs to get off-world fast ... but it’s not as simple as that ....
42 One of your skills is recognized by a port employee ... they have a little problem, could you
help them with it?
43 Fire alarm keeps going off – everyone is jumpy and nervous.
44 You are approached to smuggle illegal goods off-planet. If you accept, roll Average Bribery to
succeed. There may be other complications. If you refuse you may make an enemy of the
smuggler.
45 A cargo seized by customs is going cheap. You can pick it up for a bonus. Do the original
owners want it back, though?
46 Military ships in port causing a variety of problems for other travellers.
51- Meet a fellow traveller as a potential Contact. Roll on reaction table to make their
52 acquaintance, roll on Patron table to determine their identity. When met again, roll 5+ for
assistance, cheap cargo, help in dealing with a problem, etc.
53- Meet one of your contacts.
56
61- Nothing out of the ordinary occurs.
66
332
SHIP ENCOUNTERS
When leaving or approaching a main world, or if lingering in the system for any time,
roll once on the appropriate encounter table: Major Routes or Frontier Routes. The
starport of the mainworld identifies which table to roll on. Check for Die Modifiers
applicable to that mainworld.
The result indicates some communication with a passing ship, even if routine. In some
cases the encounter will not be routine. Roll on the Ship Type Table to determine
exactly what kind of ship it is. Ship types are general descriptions that should work in
most science fiction settings. You can easily substitute a design that you prefer,
particularly if you have a set of deckplans for it.
+1 Mainworld Population 8+
+1 Naval Base
-1 Scout Base
-1 Mainworld C-class starport
Piracy Warning
Does piracy exist in your setting? If so, check for piracy. Note that a pirate ship may
be disguised as another type of ship. In settings without piracy, this check could be
made for encounters with enemy starships from rival interstellar states.
333
SHIP TYPES
Exactly what type of ship has been encountered? What is its purpose? The typical
tonnage of a ship type is given after the description.
334
3D6 Frontier
3 Cargo pod/Escape pod 11 Frontier Trader 400
4 Derelict vessel 12 Prospecting Ship 400
5 Mining Rig 3000 13 Scout 100
6 Scout 100 14 Safari Ship 200
7 Wreckage 15 Close Escort 400
8 Surveyor 400 16 Pirate/Enemy squadron!
9 Far Trader 200 17 Fast Scout 200
10 Patrol Cruiser 800 18 Asteroid Hermit
SHIP REACTIONS
Can anything meaningful come of distant ship encounters? Sometimes adventures can
begin when the navigator raises a ship on the comm system. These tables are optional.
3D6 Industrial
3-5 Thinks you are a pirate, based on rumour
6-7 Thinks you are from rival company, warns you away
8 Comms are out, radio silence
9 Medical emergency, their doctor is ill!
10-11 Ignore you, but polite
12 Asks for info on world you’ve just left
13 Requires help with repair, please!
14-15 Require assistance with violent crewman
16 Refined ore in space from that ship. But no ship.
17-18 Hijacked vessel, unusual trajectory/call signs
3D6 Transport/Special
3-5 Thinks you are a pirate, based on rumour
6-7 Transport matches a ship that went missing last year
8 Comms are out, radio silence
9 Medical emergency, their doctor is ill!
10-11 Ignore you, but polite
12 Asks for info on world you’ve just left
13 Requires help with repair, please!
14-15 Require assistance with violent passenger/crewman
16 Cargo in space from that ship. But no ship.
17-18 Hijacked vessel, unusual trajectory/call signs
335
3D6 Scouts
3-5 Scout in distress; it has returned from a failed mission
6-7 Warns you away from a gravitational disturbance
8 On way to map a moon
9 Mapping gravitation anomalies
10-11 Launching a nav beacon
12 Friendly hail, ask about world you have come from
13 Ignore you, but are polite
14 Ask for your sensor logs
15 Mapping hyperspace or gravity wakes, stay clear
16 Need a civilian spare part
17-18 Looking for a missing courier ship
3D6 Military
3-6 Warns you of an unidentified ship in this system
7 Need some civilian spare parts from your ship
8 Asking for info on world just left
9 Ignore you, will not answer comms
10-11 Ignore you, but are polite
12 Asking for sensor logs
13 Security checks
14 Boarding
15-16 Warn you of piracy in this system
17-18 One of your crew is wanted, see security checks
336
WORLD ENCOUNTERS
Use this table on populated worlds, when travelling through cities, townships and other
populated regions of the world. Roll once per week, of part of a week.
337
PATRONS
A patron is a potential employer, offering the PCs a job that requires the use of their skills
and abilities (and maybe their ship, if they have one). In return the patron offers a financial
payment, and may serve as a source of information, rumours and further employment in
future games. Patrons vary in their reliability and in how candid they are about the true
nature of the mission. Roll for the Patron Identity, then the Patron Mission and then on the
Patron Target table. Use those results as inspiration to create a situation or mission that the
patron can offer to the characters.
PATRON IDENTITY
D66 Patron D66 Patron
11 Naval Officer 41 Corporate Official
12 Reporter 42 Scientist
13 Hunter 43 Spy
14 Soldier 44 Broker
15 Diplomat 45 Technician
16 Army Officer 46 Financier
21 Noble 51 Government Official
22 Marine Officer 52 Scout Pilot
23 Asteroid Miner 53 Doctor
24 Bureaucrat 54 Corporate Boss
25 Starport Official 55 Local Military Officer
26 Peasant/Farmer 56 Pilot
31 Assassin 61 Smuggler
32 Avenger 62 Researcher
33 Merchant 63 Engineer
34 Rogue 64 Mercenary
35 Professor 65 Police Officer
36 Gangster 66 Ship-Owner
PATRON MISSIONS
D66 Mission D66 Mission
11 Explore a moon or asteroid 41 Protect someone
12 Explore ruins 42 Assist someone
13 Salvage 43 Rescue someone
14 Survey area 44 Join Expedition
15 Capture animal 45 Infiltrate Group
16 Hijack vehicle or ship 46 Find Missing Ship
21 Assassination 51 Find Missing Goods
22 Theft 52 Join Expedition
23 Blackmail 53 Provide Protection on a Journey
24 Burglary 54 Trick Someone
25 Blackmail 55 Bribe
26 Discredit 56 Sabotage
31 Investigate Theft 61 Find Missing Person
32 Investigate Murder 62 Transport Special Item
33 Investigate Mystery 63 Transport Illegal Goods
34 Investigate Accident 64 Transport Data
35 Research a target 65 Transport Dangerous Cargo
36 Spy on a Location 66 Transport Person
338
PATRON TARGETS
D66 Mission Target D66 Mission Target
11 Yacht 41 Remote Base
12 Free Trader 42 Orbital Station
13 Security Ship 43 Starport
14 Naval Craft 44 City Building
15 Cargo Ship 45 Underground Vault or Bunker
16 Orbital Station 46 Nightclub
21 Artwork 51 Crime Gang
22 Chemical Canister 52 Corporation
23 Data Chip 53 Intelligence Agency
24 Money or Bonds 54 Media Corporation
25 Prototype 55 Planetary Government
26 Weapon 56 Local Police
31-33 Illegal Cargo 61-63 Person (roll on Identity table)
34-36 Cargo 64-66 Person (roll on Identity table)
Example: We first roll the identity (peasant/farmer), then the mission (rescue
someone) and then the target (person – we roll asteroid miner). Using these results for
inspiration, I imagine a poor farmer approaching the PCs to help find his son, who has
been working as an asteroid miner for a local mining concern. The son has messaged
his father about an incredible mineral strike known only to him and his partner, and he
offered to share the proceeds with his father. The son was due to return today, with
the ore in his shuttle cargo hold. Local traffic control report that the shuttle is nowhere
on their scanners. Could the PCs investigate? He wants his son back safe, and is willing
to give the PCs his share of the sale of the ore (Cr25,000). Has there been an
accident? Claim jumpers? A treacherous partner?
COLOURFUL LOCALS
D66 Individuals D66 Individuals
11 Adventurers 41 Political Dissident
12 Alien Starship Crew 42 Potential Patron
13 Ambushing Brigands 43 Public Demonstration
14 Bandits 44 Religious Pilgrims
15 Beggars 45 Annoying Journalists
16 Asteroid Miners 46 Researchers
21 Drunken Crew 51 Riotous Mob
22 Fugitives 52 Security Troops
23 Government Officials 53 Performers
24 Guards 54 Soldiers on Patrol
25 Hunters and Guides 55 Street Vendors
26 Law Enforcers on Patrol 56 Technicians
31 Workers 61 Thugs
32 Maintenance Crew 62 Tourists
33 Merchants 63 Traders
34 Military Personnel on Leave 64 Animal
35 Noble with Retinue 65 Animal
36 Peasants 66 Animal
339
THE SETTING
PLANETARY TRAVEL
Any wilderness trek across a planet’s surface will require some sort of terrain map; in
Cepheus Universal and the Classic 2D6 RPGs that it was derived from, the two most
important maps for this purpose are the World Grid Map and the Regional Hex Map.
They have a long history in science-fiction roleplaying and are extremely useful.
The World Grid Map attempts to map an entire planet on a single sheet of paper,
treating the planetary globe as a 20-sided icosahedron, laid out flat in an icosahedral
projection. The map divides
the globe up into 500
hexagons (referred to from
this point on as ‘hexes’).
These 500 hexes are our
Regional Hexes. How big is
each hex? It all depends on
the diameter of the planet in
question, for a World Grid Map
of Earth, each hex is roughly
1200 km across; for a World
Grid Map of Mars, each hex is
approximately 540 km across.
340
REGIONAL HEX MAP
As we’ve already discussed, the scale of the World Grid Map is huge, individual hexes
for planet Earth are 1200 km across and just one hex could encompass months of travel
by foot. The world grid is perfect for travel by
fast-moving all-terrain vehicle, or for planning
some sort of world-spanning trek of exploration
or survival, but not for small scale ventures. For
this, we use the Regional Hex Map, each one of
which is a one of those 500 hexes found on the
World Grid Map. It, in turn, is divided into 76
smaller Local Hexes, each one of which is one-
tenth the size of the larger Regional Hex. A
Regional Hex Map for Earth, for example, is 1200
km across and made up of 76 Local Hexes, each
one 120 km across. This smaller Local Hex
allows more detailed travel to be plotted, and
takes into account smaller geographical features,
such as rivers, islands, cities and so on.
HEX SIZES
The table that follows provides the size of both types of hex for all sizes of world. Earth
is Size 8, for example, whilst Mars is Size 4. The formula used to calculate these hex
diameters is pretty straightforward: the world’s circumference is calculated as Diameter
x 3.141, then divided by 35 (the number of equatorial hexes). This gives the diameter
of that world’s Regional Hex. Local Hexes are simply one-tenth of the Regional Hex.
341
TERRAIN TYPES
Each hex will be dominated by a single terrain type, and will be marked with a logo or
colour to identify that terrain; there may be other terrains within that hex, but the
terrain type appearing on the map predominates. It will help the GM describe the region
and allow sensible calculation of travel times through that hex. What is a terrain type? A
terrain type is a description of both the physical landscape and the type of vegetation
that is found there. A list of accepted terrain types is provided overleaf, nearly any alien
landscape can be categorized according to one of these types.
Two versions are provided, the first is colour-based, perfect for filling in the World Hex
Grid (provided as a PNG download with this book) using software such as MS Paint. The
second is a hand-drawn style. Use the version you prefer.
342
TERRAIN TYPE KEY (Using Colour)
PLAIN STEPPE
Various types of temp- Cold grassland with few
erate or tropical plains, trees and very cold
including cropland, winters.
grassland and shrub.
JUNGLE TUNDRA
Dense vegetation, with Cold semi-frozen plains,
a close-packed tree covered by stunted
canopy. vegetation and marsh.
MOUNTAIN OCEAN
Steep, lofty peaks, of Seas, oceans and large
high elevation, with lakes.
little vegetation.
DESERT VOLCANIC
Rock-strewn hot desert Areas of permanent
perhaps with wadis, volcanic activity, eg. the
boulder plains and salt surface of Io or the
pans. Deccan Traps of the
Cretaceous Period.
WETLAND MAJOR CITY
Water-logged swamps, Place up to half a dozen
marshes and other of the world’s largest
wetlands. cities on the World Grid
Map
POLAR STARPORT
Ice sheets, glaciers or
snow plains.
S Place the planet’s
starport on the World
Grid Map
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TERRAIN TYPE KEY (Using Symbols)
PLAIN STEPPE
Various types of temp- Cold grassland with few
erate or tropical plains, trees and very cold
including cropland, winters.
grassland and shrub.
JUNGLE TUNDRA
Dense vegetation, with Cold semi-frozen plains,
a close-packed tree covered by stunted
canopy. vegetation and water-
logging.
FOREST DUNE SEA
Trees, with some open A desert composed
areas, meadows and solely of rolling sand
grasslands. dunes.
MOUNTAIN OCEAN
Steep, lofty peaks, of Seas, oceans and large
high elevation, with lakes.
little vegetation.
DESERT VOLCANIC
Rock-strewn hot desert Areas of permanent
perhaps with wadis, volcanic activity, eg. the
boulder plains and salt surface of Io or the
pans. Deccan Traps of the
Cretaceous Period.
WETLAND MAJOR CITY
Water-logged swamps, Place up to half a dozen
marshes and other of the world’s largest
wetlands. cities on the World Grid
Map.
POLAR STARPORT
Ice sheets, glaciers or
snow plains.
S Place the planet’s
starport on the World
Grid Map.
344
Where is the Martian desert terrain type on that key? Or the basaltic plains of the Lunar
maria? We have to limit our terrain types to a comprehensible and useful list that can
be applied to a wide range of planetological surface features - Martian desert, for
example, would be equated with desert terrain, as would the Moon’s maria. Saturn’s
frozen moon Titan boasts a range of very alien surface types, including dune-fields
made up of organic soot-like hydrocarbon sand grains; mountains and hills of ice, cut by
rivers of liquid methane that flow into methane lakes; and cryovolcanoes of ice spewing
water, ammonia and methane… On a World Grid Map of Titan, however, we would plot
the hydrocarbon dunes as a ‘dune sea’, the ice mountains as ‘mountains’, the hills of ice
as ‘rugged’ terrain, and any areas of permanent cryovolcanic activity as ‘volcanic’ terrain
type. Any flat terrain will be classified as ‘polar’. The GM may find that he has to use
similar logic to assign the alien terrains of his destination world to the terrain types.
For any temperate or Earth-like worlds, the polar, ice-dominated, terrains dominate the
three most northerly and southerly hexes. The seven hexes spreading north and south
of the equator would be hot and tropical, with dense jungle or deserts and grasslands.
The hexes located in the upper and lower triangles are temperate, ranging from warm
to cool.
Colder worlds will have a much narrower tropical band of hexes around the equator,
and polar hexes will extend four or even five hexes from the poles. The surface of
Frozen worlds, however, will probably be completely dominated by polar terrain and
cold deserts. The reverse is true for warmer worlds - there will be no polar regions and
the hot deserts and jungles of the tropical region will expand into the upper and lower
triangles. Inferno worlds will have no vegetation terrains at all, but will feature hot
deserts that extend across the planet’s entire surface. It is difficult to be more specific;
the method of realistically arranging climatic zones, terrain types and geographic
features on a World Grid Map would fill a whole new book!
345
But, of course, not all worlds in our galaxy conform to the typical Earth-model, rotating
on an axis with only little or no axial tilt. Some worlds are tidally locked toward their
star, one hemisphere always in daylight, the other always dark; whilst others like
Uranus have extreme tilts, the planet appearing to be tipped over on its side. This has
dramatic effects on the distribution of climatic and terrain types.
A tidally-locked world has one permanently bright hemisphere facing the star and one
permanently dark hemisphere facing away, with a twilight band between them often the
only location on the planet where life (and humans) might thrive. This arrangement
bears little resemblance to the cold-poles and hot-equator model of our own Earth.
Since most exploration and human activity will be concentrated in the twilight band
rather than the world’s equator, the World Grid Map should instead be interpreted in a
different way. For these tidally-locked worlds it makes sense to show the brightside in
the middle of the map, with the twilight zones either side, since this zone of the planet’s
surface is the one most likely to be settled and explored by humans. The geographical
north and south poles remain unchanged. Terrain types would follow naturally, with hot
terrain types in the centre of the map and cold terrain types of to the sides. See the
map, below.
346
347
348
OVERLAND TRAVEL
This section is concerned with travel, the daily travel procedures and the effect on travel
of carrying capacity, malfunctions, fatigue and losing one’s way.
PROCEDURE
OVERLAND TRAVEL CHECKLIST
1 – Check Damage
2 – Starting Hex
3 – Time in Hex
4 – Roll an Event each Travel Period
5 – Other Activities (including sleep, searching, eating)
6 – Continuing Direction
7 – Time & Distance
8 – Return to (3)
1 CHECK DAMAGE
What is the atmosphere like, what protection is needed and what damage can it do to
the traveller? Likewise, what temperatures can the players expect at the various terrain
types? Refer to the Damage From Atmosphere and the Damage From Temperature
tables for this information, and note it down.
2 STARTING HEX
For reasons to do with plot and situation, the travellers begin their cross country
journey in one specific hex. They may already know the route they plan to take, or may
make their navigation decisions each time they are ready to move on to a new hex (if
they are pursuing another group, for example).
Slow Going usually covers steep mountainous terrain and thick jungle-type
environments. Hard, exhausting and frustrating progress made.
Hard Going usually covers rocky ground, hills and other broken terrains (such
as glaciers, forest, marsh, swamp, sand seas or deep snow)
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3 TIME IN HEX
Travel time through a hex is based on speed of travel and the size of the hex. The
terrain type of a hex will often modify the travel speed. Driving across tropical grassland
might take 10 hours on a Size 8 world, but if the next hex is mountainous, then it will
take the travellers four times as long (or 40 hours) to traverse. The tables give Regional
Hex travel times; for Local Hex travel, divide ATV times by 10.
Travel Time – ATV: These speeds assume a routine travel procedure, driving for 10
hours (perhaps in shifts - see the fatigue rules if this is not the case) and then resting
for 14 hours. That 14 hour rest period allows everyone to get 8 hours sleep, with six
hours free for vehicle maintenance, cooking, recreation or some mission-related work.
We assume that, when moving, the ATV will travel at its cross country speed of 50 kph
(around 31 mph) across unobstructed plains. The GM should total the hours spent
travelling, then call for a stop when 10 hours are reached. These stops may (or may
not) coincide with night-time – it all depends on the rotation of the world in question.
Futuristic ATVs are able to process water or ice as fuel for their fuel cells, or have fusion
power plants.
Note: This table gives Regional Hex travel times; for Local Hex travel,
divide ATV times by 10.
Travel Time – Walkers: Circumstance may force the player characters to face a
cross-continental, or even cross-planetary, trek on foot. This is a daunting prospect
requiring weeks and months of hard (but endlessly exciting, challenging and rewarding)
travel. Travel times are so slow in comparison with those of vehicles that they are
handled day by day. See rules
EASY GOING (6 kph) Grasslands, tundra, savannah, rocky desert, ice sheets, etc.
HARD GOING (5 kph) Rocky ground, hills, sand sea, forest, snow, marsh, etc.
SLOW GOING: (2 kph) Mountainous terrain, thick jungle, etc.
350
4 ROLL AN EVENT EACH TRAVEL PERIOD
Each travel period, the characters will encounter a single situation that may prove
interesting, annoying or dangerous. We call these encounters ‘Events’. For those in an
ATV, a travel period lasts 10 hours or so. For those walking or riding, a travel period is
one week. The Event will be rolled randomly by the GM and will be encountered at
some point during the travel period (or even the rest period, if appropriate). Events are
arranged in tables according to the various terrain types; the GM might want to roll
randomly, or even select one that appeals to the current situation or abilities of the
player characters. The Game Master should present the Event to the players and ask for
the reactions of their characters. It can then be resolved through normal roleplaying.
5 OTHER ACTIVITIES
Following each travel period, the GM should ask the players what other activities their
characters will be engaged in. They may want to describe their sleeping arrangements
or camp organisation, repairs carried out, attempts at fishing or hunting, tracking or
scientific research.
Searching: The scenario may involve the travellers searching for something (a
crashed starship, a pyramid, a lost city, etc.), which will significantly slow down the
expedition. In order to search a hex, the player characters must spend a period of time
equal to a standard transit of that hex. The GM should make the search roll using 2D6,
with a successful search on a result of 12+; for each additional search period apply a
+1; if searching by air +1 and if the hex is wracked by storm or blizzard, apply a -4.
6 CONTINUING DIRECTION
GMs should check with the players how they intend to proceed,
particularly as they are about to leave a hex and enter another. Which
direction do they intend to travel? Will they backtrack? Have their plans
changed due to blocked or impassable terrain? They may indicate their
new course using the directional rosette.
DRIVING AN ATV
Use the Driving Distance Sheet to make a note of all the distances travelled, hexes
transited and events encountered. The Driving Distance Sheet tracks days-worth of
travel and incorporates the following column headings:
351
DRIVING DISTANCE SHEET
Day Event Event Notes & Actions Hours Current
Travelled Hex
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
352
HIKING DISTANCE SHEET
Week Event Event Notes & Actions Kilometres Current
Travelled Hex
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
353
HIKING ACROSS COUNTRY
Walking across a planetary surface might occur as part of a survey expedition, or
perhaps to find civilization when the characters’ ship has crash landed on a sparsely
populated world. Most hikers carry food, water and camping supplies for their intended
journey. The Hiking Distance Sheet serves the same purpose as the Driving Distance
sheet, but is tailored to the slower progress made by travellers on foot. The Hiking
Distance Sheet tracks weeks-worth of travel and incorporates the following column
headings:
354
HOW FAST CAN YOU WALK?
Anyone with a Medium or Heavy load (see page 33) moves at the following average
speeds for an 8 hour period (including rest breaks).
EASY GOING (5 kph) Grasslands, tundra, savannah, rocky desert, ice sheets, etc.
HARD GOING (2.5 kph) Rocky ground, hills, sand sea, forest, snow, marsh, etc.
SLOW GOING: (1.2 kph) Mountainous terrain, thick jungle, etc.
For Lightly Loaded characters, increase the hourly rate by 1 kph and the maximum
duration of a day’s hike to 10 hours. At the GM’s discretion, a character with Leader skill
who makes an Average (0) roll can push everyone to march for an additional 1D3
hours, but at a cost of every hiker suffering 1 pt. of damage.
EVENT TABLES
The following Event tables provide a randomized assortment of encounters, hazards and
benefits for travellers either on foot or inside an ATV. Tables are provided for each type
of Terrain Type. Tables require a 3D6 roll as standard, but this assumes the Terrain
Type is located on a world with an atmosphere and some kind of discernible ecosystem.
If those things are absent (such as with the Desert terrain on our own Moon), then GMs
need to ignore certain results.
The Events can be encountered again and again, with the players’ responses hopefully
improving each time. A few of the Events include the note: ‘ Repeat’, this short note
gives a suggestion for the GM on what to do should that particular Event be rolled
again on the journey. These ‘repeat’ suggestions soften the impact of some of the
more dangerous or time-consuming Events, but could just as easily be swapped for the
main Event description once again to prevent the players becoming complacent, or to
increase the game’s drama. For an example, look at the Event called ‘Swarm’ in the
Jungle Table.
There are a limited number of encounters and it is the Game Master’s job to interpret
these, turning a single encounter listing into a little bit more, an interesting scene, a
dramatic situation, something curious to consider. But they can also be used simply as
travel delays and flashes of local colour. Use them as you will.
There are thirteen event tables that correspond to the thirteen main terrain types
described on page 343. There are many more types of climatic, geographical and
topographical environments on Earth, and even more when one considers the planets
and moons of our solar system. And so the tables presented may now and then, have to
be modified slightly, or certain events changed, ignored or re-rolled to suit the planet in
question. For example:
For a methane ice plain on Titan, use Polar – ignore any Animal results.
For the Mongolian plain, use Steppe.
For the darkside of the Moon use Rugged – ignore any Animal results.
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PLAIN [Easy Going] JUNGLE [Slow Going]
Various types of temperate or tropical Densely packed and overgrown stretches
plains, including cropland, grassland and of tall, multi-layered vegetation.
shrub.
3D EVENT 3D EVENT
3 Tropical Storm 3 Tropical Storm
4 Woodlands 4 Swarm
5 Prairie Fire 5 Escarpment
6 Stampede 6 Poisonous Pests
7 Tall Grass 7 Open Jungle
8 High Winds 8 Marsh
9 - 9 Animal
10 - 10 -
11 - 11 Tropical Storm
12 Animal 12 Animal
13 Tall Grass 13 River
14 Vehicle Malfunction 14 Vehicle Malfunction
15 Animal 15 Animal
16 River 16 Lake
17 Prairie Fire 17 Mudslide
18 Geothermal Springs 18 Tropical Storm
356
DESERT [Easy Going] WETLAND [Hard Going]
Rock-strewn hot desert perhaps with Water-logged swamps, marshes and
wadis, boulder plains and salt pans. other wetlands.
3D EVENT 3D EVENT
3 Fumaroles 3 Spores
4 Oasis 4 Escarpment
5 Escarpment 5 Tropical Storm
6 Animal 6 Woodland
7 Rough Valleys and Canyons 7 Quicksand
8 Boulder Plain 8 River
9 - 9 Lake
10 - 10 -
11 - 11 Marsh
12 Sandstorm 12 Animal
13 Dry River Bed 13 Mudflats
14 Vehicle Malfunction 14 Vehicle Malfunction
15 Waterhole 15 Animal
16 Yardangs 16 Quicksand
17 Salt Lake 17 River
18 Dune Field 18 Tropical Storm
357
STEPPE [Easy Going DUNE SEA [Hard Going]
Cold grassland with few trees and A desert composed solely of rolling
very cold winters. sand dunes.
3D EVENT 3D EVENT
3 Woodland 3 -
4 Prairie Fire 4 Unusual Tracks
5 Escarpment 5 Waterhole
6 High Winds 6 Escarpment
7 Lake 7 Boulder Plain
8 Tall Grass 8 -
9 Animal 9 -
10 - 10 -
11 - 11 -
12 Animal 12 Sandstorm
13 High Winds 13 -
14 Vehicle Malfunction 14 Vehicle Malfunction
15 Deep Snow 15 Rough Valleys and Canyons
16 Concealed Gulley 16 -
17 Blizzard 17 -
18 River 18 Oasis
358
VOLCANIC [Hard Going]
GETTING LOST
Areas of permanent volcanic activity,
eg. the surface of Io or the Deccan
Traps of the Cretaceous Period. The Game Master is the final arbiter on
3D EVENT where the player characters actually are;
3 Pyroclastic Cloud if they are equipped with a functioning
4 Fog GPS (and there are satellites in orbit) or
5 Ash Cloud an inertial locator, then they will rarely
6 Hot Lava Flow be lost. But … batteries die and units
7 Metal Vapour Vent become subject to temperature or
8 Dust Pool moisture or radiation. Compasses only
9 Geothermal Springs work on worlds with stable magnetic
fields (there is none on Mars, for
10 -
example) and even then successful
11 - navigation requires maps to chart a
12 Boulder Plain course. It might be that the group do not
13 Ash Cloud have any maps, and are travelling blind –
14 Vehicle Malfunction never knowing what might be in the next
15 Pool Liquid Metal hex. Getting lost is frustrating – the GM is
16 Metal Vapour Vent advised to save such a problem as a plot
17 Escarpment element.
18 Rough Valleys and Canyons
359
EVENT DESCRIPTIONS
Animal: If you have an animal encounter table prepared, then roll on it. If not,
improvise an animal encounter, using the Fast Animal Creation rules on page 324.
Ash Cloud: A nearby volcano or volcanic vent is spewing out a vast cloud of ash (made
up of tiny particles of rock), that blocks vision and covers the ground. If inside a vehicle,
speed is reduced by half as visibility and traction are both reduced. For those on foot,
they must make a Routine (+2) Dexterity roll to get out of the cloud’s way or find
natural shelter; apply a DM of -1 if carrying Medium Load, -2 if Heavy Load. Loads can
be dropped if that will help. If trapped outside in the cloud, movement must stop and
the character suffers 2D6 damage. Visibility is reduced to a metre or two – and anyone
moving anywhere after the ash cloud hits, is a prime candidate for getting totally lost
and disorientated.
Avalanche: A large expanse of fallen snow moves suddenly down a nearby slope and
threatens to engulf the characters. The driver of an ATV must make a Difficult
(-2) drive roll or have the vehicle buried. It takes 3D x 20 minutes to free the vehicle,
less if the work is shared. If the result is 200 minutes or more, the ATV also suffers a
Mechanical Vehicle Malfunction. Hikers must make a successful Average (0) Dex or Int
roll to react quickly and get into a position of safety; failure results in suffering 3D6 –
Endurance points of damage and being buried. Repeat: An avalanche blocks the only
obvious way with snow drifts. See Deep Snow.
Blizzard: A storm hits which subjects the characters to high winds and heavy snow fall.
Travel must stop for the duration of the blizzard (1D6 days). ATVs and air/rafts cannot
travel and hikers must find suitable shelter.
Boulder Plain: The flat landscape ahead is covered by boulders, most are knee or
waist high, and although they pose no problems to hikers, those in vehicles must try to
drive between and around them, slowing travel (by 25%) or risking damage to the
vehicle. Make an Average (0) driving roll to avoid damaging a road-wheel or tracks,
which will require a Routine (+2) Mechanical roll and 3 hours of work.
Caves: Natural caves are spotted in rock outcrops, they may provide a suitable shelter
if required, and may hold other surprises (as the GM sees fit).
Chasm: The land ahead is split be a steep-sided, rocky chasm. The feature channels
travel to the left or right hex away from the desired heading.
Concealed Gulley: Snow has drifted over a crevasse, concealing a dangerous drop of
2D6 metres. A Routine (+2) driving roll is needed to prevent the ATV from tipping into
the crevasse and requiring 3D6 x 8 man-hours of work to free. Lead hikers must make
an Average Survival with Intelligence skill roll to detect the gulley (necessitating a 1-6
hour detour), failure indicates the lead hiker falls to the bottom of the crevasse.
Deep Snow: The snow here is soft and thick, making progress tough. Speed is reduced
to half.
Dry Riverbed: Old riverbeds often hide buried water, although not always. There may
be scrub vegetation in the riverbed that is surviving on residual moisture. Characters
can dig for water if they are desperate, requiring 1D6 hours of work. After that time, 1-
3 litres of water will be found, but only with a successful Average (0) Survival roll. It will
be muddy and bad tasting, but water nonetheless
Dune Field: A region of sand dunes makes progress difficult. Speed is reduced to half.
Dust Pool: A large area ahead of the characters is made up of fine dust. It can be
forded or waded, but is dangerous. The GM rolls 2D6 which indicates the likelihood of
the ATV being submerged and getting caught up on rocks beneath the dust. The driver
360
must roll that target number or greater (adding the relevant vehicle and Survival skill) to
avoid submerging the vehicle, thus requiring considerable effort to return it to a shallow
area. The ATV must then backtrack to the previous hex. If walking, the lead hiker
should make a Survival roll to check for the dust pool’s depth; if he fails to roll equal to
or over the GM’s initial 2D6 throw then everyone in the group must make a Routine
(+2) roll, adding the Strength DM. If there is more than one failed roll, the lowest result
indicates that character has been submerged. Treat as drowning, using the rules in
Chapter 11 of Cepheus Engine.
Escarpment: A long, sheer cliff blocks progress in this hex. The feature channels travel
to the left or right hex away from the desired heading.
Floating Debris: Something can be seen floating in the water about 100 metres away.
What is it? Why is it out here on the ocean?
Fog: A fog descends on the area, bringing travel to a stop for its duration (2D6 x 3
hours). Visibility is reduced to a metre or two – and anyone moving anywhere after the
fog descends, is a prime candidate for getting totally lost and disorientated.
Frozen Lake: Much of the day’s travel is across a large frozen lake that must be
crossed in order to transit through the hex. The GM rolls 2D6 which indicates the
likelihood of the ATV falling through the ice. The driver must roll that target number or
greater (adding the relevant vehicle and Survival skill) to avoid cracking the ice and
falling into the water, requiring considerable effort to return it to the ice surface (if it is
amphibious). The ATV must then backtrack to the previous hex. If walking, the lead
hiker should make a Survival roll to check for thin ice, if he fails to roll equal to or over
the GM’s initial 2D6 throw then everyone in the group must make a Routine (+2) roll,
using the Strength DM as a penalty (high Str generally means more mass). If there is
more than one failed roll, the lowest result indicates that character has fallen through
the ice.
Fumaroles: An area of poison gas vents caused by subterranean volcanic activity.
Smoke can be seen rising into the sky from numerous vents and small cones. If they
continue, the group is in danger of a carbon-dioxide outgassing, invisible to the eye,
which can be fatal. They can detour around, doubling their travel time this travel period,
or risk CO₂ exposure. Roll 9+ for a CO₂ cloud in the area they are passing through
(usually in a shallow depression or valley bottom), anyone not wearing an oxygen-
supplied mask must make a throw against the gas as a poison. Use the Poison rules in
Cepheus Engine, with a DM of 0 and a damage of 1D6, with unconsciousness if a
further Endurance check is failed. A further 1D6 damage is inflicted every 10 minutes
while unconscious. Since CO₂ sinks, survivability is increased by finding higher ground.
Animal victims of the gas may provide an early warning clue to the existence of the gas
pocket. The cloud will last 2D6 x 10 minutes.
Geothermal Springs: Steam vents and pools of warm water dot this area. Some of
the water is boiling. No effect on travel.
High Winds: Travel is made both difficult and dangerous for 2D6 hours by a windstorm
that fills the air with wind-blown debris. Air/rafts are stranded and ATVs are in danger
of being tipper over. Hikers must find shelter immediately or be subjected to 1D6 points
of damage (make an Average Strength with Survival roll to avoid). Further checks might
be demanded by the GM should characters insist on moving about unprotected. In
mountain terrain, there is no debris, but a failed roll will result in being swept off a
precipice or cliff (falling 1D6 x 1D6 metres). In polar terrain, there is no debris, but a
failed roll will result in being affected by debilitating wind chill, causing an additional 1-3
pts of damage that day.
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Hot Lava Flow: A winding river of creaking, hissing lava blocks forward progress
completely. The alternative is a detour, doubling the time to travel today.
Impassable: The terrain proves totally impassable, forcing the travellers to return to
the previous hex and try another route.
Lake: A large lake, surrounded by grassland and scattered trees, used by some of the
local wildlife as a watering hole. It can be bypassed easily if desired.
Marsh: Water-soaked and partially flooded landscape with almost impenetrable tangles
of undergrowth and cloying, sucking expanses of mud. This is hell to drive through, and
even worse to hike through. Either backtrack to previous hex, or reduce progress to half
speed.
Metal Vapour Vent: A very long, 2m-wide fissure crosses the travellers’ path, and
sporadic clouds of vapour can be seen being ejected from it. Crossing the fissure is
done easily in an ATV, although hikers may have to jump and should take precautions.
The alternative is a detour doubling the time to travel today. For anyone crossing, the
GM rolls 2D6 and on a 11+, a blast of metal vapour will be ejected up at them. A
vehicle will suffer superficial damage, but hikers will by hit by 4D6 points of damage (a
vacc suit serves as Armour 4).
Mudflats: Large expanses of soft, waterlogged mud and vegetation ahead reduce
travel to slow going. An ATV driver must make an Average (0) drive roll or get the
vehicle mired in the mud. See Quicksand event for details of being mired.
Mudslide: The slope above the travellers collapses and slides downhill, sweeping
everything before it. Make an Average (0) vehicle roll to avoid being carried away.
Failure indicates the ATV is mired in mud or suffers a Vehicle Malfunction. All occupants
make an Average Strength roll or suffer 1D6 damage. See Quicksand event for details of
being mired. Hikers will all have to make Average Strength rolls to avoid being carried
away, suffering 2D damage and getting stuck. Repeat: a previous mudslide blocks the
only obvious way, slowing progress in this hex by 25%.
Oasis: A patch of green ahead signals the site of a pool of water, a natural spring,
surrounded by plant and animal life. The oasis offers shade, water and perhaps food.
There may be signs of human visits, or even people camped there when the player
characters arrive. The GM may decide that the water is contaminated, or that it is non-
existent and that the oasis is in rapid decline.
Open Jungle: An area of sparse jungle growth, grassy clearings and shrub. Make a
note of the normal travel period, but in effect the time made in this terrain is doubled
due to the open landscape.
Poisonous Pests: Small, poisonous creatures infest this area and are attracted to the
travellers and their camp, or vehicle, if any. They may climb into tents, boots, sleeping
bags, etc. and strike randomly when a traveller comes into contact with them. The
poison does 1D6 damage initially, with symptoms of sickness, fatigue and fever; failure
of an Average (0) Endurance roll means it does another 1D6 damage one hour later.
Pool of Liquid Metal: A small lake of liquid metal is ahead and a detour around will
take 1-6 hours (or 30 mins if in an ATV). The temperature is fierce; the pool contains
either liquid tin, aluminium, sodium, mercury, lead or copper.
Prairie Fire: A grass fire sweeps across the plain, threatening to cut the player
characters off. If driving, the ATV will outmanoeuvre the fire with a Routine (+2) driving
roll. If on foot, the group will need to find a cave, stream, rocky outcrop or other
natural shelter, or try to create a fire-break. Difficulty should be assessed by the player’s
response, with an Average Survival roll proving typical; failure indicates burning damage
of 2D6, see Chapter 11 of the Cepheus Engine core book for more details.
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Pyroclastic Cloud: A dense cloud of super-heated gas and ash rushes down from a
nearby slope toward the characters. If inside a vehicle, the vehicle catches fire and is
disabled (a Vehicle Malfunction) and everyone on-board takes 1D6 damage. For those
on foot, they must make a Routine (+2) Dexterity roll to get out of its way (natural
shelter of any kind is useless), apply a DM of -1 if carrying Medium Load, -2 if Heavy
Load. Loads can be dropped if that will help. Failure indicates the character suffers 4D6
damage.
Quicksand: Without warning, the vehicle becomes entrapped in sticky, cloying mud
and it partially sinks. It will take 2D6 hours and a Difficult drive roll to unfree the ATV,
+1 if 3 or more people get out and help, +2 if 6 or more get out and help. Anyone
helping may themselves get trapped unless roped together, etc. So can hikers, who may
stumble into quicksand and get trapped before they realise the danger. Each character
must make an Average Survival roll not to get trapped, if failed that victim has only 4
minutes until sucked under to die by suffocation. Make a Difficult Endurance roll each
minute to get free, +4 if ditching all carried equipment, +2 if a bystander use a rope or
tree branch to haul the character out (double that if the bystander is assisted by
another rescuer).
River: A river 2D6 x 5m wide that must be crossed. For an ATV, the danger is getting
swept away, being upturned or being trapped on a steep river bank trying to get out on
the other side. For hikers, drowning and being swept away are the biggest dangers;
ropes, inflatables or improvised rafts will be needed. Spend 1D6 hours looking for the
safest crossing location, then make an Average driving roll to take an amphibious ATV
across (-1 if river 40m or more across). Getting a party of hikers across will involve
some player decision-making and detailed planning.
Rock Pinnacles: These pinnacles, or ‘hoodoos’, are tall, thin spires of rock that are
often found in large clusters and groups in desert bad-lands. Someone without Survival
skill may initially confuse these odd collections of towering rock formations with
buildings of some kind, indeed some are many stories tall. They can be bypassed easily
if desired.
Rockslide: The rocky slope above the travellers collapses and tumbles downhill,
sweeping everything before it. Make an Average (0) vehicle roll to avoid being carried
away. Failure indicates the ATV is disabled with a Mechanical Vehicle Malfunction. All
occupants make an Average Strength roll or suffer 1D6 damage. Hikers will all have to
make Average Strength rolls to avoid being hit by debris, and suffering 2D damage.
Repeat: a previous rockslide blocks the only obvious way, halting progress until the way
is cleared, taking 1D6 x 8 hours.
Rough Valleys & Canyons: The landscape is rough and broken, with many rocky
valleys, scree slopes and other hazards. The rugged nature of this environment reduces
travel in the hex to half speed.
Salt Lake: Salt lakes are flat desert pans of salt, the remains of a long-gone desert
lake. Both travel and visibility is unimpeded. There is no water on the salt flat and
blindness (albeit temporary) is a real danger, not just from the harsh reflected light off
of the white salt pan, but also due to the salt blown into unprotected eyes by the wind.
Blindness will occur on a result of 5- on a 2D6 roll (+1 if the character has Survival
skill). Blindness inevitable occurs at a dramatic moment, preventing them from spotting
approaching enemies, or rescuers! Blindness will last for 1-6 hours, or until night-fall
(GM decision).
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Sandstorm: Up ahead is a vast brown cloud, stretching across the horizon, it will reach
the player characters within ten or twenty minutes. This storm will last for 1D6 x 8
hours and make travel virtually impossible. Hikers must find a way to protect
themselves from the choking, blinding sand or suffer 1D6 damage. Visibility is reduced
to a metre or two – and anyone moving anywhere after the sandstorm hits, is a prime
candidate for getting totally lost and disorientated.
Sea Ice: Ice floes in this area slow progress by 25%. Alternatively, if the player
characters are in polar latitudes, the group may encounter ice bergs, which do not
hinder progress. They are dangerous if approached, however, and will suddenly and
violent overturn on a result of ‘1’ on a 1D6. This iceberg may topple over onto a boat or
amphibious ATV, or lift the vehicle clean out of the water.
Sea Storm: A strong ocean storm hits the location and lasts for 1D6 x 8 hours, lashing
the player characters with high winds, torrential rain and high waves. An ATV or boat is
tossed by the winds and makes no progress for the duration of the storm. On a 2D6
roll, a result of 8+ indicates a Vehicle Malfunction. All aboard must make a Routine (+2)
Endurance roll to avoid debilitating sea-sickness for the storm’s duration plus another 6
hours.
Shallows: Shallow reefs surrounding a small island risk wrecking the boat or vehicle.
Make an Average (0) vehicle roll to avoid getting caught up in them, and if that is
unavoidable make another roll to navigate through them successfully. The vehicle may
either get stuck or suffer damage (see Vehicle Malfunction).
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Stampede: The party is caught up in the stampede of hundreds of large, local
herbivores (roll for animal Size as normal, with a 1-11 result indicating Large, 12+
indicating mega). A Routine (+2) drive roll will be required to avoid the stampede, and
those on foot must make a Routine (+2) Dexterity roll or suffer 2D6 damage.
Spores: The pollen of a local plant is a dangerous irritant to humans, and those
unprotected (included those within an ATV who are not explicitly operating a sealed
environment) will be affected. Use the Poison rules in Cepheus Engine, with a DM of 0
and a damage of 1D6, with unconsciousness or hallucinations if a further Endurance
check is failed.
Swarm: Hikers are surprised by a swarm of flying micro-fauna, tens of thousands in
number. The creatures enter orifices, equipment and everything else, and they are
equipped with stingers. To avoid 2D6 damage, each character must make a Difficult
(-2) Dexterity roll. Sealed vacc suits are immune, whilst survival suits reduce damage by
4 points. Repeat: The hikers see the swarm from a distance, or resting on foliage,
ahead.
Tall Grass: Tall grasses cut visibility to only a few metres, slowing progress and making
the group or ATV vulnerable to any kind of ambush. Either backtrack to previous hex, or
reduce progress to half speed.
Tropical Storm: Torrential rain and localized flooding. Drive at half speed, or continue
at current rate, risking getting caught up on unseen vegetation. Make an Average (0)
vehicle control roll to avoid getting stranded in flood water, waiting a full day for the
water to subside. Unless they take shelter, hikers must make a Difficult (-2) Survival roll
or get stranded by floodwater and risk drowning.
Unusual Tracks: The characters come across unusual tyre marks or footprints, these
tracks may lead in an unusual direction or perhaps they should not really be there at all.
A Routine Recon or Survival roll can establish that the tracks were made only a day or
two ago. To determine the direction of the tracks, roll on the directional rosette.
Vehicle Malfunction: The ATV breaks down, see the rules for Vehicle Repairs on page
212. There should be some tools and spares on-board.
Waterfall: A river pours over a cliff or rocky outcrop. It makes a useful landmark, and
the rocky nature of the terrain in this area means that the river can be forded by ATV or
crossed by foot, with ease.
Waterhole: In a desert depression, a patch of damp soil leads to a muddy pool of
water – a waterhole, from which characters can drink their fill.
Woodlands: An extensive region of woodland stretches across the landscape. Either
back-track to previous hex, or reduce progress to half speed.
Yardangs: Yardangs are tall wind-cut rocks, often extending for hundreds of metres in
length. They occur in large numbers, all pointing in the direction of the prevailing wind
and channelling travel in that direction. Roll on the directional rosette for their
direction. Travel against that direction is at half speed in this hex. Travel in the direction
of the yardangs is at normal desert pace.
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THENG
TIME TRAVEL
Many science fiction settings feature some aspect of time travel, and a few focus solely
on the act of travelling through time to different periods of history, or points of time in
the future. Often these other points in time are actually parallel timelines, in which a
player character could meet (and conceivably murder) themselves, without any
repercussions when returning back to their home timeline.
TIMELINES
Decide on the basic assumptions of time travel within your setting, if time travel is
possible at all. Will there be a single timeline, or many parallel timelines?
Single Timeline – There is one, single, unbroken thread of time. Time travel involves
moving backwards or forwards on this single ribbon. Actions of time travellers in the
past can have repercussions in the future, and these may be detected once the traveller
returns back to their home time. Of course, player characters can travel back in time to
meet their younger selves, but the time travelling character, as the most recent ‘up to
date’ version of themselves, always has priority. If he murdered himself and returned to
his home time, then it would have appeared to everyone that the character had been
mysteriously murdered in the past, and then suddenly reappeared, without logical
explanation, many years later. In many ways, the single timeline is the most appealing
aspect of a time travel game. Characters get to right some of the wrongs of history, or
discover the facts behind enduring historical mysteries, or they may be sent back in
time to prevent another time traveller twisting history to create a future more
favourable to themselves, or their cause. This is a very common theme throughout time
travel fiction.
Many Timelines – With the parallel worlds, or many timelines, concept, there are an
infinite number of parallel timelines. In one, the Confederacy won the American Civil
War, in another the Titanic did not sink, in yet another a player character entered an
entirely different career, or died in child-birth. When a character goes back in time, a
new revised timeline is created, which now runs parallel to the original ‘home’ timeline.
In these timelines, the past can be subverted, changed or twisted with no lasting
repercussions on the player character and his home timeline. In this way, the parallel
timeline campaign does not have the high-stakes of a single timeline game. In that
game any change to the time period around them might have dramatic and unforeseen
consequences when they later return home. In the many worlds scenario, a character
might stop their parents from meeting, but see no change in their family circumstances
when they return home.
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Parallel timelines, however, are perfect for really messing about with history, with
throwing the PCs into incredible historical or pseudo-historical situations in which they
must use what they know of ‘their’ history to try and make sense of what is happening
and carry out whatever mission they have been tasked with. This is ‘alternate history’
territory, and it can be incredibly fun. Philip K. Dick’s novel The Man In The High Castle
is just such a story, for example, where the Allies were defeated in the Second World
War and now North America is divided up between the conquering forces of both Japan
and the Third Reich. These kinds of scenarios are perfect for putting the PCs into messy
and unfamiliar situations, and letting them try to get out of them. Researchers could
study ancient cultures without the fear of contamination. Mining concerns could set up
oil wells and minds to dig out precious resources in some past period of history, without
affecting the availability of those same resources in the home timeline.
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and may be seized, damaged or destroyed by those who find it. If some chameleon
device or screen could be used to hide it, that problem is not such a headache.
Gateway or Tunnel – The time machine is a
large, fixed, industrial mechanism, probably deep TIME SHIFTS
within the bowels of a well-guarded installation,
such as the Portal in Terra Nova, or the Project
Tic-Toc facility from The Time Tunnel. The A time shift (or ‘time ‘quake’)
advantage of having a large mechanism is that occurs to a time period when a
large amounts of equipment and many people radical change is made down the
can travel though the portal to reach the line, that instantaneously changes
destination time period. It might be that the people, memories, architecture,
portal can only open for a few minutes at a time politics and culture. Only a time
before it must shut off to recharge or be reset (a traveller within a flux field will
process that could take hours, days or even see this blurring, haze and then
months). A large contingent of engineers and transformation. To the local
scientists will be on hand to control and maintain inhabitants, life has always been
the time machine, and may be able to provide like this! With history changing,
historical information, clothing and advice before their present has changed, along
the trip. The scientists back at the control room with all of their memories and
may even be able to view the adventures of the perceptions. Only an outsider will
player characters, and may be able to be aware of the change.
communicate with them through hand radios or
special bracelets. The Game Master should decide what type of contact (if any) the PCs
have with the staff at the time machine control room. Do the PCs have to return to the
same geographic location in the destination time period before they can pass back
through the portal, or can the time machine lock on to them wherever they are? Again,
the GM should set the rules of the time machine.
The disadvantage of a gateway or tunnel is that the PCs are reliant on other people to
move through time, and have hundreds of people with huge resources on hand to help
them out. From a roleplaying perspective, PCs are always at their best when isolated
and cut off from help and resources. Having the portal be intermittent, out-of-control,
or demand large amounts of downtime, may mitigate this disadvantage, however.
Finally, the PCs cannot simply return to their home timeline, since the time machine is
being controlled by other people. The GM may decide that a prefabricated mini-time
gate can be sent through the time machine and constructed within a time period as a
method of two-way time travel. It may have its own limitations, perhaps only allowing
travel back to the time machine at the home time period, or having very limited power
that restricts how often it can be used, or how many people can travel through it.
Consider it an option.
Room – This is similar to a gateway, except that everything in the room is
transported through time. It works best when ‘time stations’ have been established at
different periods throughout time, and agents are sent specifically to these time
stations. As an alternative, the ‘room’ could instead appear as a transport pad or pads
that the time traveller stand on with any equipment they need, and are transported to a
similar transporter pad inside the destination time station. The time stations would need
to be disguised as local buildings that would fit the time period they occur in, and
stations might be manned by time travel agents, or by robots. The things to consider
about the use of a gateway or tunnel, apply here as well.
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OPERATING TIME MACHINES
What skills are required and what tasks must be attempted during a time travel
journey?
Accurate Time Travel – Time travel might be accurate every time, or the Game
Master can make a secret 2D6 roll of 10+ to determine if the time travellers hit the
correct time and place in history perfectly. He can allow the PC navigator to make a
second Average Navigation roll, and if successful should add +2 to the secret roll.
Determine Time & Place – Once in the destination time period, the PCs might want
to check their location and point in time. This is a 10+ roll and requires 10 minutes
using the time travel equipment. This equipment can be used again to carry out the
same task after 3 hours has passed.
Why Stay? – If the travellers are in the wrong moment in time, or have emerged
somewhere inconvenient, why don’t they just return to their home time period and try
again? Because that’s boring. Usually, to make things more exciting, the time travellers
can’t just ‘jump out’ until the exact time and location is discovered using the time
machine instrumentation. Does the gateway, vehicle or device need to recharge its
power capacitor or shed an unwanted tachyon build-up before it can be used again?
This may take 1D6 hours or perhaps 1D3 days, as the Game Master prefers. With the
gateway or tunnel, the portal may be opened for their return at a specific point in time
and space, and they have to be there or miss it, and then have to wait for the recharge
period for the next scheduled attempt. The upshot of this is that the PCs, once in a time
period (or ‘adventure setting’), are stuck there to 1) deal with whatever challenges
exist, and 2) forced to depend on their own resources and skills to both survive, and
complete the mission.
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TIME GADGETS
These gadgets are available at the same Tech Level as the time machine itself.
Flux-field Generator: This wrist-mounted device creates a temporal field that can
protect the time traveller in a single timeline universe from the effects of changes in the
timeline that they are currently in. Should time be altered by meddling in the past, the
entire environment, people, architecture, memories and fashions might suddenly
change, but the wearer will remain themselves, with their own memories. Time stations
hidden within a time period are also protected by a flux-field generator. Weight
negligible. Cr20,000. Alternatively, the flux-field generator can be built into a time
bracelet, if they are used in the time travel setting.
Inertial Nav System: A hand-held or belt-mounted device which indicates direction
and distance traveled from the starting location (as determined by your time machine
sensors, see Determine Time & Place). It uses preloaded maps set for precision
navigation (if these exist for the time period you have jumped to). Make an Easy (+2)
Navigation roll to use an intertial nav system in a confusing, hurried or stressful
situation. Weight 0.5 kg. Cost Cr500.
Paradox Detector: A palm-sized device calibrated to the
traveller’s home time period. With a Routine (0) Computer
roll, it can detect changes in the time period that have
emanated from changes in that timeline’s past. The user
must be in the time period to detect the changes. It may
also provide clues as to what might have precipitated the
changes. In a ‘many worlds’ setting, the paradox detector
is invaluable in determining the amount of divergence from
the traveller’s home time line. Weight 1 kg. Cost Cr100,000.
Time Bracelet: A bracelet that creates a field around the
wearer, sending them to a time period. Date and place are input into the controls. The
bracelet might be a full functioning long-range time machine, it might only be a short-
range back up time machine (500 years or less), or it might serve as a required focus to
be able to use a gateway, tunnel or room portal (being the beacon that the time
machine requires, in order to lock-on). Time bracelets always require a minimum self-
recharge period (usually an hour, 1-3 hours or 1-6 hours, as decided by the GM).
Weight negligible. Cost Cr35,000.
Time Scanner: With a Difficult Comms roll, this hand-held device will detect echoes of
the past in a specific location, requiring 10 minutes of study. The echoes may be
indistinct, such as sounds, ghost images, and so on. Spending 12 hours is an Average
task, and may produce more detailed imagery from a point in the past. The user must
specify the point in time to be studied, or spend an hour scanning the timeline looking
for a possible event. Weight 3 kg. Cr50,000.
Time Tracer: This sophisticated hand-held device is able to search for temporal
disturbances, and provide the user with the probable location of an individual time
traveller or time machine in history. Anything that moves through time leaves
permanent fingerprints in the temporal field. This device identifies that ‘fingerprint’ and
can provide a rough estimate as to where that machine or traveller is now. This device
can be used by time agents to track down temporal criminals, or by time-travelling bad
guys or aliens, to track down the PCs and stop them from ruining their plans! Make an
Easy (+2) Computer roll to use the tracer. Weight 1 kg. Cr4500.
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Universal Translator: An intelligent, learning translation system which translates in
real time with all known languages. A time traveller’s unit is no bigger than a brooch or
wristband or even a discrete ear bud. Weight negligible. Cr1000.
FACTIONS
This section provides various faction suggestions that the GM can choose from, in order
to populate his time travel campaign.
A group of time travel heroes that are attempting to thwart the evil time
meddling of all of the groups listed below.
Aliens from our far future are using time travel to manipulate humans into wiping
themselves out.
The Illuminati, Bilderberg Group, World Economic Forum or some other nefarious
organization is manipulating human history (or just Western history) in order to
bring about the global domination of their group and their extreme agenda.
Our mutant descendants (or the insect survivors that follow our apocalyptic
demise), are meddling with time in order to ensure that Mankind wipes itself out
in a global nuclear war.
A corporation is extracting oil and gas from one or more parallel timelines, in
historical periods where the locals aren’t going to put up much resistance. PCs
might work for the corporation, a rival corporation, or a group of disgruntled time
travel scientists.
Time travel researchers return from the project’s very first mission to find the
staff at the facility dead, equipment sabotaged and the second prototype time
machine has been stolen. What’s more, a look at the news shows a time shift has
occurred. It looks like the lead designer, angry the government took the project
out of his hands, has stolen the other machine and is out there, ruthlessly
meddling with time to get his revenge … and to change history more to his liking.
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THE SETTING
RESOLVING TASKS
The first rule of roleplaying is to have fun. A good GM will make a reasonable effort to
create a gaming experience that is fun for everyone. The following guidelines might
help with that.
ASSIGNING DIFFICULTIES
At the core of every adventure lies a sequence of tasks that the characters must
accomplish in order to succeed in their mission. The GM is responsible for assigning the
difficulty of these tasks and then for interpreting the outcome. The default is Average
(+0). Make a task easier if you want a particular task to be accomplished, but not by
everyone. This will high-light characters with skill levels. If you want to make a task
challenging but still feel comfortable with giving the players a good chance of success,
set the task difficulty to Difficult (-2). Reserve Very Difficult (-4) and Formidable (-6) for
very special circumstances, such as attempting the near impossible. As the GM, you
may not want to say ‘no’ to a player eager to attempt the near impossible, so assigning
a task difficulty of Formidable (-6) is almost as good, and can create some interesting
story developments and a sense of excited accomplishment should the character
succeed, or fail spectacularly with an Exceptional Failure!
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health, equipment, preparedness, and such - it's usually a die modifier. It doesn't have
to be too fine a line, since modifying the die roll or the task difficulty amounts to the
same thing in the end: the task being easier or harder to accomplish.
Some GMs prefer a more mechanical approach, first identifying a skill that covers the
basic nature of the request, then setting a task difficulty of Average (+0) or Difficult (-
2), and then letting the player attempt the task. If nothing comes to mind immediately,
ask the player to tell you what skill they would use to accomplish this task. If no skill
appears to work, then choose the best characteristic, and have the player make a
characteristic roll. However you decide to resolve it, the key here is to quickly address
the request and keep the game moving forward. Characteristic rolls are great to use in
this way as a ‘catch-all’ method of resolving a task that has no obvious skill linked to it.
For example, a character might want to decode some ancient alien glyphs on a tomb
wall … make an Edu roll.
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ROLL A D6
A single D6 is a powerful tool. Each number has a 16% chance of coming up. If you
split the rolls into 1-2, 3-4 and 5-6 then each result has a one-third chance of occurring
(a 1D3). Split the dice into 1-3 and 4-6 and you have a 50-50 chance. The D6 is
versatile and extremely useful! It is great at dramatic moments to stop and think: ‘what
is the worst thing that could happen right now?’ Then roll a D6. On a ‘1’ that terrible
calamity occurs. This certainly creates tension, especially when the GM shares the
possible outcome of the roll before he even picks up the D6. Sometimes the players
themselves suggest the use of the roll quite by accident … ‘hey, let’s just hope the lights
don’t go out before we get to the airlock…’ This comment should have the GM reaching
for the D6 … ‘let’s find out shall we? On a ‘1’ the power fails before you get there …’
Don’t stop there. What condition is the vehicle in that the ranger has provided for the
desert trip? Roll a D6: a 1 or 2 is dire, the ATV is falling to bits and is an antique model;
3-4 it is functional; on 5-6 the ATV is top of the range. What about other situations …?
What’s inside the evil executive’s office safe? On 1-3 a mysterious ore sample, on 4-6
incriminating evidence of his corporate embezzlement. Roll the die …
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SCENARIO CREATION
The story that a game tries to tell is called the scenario (or adventure). Sometimes the
GM and players will want to play just a single scenario – a one-off game. In this case
the GM might create the characters for the game rather than let the players do it; firstly
this speeds up the gameplay and allows the players to begin the scenario almost
immediately, and secondly, it means that the characters can be intimately tied into the
plot of the scenario in a way that the leading cast of a Hollywood film might be.
Contrast that to an episodic campaign (which we discuss later), where the same
characters play through a different scenario each week, much like an episodic TV show.
Stories and by extension scenarios, are about conflict. This conflict doesn’t have to be
violent but without a struggle of some kind, there is no story, and without a story, there
is no true sense of adventure. As a GM, you should make sure you have conflict, and
that the player characters are directly involved in that conflict. If there isn't any conflict,
you lose the impetus for action. If the player characters aren't directly involved, they are
just watching the GM narrate a story rather than actively playing a game.
At its heart, the five act structure for scenarios depends on five major scenes or Plot
Keys: the Set-Up, The Problem, the Complication, the Climax and finally the Ending or
Twist. Even though this structure is based on five Plot Keys, you can easily add or
subtract as many minor scenes as the scenario you’re creating calls for. Don’t be afraid
to deviate from this pattern as you become more comfortable with adventure creation.
The Set-Up – The Set-Up is the establishing part of the scenario. The player characters
have been given a mission and are about to carry it out or they are en route to the
destination system which might be the focus the mission. Things are calm, expectations
are laid out. This is normal life. It is important, however, to begin the scenario as close
as possible to the point where the players have to start making decisions.
The Problem – The GM now introduces the problem. They might have arrived at the
world they must survey or their mining and blasting has uncovered a cache of strange
geodes. What follows is a sequence of challenging roleplaying situations that further
escalates the plot, leading ultimately to a Plot Key that helps the players form a plan of
attack for reaching the climax of the adventure. These problems can be both combat
orientated but also rely on some investigation and information gathering.
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complication to the party that sets out the fundamental narrative of the plot. They now
realise what they’re up against and must begin to work towards defeating the
antagonist or dealing with the problem. In Alien this is the chest-burster scene, in
Escape From New York, Snake finds the President’s tracking beacon but he isn’t wearing
it, in Tremors, Earl and Val are attacked by the first graboid.
The Climax – This Plot Key is the big showdown, the final conflict with the primary
antagonist of this story. This scene is most often a big fight or confrontation, but under
the right circumstances, it could be a social or mental challenge instead. This is the big
scene where everyone should have a chance to shine. It is suggested that this scene
require a challenge more complex than ‘kill everything’, even if it’s as simple as ‘kill
everything and rescue the little girl…’ If the climax is a combat scene, the location for
the climax should be an interesting one if at all possible, with restrictions, problems and
opportunities that will make that scenes memorable. While you don’t want to overdo
yourself, you also want to make this scene feel more exciting or important than the
other scenes in the adventure. Adding a time limit is one way to increase the tension in
this scene (the reactor will explode, the pinhead bombs in your neck will detonate, etc).
The Twist/The Ending – This scene is the dénouement, where the plot is wrapped up
and the characters receive their reward for their victory, or experience the
consequences of their failure, on those occasions where things didn’t necessarily work
out. It is also the place to add a twist to the plot following the Climax. A twist is a
moment of revelation within a story that throws into question all that’s gone before.
Often appearing at the conclusion of a story. The most effective twists feel like they
came out of nowhere, but they do need to have been foreshadowed during the scenario
for best effect. Hopefully you can leave clues to a twist in plain sight! Not every scenario
has a twist, and not every twist will be at the end. The twist in Aliens is that the Queen
was on-board the dropship all along. In Moon, Sam discovers that he is a clone. In
Soylent Green … well, you know the twist to that one …!
Other Suggestions – When creating your own adventures, keep things dense and
concise. You will find that players have a knack for complicating things all by
themselves, so don't feel a need to include a lot of false leads and irrelevant details. You
can always improvise the addition of extra scenes as the need arises, but it is hard to
work around a large number of required Plot Keys if the players suddenly take the
adventure in a totally different direction.
Where do you find an idea for a scenario? Everywhere and anywhere. The basic
premise of a movie or TV show can be repurposed, and those inspirations need not be
science fiction-based. From a case of mistaken identity (North by Northwest), to a
spaceport takeover (Die Hard 2), the heroes being hunted by a big game hunter (The
Most Dangerous Game), to a friend who has been murdered and the local police aren’t
interested (take your pick from dozens of cop shows, from Kojak to Starsky & Hutch to
The Streets of San Francisco. The plot, the NPCs, the locations and props can all be
swiftly swapped into the Game Master’s setting easily enough. The trick comes in
getting the player characters deeply involved in that plot, without it seeming too
contrived.
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Mistaken identity? That’s easy enough, have the PCs interact with the actual protagonist
of the story, then move on, not knowing that they are now being followed because their
pursuers believe they are involved in the ‘plot’ or have been handed some secret
document or device (what we call a ‘Maguffin’). Now they find their ship broken into,
perhaps they are targeted by pirates, or a patrol ship (bought off by the bad guys) pulls
them over to conduct a search (and then silence the PCs for good…).
Spaceport takeover? It’s not hard to have this terror or criminal incident occur when the
PCs are at the starport. But why should they be the ones to deal with the bad guys?
Where are the authorities? If the starport is a small one, perhaps the bad guys have
bought off the local government to look the other way or are holding the port hostage,
to ensure their starship (full of something illegal, mercenaries, or an exiled leader) takes
off without interference. By some fluke, the PCs are in a part of the port away from the
hostage situation on some port business, they have weapons and are free to act. The
port manager may even offer the PCs a huge reward if they can retake control of the
port and stop the starship from taking off. A motivating factor might be the bad guys
planning to detonate a starship drive to destroy the port and punish the local authorites
after they have left. It might be the player character’s ship they plan to detonate …
Hunted by a big game hunter? This is an easy one. The PCs drop a cargo off on an
uninhabited world, uninhabited except for a remote villa owned by a wealthy aristocrat.
Their ship needs refuelling, or maybe some maintenance, so the PCs are invited for a
meal and a night away at the villa. They might get an impromptu guided safari of the
local wilderness… then are kicked out of the truck. The aristocrat has been boasting of
his trophy hunting, now she will be hunting them. She will give them an hour’s start – if
they can get to their ship, they are free to go. The hunt begins, with the aristocrat
escorted by a group of seasoned hunters (who the PCs can pick off). Is the ship fixed
and refuelled? Will the final showdown occur at the villa, when they find their ship
sabotaged?
Friend has been murdered? Let’s assume this is in a big city on some highly populated
world. Perhaps the PCs have just had a meeting with this friend, as a business contact
or patron, and now he’s dead – the local police suspect suicide, but the PCs know this
isn’t like him from their recent meeting. You may have gotten the plot wholesale from
an episode of Castle, but why would the PCs be involved? Perhaps an acquaintance of
the murdered man appeals to them for help, and the victim owes money to the PCs,
then this acquaintance can promise to pay that fee to them should they catch the
murderer. The cops themselves may prove a hindrance; they don’t want unlicensed
investigators trying to solve crimes in their city.
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CREATING RUMOURS
A rumour might be heard by the player characters, in a bar or as a piece of chit-chat
from a local engineer, taxi driver, or whatever. Some rumours are simple setting
information that might not be very well known. Others involve gossip about high profile
personalities or well-known organisations.
Rumours are best thought of as encounters with information rather than with people or
events. Rumours often fill one of two different roles: they plant the seed for a potential
new adventure, or they provide background information that makes the universe seem
larger than just the character's experiences. Rumours can take many forms, including,
but not limited to, graffiti on the walls, news stories, overheard conversations, secret
notes, and televised broadcasts. Because rumours are encounters with information, the
player character has no need of patron should they decide to pursue the rumour itself.
If the matter doesn't pan out, the player characters have no-one to blame but
themselves. However, given the promise of potential reward, enterprising characters are
likely to attempt to exploit the information they've uncovered. In a scenario, a rumour
might actually serve as a clue that will assist the characters in achieving their goal.
RUMOURS
1D6 Type of Rumour
1 Location mystery
2 Change in procedure, routines or law
3 Location information
4 Recent event
5 Personality or Organisation
6 Personality or Organisation
To expand on a Personality or Organisation rumour, roll for two Patron Identities and
one Motive on the table below. Note that, although the Patron Identities are just
individuals, rumours work best when they are ‘up-scaled’ as VIPs, or placeholders for
organisations.
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Example 1: We create a couple of rumours the player characters might pick up on a
strict religious world. We roll 22 and 26: Marine Officer, Peasant/Farmer and 1,4: Spy
On. The rumour is “Watch what you say in public, plainclothes military officers are
spying on visitors from off-world, anyone heard questioning the strict laws, are
dragged away”.
Example 2: For our second rumour on a small, agricultural, high-tech world, we roll
24 and 35: Bureaucrat and Professor, with a Motive of ‘Steal Lover From’. The rumour
is “Evelyn Rial, the minister for trade, is rumoured to be having an affair with the
husband of disgraced academic, Carl Sonoviev.”
Example 3: We have rolled two other types of rumour for this agricultural world, 2
and 1 (change in procedure, routines or law; and location mystery). The rumours
could be: “Grain from the eastern settlement is being checked for parasites”, and
“Lights have been seen in the abandoned processing factory on the edge of town,
always after midnight”.
CREATING SITUATIONS
The Game Master can use the tables within the Encounters chapter to create an
adventure situation for the characters, this might serve as the hook for an adventure.
Roll twice on the Patron Identity table, twice on the Colourful Locals table and once
on the Motive table (previous page). By creating several possible results like this, the
GM lets his brain mull over how they might be connected and what situation they
conjure up. Elements that don’t fit, might indicate a complication or later development.
Example: Let’s roll up an interesting situation for the PCs to encounter. Our Patrons
are 25 and 11: Starport Official and a Naval Officer. Our Colourful Locals are 54 and
11: Soldiers on Patrol, and Adventurers. Our Motive is a 6 and a 6: ‘Trade With’.
What’s going on here that might involve the player characters? Maybe the naval
officer is diverting stolen military hardware to a bunch of ‘adventurers’, and the
soldiers (‘military police’) have turned up to arrest him. Or the military police approach
the player characters to outbid these other adventurers so they can set up a sting
operation and catch the officer in the act. If they don’t agree, then maybe the starport
official can hire them to break into a downtown warehouse where he believes the illicit
military goods are being held. He will split the goods with the PCs if they keep quiet.
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MANAGING RESOURCES
One of the keys to successfully running a game of Cepheus Universal boils down to
your ability to improvise when circumstances so dictate. You can certainly plan
everything out for your session, to the degree with which you are comfortable.
However, at some point in time, whether intentionally or accidentally, you are going to
have to improvise a scenario that you did not plan in advance. Maybe the mercenary
rolled poorly in that last combat, dying during the previous encounter, and the
government agent that hired the adventurers only made the deal with him. Perhaps the
party decides to pursue another adventure, which you had not yet prepared, half-way
through the current one, based on a clue they found in the second encounter of the
evening. Whatever the reason, you should be prepared as a GM to improvise as needed
to keep the session moving.
A common misconception exists that improvisation during a game and preparation for a
game are two opposed approaches. To the contrary, the more efficiently you prepare
for the game, the easier it will be for you to improvise and ‘wing it’ during actual play.
The key to efficient preparation is not deciding ahead what the characters will do (leave
that to the players), but rather creating material which would both allow the players to
do exciting things and which will allow you to easily set up challenges, encounters,
NPCs, locations and plots that will fit the flow of the game. This might sound like a lot of
work at first but is actually much simpler, the key here is to create flexible material
which will fit different plot lines, different locations and different uses with ease.
Whenever an idea for whatever part of your game strikes your mind, write it down in a
notebook. Later on, when you happen to have a little more spare time, look at these
ideas and develop the ones you like a little bit more. Organise a binder at home (or a
folder on your computer), with different sections for NPCs, organisations, worlds,
creatures, locations and plot hooks. Each thing you develop shouldn't be long, a
sentence or two per item will work in most cases (remember that most stats for a
character or creature will fit in a small paragraph, if not a single sentence.) Keep these
well-organized and these could be used whenever you need them in-game or in short-
term prep for the game. The same goes for location maps that you might sketch out.
Most of the scenario elements that you prepare, even locations or NPCs that you
intended to be used in a specific plot line, should be designed in such a way that it will
be easy to 'recycle' them for use in different circumstances in the event that you don’t
use that element in the intended plot. Players have a tendency to miss the stuff you've
laboured hard to create, so be prepared to make a few changes to all the unused bits
and pieces of previous adventures to use in the next one.
IMPROVISATIONAL PREPARATION
It is definitely possible to prepare in advance for improvisation. It is suggested that GMs
consider preparing the following for their adventure or campaign:
Names – A list of random names for NPCs, locations and vessels can serve any GM
well. Take them from any source you like, your imagination, baby-name sites, random
name generators, but it always helps to have a quick source of names for the people
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and places you have to create on the fly rather than just calling them ‘this guy’ or ‘that
ship’. That way, when the characters ask a random citizen for their name, you can
easily choose one from your list, provide it to the group and then cross it off. The
author has a very large-scale world atlas, and the small towns and villages across Africa
and Asia provide an unending number of exotic sounding names for worlds, cities,
nations or bars…
NPCs – Have a collection of stat blocks for stock NPCs, perhaps expanding on the small
collection found at the back of this book. They can provide you with potential allies,
contacts, rivals, enemies, bystanders and potentially even ready-made player-characters
should the need arise over the course of the gaming session. Remember that the
character format is super-short, just a string of six numbers followed by half a dozen
skill names and levels.
Notebook – A notebook or laptop for session notes can help you capture the details
you’ve created for your campaign or adventure, either session by session, or through
early preparation. With this, you are more likely to provide a consistent and vibrant
gaming experience.
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RECYCLING GAME MATERIAL
As preparation time is limited for most GMs, you may find it of benefit to maximize your
effective use of material and rules while minimizing the time devoted to creating new
non-player characters, vessels, adventures or locations from scratch. The nature of the
game is of great help here, as the rules are relatively simple and abstract; a major part
of each animal, location, vessel or character is nothing but narrative, and narrative is
easy to change. This is called ‘reskinning’. By changing the narrative, the stat block for a
veteran mercenary might be reused as a marine colonel with little or no modifications to
the game mechanics.
A good example is the use of location floor plans. If, for example, you've downloaded or
bought detailed floor plans for a particular location or perhaps you’ve found them
online, you can utilize them in more than one way. If the floor plans originally detailed
the hidden base of some human space pirates, you can still easily modify them to be
used for a secret corporate lab, for the remnants of a research facility devastated by a
natural disaster, or even for a private mansion for an eccentric corporate executive. The
map can remain the same, or largely the same, but the description can change the
perception of the players.
CAMPAIGNS
However, it is very easy to add an extra layer of plot, storyline and continuity that runs
from one scenario to another. Not only might the characters change, but the setting
itself might change around them – perhaps even due to the actions of the characters
themselves. This type of campaign develops naturally with some record-keeping and
plot development needed. Usually, a campaign features the following elements:
RECURRING NPCs
Key individuals may keep appearing in the campaign, they might be the PCs’ boss, a
chief engineer who checks over their ship between games, a corporate exec who is
secretly paying them for regular information, an investigator always sniffing around
because he suspects they have committed a crime in their first scenario, and so on.
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Likewise, if the crew return to certain worlds, they should meet some familiar faces –
both friendly and unfriendly. Should the PCs make some enemies (highly likely) then
those NPCs will also appear again at some point to trouble the player characters further.
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Some of these changes might affect the player characters – many will not, but the fact
that things are happening, unrelated to their lives, gives the setting believability. Now,
some of those events might actually be part of the GM’s overarching storyline, a little
piece of foreshadowing and that briefly mentioned event will seem so much more
relevant when a later scenario has them come face to face with that situation.
CHARACTER GROWTH
In many roleplaying games, characters are able to gain experience and their skills and
attributes rapidly increase from session to session. In Cepheus Universal this doesn’t
happen. The numbers used for skill levels and characteristics are so low that increase
realistically, takes years. An abstract advancement system does exist (page 49), but it is
necessarily slow, taking a character many sessions of game play to increase a level in a
skill. However, a tangible approach to advancement can be used alongside the
numbers-based abstract system. This allows the characters to grow from game to
game; their attitude to things can change, their friendships and loves shift over time,
their goals and desires, too, may change. This might happen because the player wants
it to happen or it might happen due to events that occurred within a scenario. So, much
like the overarching story, growth adds a layer or realism and interest to the character;
he isn’t an unchanging 2D personality driven by one endless goal, like David Banner in
TV’s The Incredible Hulk. The knowledge and experience that the player character gains
in the setting, along with the friends and enemies he makes, represents that character’s
growth and advancement – which, on balance, is something far more valuable than an
extra point of Dex.
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VARIETY OF SETTING, TONE & ACTIVITIES
When you have a crew focussed around a single activity (treasure hunting, combat,
trade and commerce, etc.) the danger is that every scenario feels the same and ends up
being boring and uninspired. For this reason it is important not to begin every mission
the same way or replicate the same type of scenario. Add variety, alternate scenarios
featuring diplomacy and negotiation with some featuring combat. Set some wholly in a
starport or on an asteroid, while setting others in deep space. Some might be more
light-hearted, whilst others again might be tragic and heart-breaking. The change of
location, pace and activity keeps both the GM and players interested and excited about
the games they are playing.
HEROIC PLAY
Some science fiction in TV and cinema partially protects its lead characters, making
them harder to kill and more likely to succeed when everything depends on it –
whether it’s dodging incoming laser bolts or surviving a long drop into a yawning
ventilation shaft. To create this style of play, use the four rules below:
1 NPC Attacks – All opponents use the NPCs In Combat section (page 101, originally
intended for more military games and the use of NPC squads). This way, a group of
NPCs roll as one and require a 12+ to hit, only gaining a bonus if the PC is stood around
in the open.
2 One Shot Kills – Many opponents can be designated as ‘mooks’ (also known as
henchmen, spear-carriers, red shirts, goons, cannon fodder, and so on). These are the
disposable guards, warriors and extras in the adventure. If hit in combat they go down
and are either killed or rendered unconscious (depending on what kind of weapon was
used). Their armour is ineffective. Simply use the NPC Casualties rule within the
aforementioned NPCS in Combat section. Not all NPCs will be ‘mooks’, there are also
more important ‘supporting characters’ (both friendly and antagonistic) that will have
skills and characteristics just like a PC. The ‘mook’ crops up most often in combat-
orientated situations.
3 Avoiding Damage – Add up the player character’s Str, Dex and End. This total is
called Luck. When the character suffers damage from falling or from a sword hit,
explosion or plasma bolt, damage isn’t applied to Endurance as is normal. Instead 1D6
is subtracted from Luck. Luck is like a timer ticking down. It soaks up, or more
accurately, deflects damage. Armour, in this case, is now irrelevant. When Luck runs
out go to the standard damage rules, where armour is important and damage is
subtracted from characteristics.
4 Destiny Dice – Every player gets 6 Destiny Dice: six virtual (or real) dice to use
during the game for important rolls. If a skill roll or characteristic roll is made, but fails,
the player can use one of their Destiny Dice to add on more points in the hope of
succeeding. If that is still not enough, another can be used, and so on. Once a Destiny
Die is rolled, it is removed from play. They cannot be given to other players.
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NPC LISTS
The GM is encouraged to refer to the following NPC lists when he requires the
characteristics for a Non-Player Character.
The string of six numbers represent the individual’s characteristic scores. These scores
are, in order: Strength (Str), Dexterity (Dex), Endurance (End) , Intelligence (Int),
Education (Edu), Social Standing (Soc). Cash, personality and height & weight are not
included. Earth-based names are provided, but change these as needed. Skills are taken
from both the career options as well as the main skill list.
TECHNICIANS
Robin Lewis 694779 Age 26
Mechanical-1, Computer-2, Engineering-2
PHYSICIANS
Doctor Marian Lazarus 355BB9 Age 50
Medical 3, Investigate 2, Admin 1 , Computer 1
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CITIZENS
Martha Engels 453BBA Age 50
Leader-3, Grav Vehicle-1, Comms-2, Medical-2, Admin-1, Agriculture-3
CRIMINALS
Rork Forman 665762 Age 22
Streetwise-1, Carousing-1
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MARINES
Master Sergeant Mike Leonard 887796 Age 38
Gun Cbt-2, Tactics-2, Melee Cbt-1, Electronics-1, Medical-1
MERCENARIES
Sergeant Kenny Shawn 96B687 Age 34
Recon-1, Gun Combat-3, Bribery-1
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Staff Sergeant Alexandro Montoy 979898 Age 38
Gun Combat-2, Leader-2, Tactics-1, Heavy Weapons-1,
COPS
Jerry Wagner 989977 Age 38
Investigate-3, Security-2, Melee Cbt-2, Gun Cbt-1, Computer-1, Medical-1
MILITARY SPACERS
Lt.Cdr Lisa Bennet 59677A Age 26
Comms-2, Vacc Suit-1, Computer-1
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MERCHANTS
CAPTAINS
Captain Raymond Sanders 69799A Age 42
Pilot-1, Vacc-2, Mechanical-2, Loader-1, Broker-2, Comms-3
PILOTS
First Officer Dany Kenai 8688A7 Age 30
Pilot-2 Navigation-1, Medical-1, Bribery-2
NAVIGATORS
Second Officer Cassie Ryder 669686 Age 38
Navigation-3, Computer-1, Steward-1, Ground Vehicle-2
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Third Officer Guy Brookland A966684 Age 22
Navigation-1, Steward-1, Gun Cbt-1
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MEDICS
Fourth Officer Lisa McRae 488A88 Age 22
Medical-1, Vacc-1, Ground Vehicle-1
SENSOR OPERATORS
Third Officer Al King 787988 Age 30
Vacc-1, Comms-1, Melee Cbt-1, Gun Cbt-1
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PRIMITIVES (LOW TECH)
Oolank (Ranger) A69927 Age 26
Survival-2, Melee Cbt-2
ASTEROID MINERS
Jocelyn Burroughs 778555 Age 30
Vacc Suit-1, Mechanical-1, Melee Cbt-1
EXPLORERS
Chief Lucas Adair 778AA8 Age 46
Pilot-3, Admin-1, Leader-2, Vacc Suit-2, Electronics-2, Comms-1
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Jason Bartikovsky 497793 Age 30
Computer-1, Mechanics-1, Engineering-1, Vacc Suit-2, Streetwise-1
EVERYDAY PEOPLE
Child 123444
Criminal 777555
Streetwise-1
Doctor 666999
Medical-3
Manager 776778
Admin-2
Mechanic/Technician 766887
Mechanical-2 or Electronics-2 or Computer-2 or Engineer-2
Nurse 555777
Medical-1
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Security Guard 888666
Gun Cbt-0, Melee Cbt-0
Soldier 888666
Gun Cbt-1, Melee Cbt-1, Recon-1
Teenager 575555
Ground Vehicle-0
Thief 555755
Security-1
Trader 666888
Broker-1
Miner 979655
Mining-1, Loader-1
Scientist 555AA7
Computer-1
ANDROIDS
Flight Android Str 10, Dex 7, Int 9, End 2 months
Pilot-1, Navigation-1, AV 6, Durability 36, TL 13
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THE SETTING
Every science fiction roleplaying game needs a setting, a consistent backdrop in which
scenarios and campaigns can be played. Cepheus Universal is a tool-kit for Game
Masters and players, and does not include a setting of its own. So where do you find
your science fiction setting? You have two options:
ADAPTING A SETTING
Perhaps the easiest way of finding a setting for Cepheus Universal is to use one that
already exists, a published roleplaying setting will include of the information that both
GMs and players need: details of factions, star maps, character archetypes, weapon and
equipment lists, details of alien races, information on how space travel works and what
the starships are like. Although it is the easiest of the options, it still requires that the
GM adapt some of the original games material.
The first step in adapting an existing background universe, is to immerse yourself in it.
Read the novel, watch the film, look for online wikis that explore the lore and universe
of the setting, look out for technical manuals or lore books published for that setting.
You don’t need to get a hold of everything … but there are key things you need to find
out. Make a note of the following aspects of your intended setting:
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as how much fuel ships consume. Finally, is there anything about spaceflight in this
setting that makes it unusual or dangerous?
5 – Are there any interesting weapons or pieces of technology that are unique to
the setting that might need to be modelled by the Cepheus Universal rules? Not
every possible item or weapon is included in these rules, and so GMs may have to
extrapolate from those items and weapons that are listed, to create rules and statistics
for something new or unusual. Alternatively, use an item in these rules, but rename it to
match the item in the setting. Remember that what appears to be a wonder weapon will
always have limitations and drawbacks that prevent everyone from carrying them
around. That funky, glowing light sword might have a very limited endurance, for
example. Make a note of any changes in technology. Perhaps laser weapons require a
separate energy pack that is connected to the weapon by a power cable; perhaps
helicopters have been replaced by ornithopters; perhaps exploration is carried out by
foot, not starship, through ancient stargates. Each setting has its own interpretation of
how technology will work in the future. Use the resources in this book to try and
emulate that technology.
6 – Whilst studying the setting, make lists of names; names of people and
places, planets and starships. Often an author or scriptwriter will create a distinctive
theme for the way he names things in his setting. By looking over this list, the GM and
players are able to extrapolate their own names, so that they broadly match the source
material.
7 – Finally, what will the characters be doing in this setting? Are they more likely
to be working for a noble house, carrying out espionage and assassination? Or does the
setting instead support freelance mercenary bands, or bounty hunters? A setting will
typically support several types of player character activities, but not all of them. What
makes a science fiction setting unique is not just what it adds, but what it leaves out.
You can custom-build your setting to suit the proclivities of your players. If they want to
be big-time criminals, give them a highly populated, highly civilised part of space. If
they want to explore, then the subsector you create will mostly be made up of
unsurveyed star systems. If mercenary work is their thing, then a subsector full of
states and worlds at war is perfect!
CREATE A SETTING
Don’t be daunted by the prospect of creating your own setting. All it takes, initially, is a
series of choices to be made. This is made even easier if you already have a few rough
ideas in mind, or you’ve had some inspiration for a particular type of setting. The
decision checklist overleaf is divided into decision categories where you will tick ONE of
the available options. You will focus your game either on a single world, or on a
rectangular area of space called a subsector (measuring eight parsecs by ten parsecs,
with each parsec of space represented by a hex). A single subsector should keep you
going for several years, especially if (by design or blind luck) it is well-suited to your
group’s desires; and it is not very likely that you’ll ever need more than two subsectors’
worth of planets. If you’re ranging over a bigger region than that, you are probably
spending time detailing worlds that you will never use. When mapping space,
subsectors are commonly arranged in 4x4 rectangles called sectors.
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DECISION CHECKLIST
1. SCOPE Subsector of many worlds
Single world, station or other location
2. COMMON TECH LEVEL The value of the most widespread tech level
3. GOVERNANCE A single dominant interstellar government
Rival interstellar governments
Tiny multi-world ‘pocket empires’
All worlds are generally self-governing
4. RACES Single dominant sentient race (eg. human)
Several star-faring alien races
Many alien races across inhabited space
5. STARDRIVE Faster-than-light travel exists
Slower-than-light travel only
No spaceflight in this setting
6. TYPE OF STARDRIVE Hyperdrive – Passing through ‘other space’
Warpdrive – Moving FTL through ‘normal’ space
Jumpdrive – Instant ship teleportation
Other option – GM’s decision
7. FTL SPEED 1-6 parsecs per day
1-6 parsecs per week
1-6 parsecs in a one week fixed trip (hyperspace only)
Instantaneous (jumpdrive only)
8. ANTI-GRAVITY DRIVE Anti-grav developed at TL 10 as per the rules
No anti-grav drive in this setting
9. SCREENS Only ships 100 tons+ have defensive screens
Small craft and ships all have defensive screens
10. FTL COMMUNICATION None
Slow – Messages travel 1 parsec per day
Fast – Messages travel 1 parsec per hour
Ships in FTL can send FTL messages
11. STARPORTS Starports are owned by the interstellar government
Starports are owned by the world they are on
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ADDING MORE DETAIL
The decision list helps the GM to create the skeleton of a science fiction setting, but it
needs more, it needs all of the things that make the setting unique and that power the
roleplaying game’s scenarios and campaigns. Before you begin creating the
characteristics of a world, or rolling up an entire subsector, you need to know who is in
charge. If there is an interstellar government, then what is it like? How did it come to
power and what kind of relationship does it have with any other interstellar powers (if
there are any). Are there any worlds within the subsector that are independent and not
part of any interstellar realm? What does the central government think of these
‘outworlds’. Why aren’t they part of this larger political state, are they resisting
membership, or have they been rejected? If you have intelligent alien races, then one of
several interstellar powers could represent those aliens. Likewise, an outworld might be
wholly inhabited by a minor or major alien race.
TRULY RANDOM?
If the GM is really struggling for inspiration, then roll randomly on the Decision
Checklist, as directed below. A 1 is the top suggestion, a 2, the second suggestion in
the list, and so on. This is a rough and ready system, and one that means an earlier
result (‘No spaceflight’) might make a later result (‘Hyperdrive’) void. Roll in this order:
INTERSTELLAR POWERS
If one or more interstellar states or powers hold territory in your subsector, then you
will need to establish what kind of government that state uses. You can select from the
Interstellar Government table below, or roll 2D6 for a random result. The list describes
mainly human-style governments, but for the governments of intelligent aliens, the GM
can either continue to roll on that table, or use the optional Alien Government table.
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ALLIANCE – A loose affiliation of worlds that are self-governing with their own
governments and military forces. The alliance government is only interested in
regulating interstellar trade, foreign policy and defence. An alliance council is
representative and it serves as a court or mediator between member worlds. The
European Union might be described as an alliance.
CONCORDANCE – A democratic state where all groups, worlds and associations are
brought together in a shared assembly. The members must defend the government's
official positions even if doing so goes against their personal views or those of their
group. Often, all are dissatisfied, but forced to go along with the consensus.
CORPORATE STATE – A corporation now has the power to rule more than one
world, with its own military forces and fleet. Either a Board of Directors or a chairman
are in control of the state. Every world might a start-up venture by the company,
governing itself, whilst producing resources for the corporation to sell under the watch
of a top company executive. Alternatively, every world is run by and for the company,
with all inhabitants as shareholders.
EMPIRE – An alliance of worlds where one world is dominant and has a controlling
say in the affairs of the others. The government can be almost of any type, it just
wields power over its vassals. Rebels may want to gain a world’s autonomy from an
empire. The Delian League and the Warsaw Pact were empires in this sense.
FEDERATION – Worlds are allied together for mutual benefit with a central
democratic government that uses its power to enforce laws that bind the member
worlds close together. The typical federation is bureaucratic, but free, and its worlds
often share a similar culture and ethos. Member worlds can apply to leave but this is
difficult and discouraged, unhappy citizens might instead have to resort to protests or
rebellion. Sub-sectors are controlled by federation governors. The United States of
America can be seen as a federation.
FEUDAL TECHNOCRACY – An autocracy has become too large in scope for any
bureaucracy to handle, particularly if travel times between star systems are not
instantaneous and can be measured in a week or more. The state’s provinces will
probably be sectors, rather than subsectors. In this form of government, the governors
rule the provinces directly as fiefdoms, since communication with the capital is so slow.
These governors (who may hold aristocratic titles) owe their allegiance to the autocrat.
Now the autocrat does not hold ultimate power, it is dispersed amongst his vassal
governors with whom he must maintain a strong relationship. The autocrat typically
retains a large military force with which he can defend the state, reinforce a province or
punish rebellious governors. Both Frank Herbert’s Padishah (or Corrino) Empire and
Traveller’s Third Imperium are Feudal Technocracies.
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JUNTA – A military government is in charge of the interstellar power, either through a
break-down in civil government or via an armed coup. The junta resembles an
autocracy, with senior military leaders embedded into all of the offices of state. Typically
a high-ranking military officer has led the coup and serves as an autocrat until he stands
down, returns the state to civilian control, or is deposed by another more ambitious
military officer. The Roman Empire during the Third Century Crisis was a junta, as was
Burma throughout the late 20th-century.
HIVE – The entire race acts and thinks in a co-ordinated manner, similar to the social
groups of ants, bees and termites. This may be decentralised on a colony, world or
starship, with the members instinctively playing their part for the good of the hive. A
hive might use telepathy or neural networking to connect with each other. Star Trek’s
Borg Collective is a hive.
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TENSION & CONFLICT
You can imagine tensions between rival interstellar powers: past wars or trade deals
gone bad, or fears of an invasion or covert destabilisation. Tension and conflict are
scenario seeds, and you need plenty of them in order to create an exciting and dynamic
setting. Roll TWICE for each major interstellar power in the subsector using D66, or
ONCE for a ‘pocket empire’.
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CREATE FACTIONS
FACTION INSPIRATION
The GM can create factions when writing a scenario, or as part of the brainstorming for
an upcoming campaign, but it is always a good idea to create a few notable and
important factions whilst creating your setting. These provide the pillars of adventure in
your setting, and serve as powerful forces behind events, disasters, plots and mysteries.
How many do you need? Begin with 1D3+3. You can create more as your game
progresses.
A Victorian sci-fi setting is ostensibly TL 4, but may contain futuristic aspects from
higher tech levels, such as Ether spaceships, vacc suits and atomic submarines. This
is a setting inspired by H.G. Wells and Jules Verne. Steampunk is similar, but may go
beyond the scientific to stray into magic and paranormal, and layer a steampunk
visual aesthetic onto fashion, architecture and machinery, often wildly ornate and
over-engineered. Begin a campaign at TL 4 and add in higher level technologies as you
see fit, giving them all a mechanical, or steam-powered, veneer.
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FACTION INSPIRATION
st nd
1 roll 2 roll COLUMN A COLUMN B
1D6 1D6 Descriptor Descriptor
1 Dark Mining
2 Degenerate Research
1-3 3 Competing Exploration
4 Declining Enslavement
5 Fractured Commerce
6 Covert Leadership
1 Thriving Militarism
2 Historical Society
4-6 3 Uncontrolled Movement
4 Corrupt Crime
5 Infamous Colonisation
6 Disastrous Resistance
Example: For a war-torn subsector on the edge of a federation, I roll Disastrous and
Exploration. This faction might be a the Federal Colonisation Agency. Perhaps its policy
of establishing colonies staffed by criminals and political prisoners helped spark the
war.
CREATING A FACTION
The Game Master can decide what role is played in the game by a particular faction at
the time of creation. He can detail a faction as much or as little as he needs, in fact, it
might be best to only sketch out the faction briefly, at first, and add more depth and
detail to it as the game develops over time. Here is a list of useful faction traits, pick
three or four to develop. You always want to know how the player characters will
eventually interact with the faction, either as an antagonist, an ally or some kind of
obstacle.
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Symbol: Most factions have some unique symbol, heraldry, flag or logo, whether a
corporation, noble house, crime gang or government agency. Some might not be well
publicised, and instead could be represented by tattoos, secret signs or codes.
Relationships: Factions do not exist in a vacuum, even those three or four that the
Game Master is creating for his own setting. Each has relationships with others, perhaps
it has an allied faction, or a rival, it might have a sister organisation (what a corporation
might call a subsidiary) or a parent faction. There may be many rivals, many allies or
the faction could even be isolated and secretive and fear discovery. A faction could be
under a debt or burden to another faction, or conversely could be suppressing or
exploiting another. Each relationship is some point of contention or linkage which can
provide gaming fodder for a scenario.
Example: The Crimson Circle. This space-based faction was created following the
latest of several interstellar wars. With many soldiers and star force members being
mustered out, a group of high-ranking officers retiring from the services, got together
to create a charitable organisation. Veterans are looked after, jobs are found for
them and monies saved up in order to assist a veteran in trouble. The Crimson Circle
is known for altruism throughout the subsector. However, the true goals of the
faction are less altruistic, the faction serves as an underground mercenary hiring
group, veterans being paid well to fight in personal wars and violent contracts put
out by the officers in charge. The true aim of the Crimson Circle is to overthrow the
subsector government after a period of destabilisation and targeted sabotage.
FACTION CHARACTERISTICS
Factions are rated just like player characters with the same characteristics you will find
in the Character Creation chapter, later on: Strength, Dexterity, Endurance, Intelligence,
Education and Social Influence. Obviously these characteristics have a slightly different
meaning in this context, but the idea is the same. Why bother with characteristics? Well,
for the same reason you use them with player characters – they provide concrete
numbers that can be used in task rolls, making a faction a little less nebulous.
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SELECTING SCORES
There is no reliable method of randomising these values. Select the scores that seem to
fit the concept of the faction the best. Acknowledge that any faction has a weak spot,
and try to refrain from giving it high scores across the board. Likewise, a faction with
consistently low scores will have little or no impact on the game, negating its use as a
faction. The GM should consider the most extreme factions, even if they don’t play a
part in the actual game. Think of those bigger factions off-screen that certainly exist
and maybe, one day, might make an appearance. Plan it so that those major factions
really are the best. Then you can scale all of your game setting factions, those involved
in the PC’s world, at least, to nestle somewhere beneath those faction titans. Look at
the Characteristic Modifiers For Factions table (overleaf), this shows the range of
acceptable values for characteristics. After that, the GM can create all of the other
factions under that umbrella. You don’t want to start off imagining a bad-ass mercenary
group with Str 24 (and a modifier of +6), then later have to create the emperor’s legion
of crack death commandoes and have no-where to go since you’ve already maxed out
those damn mercenaries!
Example Scores
Brigade of Imperial troops Str 23
Squadron of Imperial fleet Str 26
Small science foundation Int 10, Dex 10
Galactic secret service Int 22
Interstellar megacorporation End 22, Soc 16
USING CHARACTERISTICS
Characteristics can play an important role in the
game. If a group of player characters allies itself USES FOR A FACTION
with a faction (always a smart move), then they
have a chance to raise or lower one of the values. As a source of rumours
If the PCs destroyed a lair of pirates who were As a source of job offers
attacking shipping belonging to the faction, then and employment
at the scenario’s end the Game Master might As an antagonist that
award +1 to the faction’s Endurance stat. works against the goals
Likewise, if they managed to kidnap a key scientist of the PCs
from a rival faction, then their own faction might As a Maguffin that is the
benefit from an Intelligence increase of +1. source of some power or
Obviously, being able to have an immediate and treasure
obvious impact on a the setting brings it much As an ally that can assist
closer to the fore. In addition, the characteristic with the PCs’ goals
values of a faction have a direct impact on the As a roadblock or
lives of the player characters. If they are allied obstacle that must be
with a faction then the Game Master can use a overcome
characteristic roll to resolve all kinds of questions.
Most characteristic rolls will be Average (0)
difficulty, but some may be Difficult (-2) or even
Very Difficult (-4).
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CHARACTERISTIC MODIFIERS FOR FACTIONS
Characteristic 0-2 3-5 6-8 9-11 12-14 15-17 18-20 21-23 24-26
Modifier -2 -1 - +1 +2 +3 +4 +5 +6
Note: The letter I is not used in Hexadecimal Notation
Example: We can go back to the Crimson Circle now, and create those six
characteristics to provide that earlier description with some hard numbers:
Both the GM and the players will almost certainly need a map of the setting, or at least
some tangible data about it. If the game is set on a vast colony ship travelling slowly
between the stars, then that ship needs to be constructed using the Capital Ships rules
(page 277). If the game is set wholly on a single planet or moon, then at least have
access to its Universal World Profile, which is an alphanumeric summary of the world in
question. A map of the planet will also be useful, and a blank world map is included for
that very reason (page 427). For roleplaying campaigns where interstellar journeys are
common, then the GM should generate a subsector using the rules provided on page
280. As mentioned above, not all settings will be located within a subsector of space,
but for many roleplaying groups it serves as the perfect gaming sandbox. Subsector
creation takes a little time, but once complete, the GM will have more than 30 worlds
available as adventure destinations, easily enough to occupy months of real-time
roleplaying!
We are looking at the big picture here, at the subsector as a political map, but also as a
map of gaming locations and scenario seeds. Each subsector contains 30-40 star
systems and mainworlds. There is plenty here to keep the PCs interested; high
population worlds, rocky moons, waterworlds, agricultural hubs, industrial centres,
asteroid belts, and more …
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ROLLING DICE
The Game Master can proceed with the random creation of the subsector as described
in the Star Systems chapter. This process determines which hexes on the subsector
map hold star systems, what quality of starport exists at each location and whether or
not there is a gas giant planet within that star system (often useful as a refuelling stop).
In addition, the creation process determines whether or not there are military bases
present in any of the star systems. Once the GM knows the overall distribution of
worlds on the map, he can move on to creating the details of each world, including its
Universal World Profile (UWP). Once details of each world have been created the GM
should finalise the map.
Look for capital worlds for each of your states, high populations and good quality
starports are the mark of a capital, as well as trade hubs. Where are they? Are there
any trade routes which jump out at you? Make adjustments as needed to the map so
that it makes sense for your setting concept, move or delete worlds, change a starport
type if needed, add a gas giant where one might be needed. Draw on the boundaries of
your interstellar powers. The GM can also determine (roughly of course) what is off the
map in each of the four directions. Is it unexplored space? A subsector of frontier
outworlds? A hostile alien state? Finally, it is time to write a few sentences in summary.
This summary consolidates the GMs ideas for the subsector, what interstellar states
exist there, what their relationships might be, and the levels of trade and commerce.
Which planets are trade hubs or industrial centres? Is there any conflict? If so, where is
the flashpoint? Look at the type of worlds and their position, to create your summary. It
serves as a guide for the Game Master as he creates scenarios later on, and acts as a
short introduction to the setting for the players.
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THREE SETTINGS
To illustrate the setting creation process, we will provide examples of three very
different settings for Cepheus Universal. These examples have been used earlier on
in the book as rule references, but they also serve to showcase the breadth of setting
types capable of being constructed using this book. The three settings are: Bad Moon
Rising, The Argo and Void Sale.
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THE ARGO
In this setting, a shockwave from the centre of the Milky Way will destroy all life in our
part of the galaxy. Hundreds of warp drive ark-ships are dispatched on a 70 year
journey to colonise a safe star system. The 20,000 passengers are in stasis, the ship is
advanced (TL 15) and highly automated … but the automation goes wrong on ARK 4,
the Argo. It powers on past the destination and when the computer identifies a suitable
system, it brings the ship to a stop. It has been travelling for 3,300 years ... and to the
horror of Crew B (one of three crews in stasis, and the crew selected by the computer
to handle to colonisation effort) Argo has crossed the empty gulf of space to somehow
reach the Andromeda galaxy. The crew are on their own. Luckily the star system has
three habitable moons orbiting a gas giant in the ‘Goldilocks Zone’, and there are ten
other, more hostile planets, in the rest of the system. The warp drive is no longer
capable of running at FTL speeds, several systems are malfunctioning and there is
evidence that Crews A and C have been revived at points during the voyage to fix
systems or carry out routine maintenance.
The PCs are part of the 18-strong Crew B. They must survey all of the worlds in the
system using shuttles, determine where colonists could begin their new life, and then
manage the colonisation effort. That’s a tall order and a campaign of game play!
Someone in Crew B revives Crew A (if the PCs don’t do it first) and this ‘prime’ crew are
opposed to colonisation, and want to continue the journey. This new crew challenge the
authority of Crew B and a civil war might start, amidst a series of new technical
challenges. Perhaps a PC later learns that the navigation computer was sabotaged en
route by a revived maintenance crew to miss the destination system on purpose!
What’s going on? Will the revived colonists (revived, by necessity, in batches of 500)
ally with Crew A or the PCs? Diplomacy, conflict, exploration and adventure await the
player characters as they struggle to save the humans refugees of the Argo, which may
soon end up as a 20,000-ton tomb. In addition, there may be intelligent aliens in the
star system (or adjacent systems), that might oppose or complicate the colonisation. No
subsector is required, but all of the worlds of the star system will require detailing.
Finally, the 20,000-ton Argo, itself, will need building with the capital ship creation rules.
VOID SALE
The overly-bureaucratic Dalcos Federation rules four sectors of space. The Hydean
Subsector is one of its remote, frontier regions, and a contract for its commercial
exploitation has been awarded to the grasping Helix Corporation. A war was fought and
won here twenty-five years ago against the Vakar alien race, the Vakar sit just off the
subsector edge, waiting for a chance for revenge. There are powerful and populous
worlds in the subsector that have been profitable for the Federation, but instability and
disorder has arisen. Hundreds of thousands of criminals and political prisoners were
sent to the subsector just after the war to establish penal colonies, these would make
up for the losses inflicted by Vakar attacks. Most of these penal colonies are now free,
but those worlds are hotbeds of crime, piracy, disorder and poverty. It has become so
bad that a powerful mercenary group recently tried to take over the subsector capital.
Clone troopers, now no longer needed, also inhabit the subsector, but are considered an
inferior race and underclass, taking menial jobs. Three years ago, in order to avert a
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crisis, the Federation granted a commercial exploitation license to the Helix Corporation;
the Hydean Subsector would be its problem now, not the Federation’s!
Helix has its own military force, MAKON, serving as both an interstellar navy and marine
force. It has several bases within the subsector, and its first priority is to restore order
to the spacelanes and keep traffic and goods flowing, and then to defeat the coalition of
ex-penal colonies calling itself the Colvos Alliance.
Player characters in this setting might be part of the criminal world, occupying that
shady area between freedom fighter and pirate, or they might be honest (or slightly
honest) free trader crew, trying to make money amidst the instability, exploiting the
situation as any good group of entrepreneurs should do! Or the player characters might
take up the role of Helix agents, tasked with the difficult and unenviable job of pacifying
an entire subsector, or carrying out sabotage, diplomacy and deception missions. The
Hydean Subsector has several worlds at TL 12, but some the Colvos worlds as low as TL
5. The Vakar are at TL 13.
A FACTION EXAMPLE
Let’s look at the faction creation rules again, but see how they might be used to apply
to one of our setting summaries. We will use Void Sale as our example. The GM could
create Helix Corporation quite easily, as well as MAKON, its military force – although it is
recommended the GM break down huge forces into smaller, more reactive parts. The
MAKON faction, for example, might better be represented as something like the MAKON
9th Frontier Fleet. We roll two D6 and with 1 and 5, get the descriptor Fractured, and
then 6 and 1, to get the descriptor Militarism. Fractured Militarism. That hints at civil
war, but perhaps it might refer to the mercenary group briefly mentioned in the
summary. Let’s call it the Barabus Group, a brigade-sized unit of space marines. If they
attempted to seize the capital, they must have some heavy weaponry and fleet assets,
and a bold leadership with plenty of initiative. The player characters might be part of it,
or come up against it! Let’s look at the characteristics and what those scores might be.
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Strength – One of the examples on page 409 is ‘Brigade of Imperial troops Str
23’, so we can confidently put the faction’s Str at 22.
Dexterity – Leadership is strong at the top, but is there enough discipline lower
down the ranks? We put Dex at 13.
Endurance – It seems well supplied and funded, but it is only a single brigade
with ships. So we put End at 10.
Intelligence – This lets the faction down, it hasn’t got great intelligence and
recon assets. So we set Int at 6.
Education – This faction is in the news and is getting everyone in the subsector
riled up, we put Edu at 15.
Social Influence – It is well known, but disreputable, let’s say that equates to a
Soc of 8.
The Game Master should now have a good overview of the setting and its scope, its
major powers and factions, and the limitations of interstellar travel. One of the final
pieces of the puzzle will be the player characters and what they will do in this setting. A
very good argument can be made for making this decision during the creation of the
setting. As you can see, in Bad Moon Rising, The Argo and Void Sale, we have jumped
in quickly to define what roles the player characters can expect to fill. By doing this as
soon as possible, we know in which areas to continue detailing the setting. This is a key
point for anyone creating a roleplaying campaign: always build around the players. If
they are going to be explorers, then focus your energies on the scout ship, on
uninhabited worlds and remote star systems, create alien creatures and exotic
encounters. In the same vein, a group wanting a cyberpunk adventure will need
factions, vehicles, robots and AI. A GM could spend weeks or months building
components for a setting using the systems in this game, and if none of it relates in any
way to the player characters’ role and environment, then it will all have been for
nothing. Although … there is an intrinsic enjoyment to be had from creating parts of a
game setting, there is no denying it! Unless you are playing Cepheus solo, then our
advice is to only detail what you plan to use.
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APPENDIX
TERM-BY-TERM CHARACTERS
This optional term-by-term character creation method is essentially a character creation
mini game. Although you as the player make some basic decisions for your character,
the dice and the character’s Fate will ultimately create the character’s past. Every four
year period (a ‘term’), dice are rolled to overcome Risk to the character, to seek
Promotion and to Remain in the career that has been chosen. Each completed term will
provide one or more skill levels that are pertinent to that career, but continued service
has its risks. Failing a Risk roll might force the character to leave the career under a
cloud, or risk injury or some other negative consequence. Remaining in the career
beyond the third term also means checking for aging effects on the character. At some
point the player decides to pull the character out of the creation process and begin play,
or the character is ejected from the career due to failing to Remain.
This method of character does not suit everyone. You need to begin the process with
the open-minded attitude of “I wonder what my character will be like at the end of all
this”. It is almost a little solo game, an experience to enjoy, but it takes more time than
methods 1 and 2, and requires both patience and imagination, as well as a willingness
to join the dots, take the clues provided and build a narrative that explains the
character’s past and how that might manifest in the present-day character at the game
table.
1 – DETERMINE CHARACTERISTICS
Roll 2D6 six times, once each for Strength, Dexterity, Endurance, Intelligence, Education
and Social Influence. You may swap around two values with one another, if desired, or
leave the six values as they stand. Look at these and understand what kind of character
you have. Example: My characteristics are 664C55. I decide to swap the 12 in Int for
the 4 in End, and so now his characteristics are: 66C455.
3 – ORIGINS
Randomly determine the character’s homeworld, family situation and siblings (Steps 1-3
of the Lifepath featured on page 38 of Cepheus Universal). We will determine the
character’s Psychic Evaluation later, once we understand the kind of life he or she has
led.
4 – CAREER CHOICE
Based on the setting and also the campaign concept that this character is being created
for, select one of the careers from those listed below. The careers are broadly
representative of the types of occupations and activities that feature in science fiction
movies, TV shows and novels. Note that some ranks have been expanded or renamed in
this procedure to better represent a progression.
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CAREER FORMAT
Each career listing follows the same format. Following its title and description, there are
six listings.
AGENT BELTER
A law enforcer, secret agent, spy or An asteroid miner, pioneer,
police officer. prospector or colonial roughneck.
Preferred Characteristic: Soc Preferred Characteristic: Str
Auto Skill: Investigate Auto Skill: Mining
Risk: Hazardous 7+ Risk: Hazardous 7+
Promotion: Competitive 8+ Promotion: Standard 6+
Cash: Cr10,000 Cash: Cr20,000
Skill Tables: Military, Crime Skill Tables: Space Ops, Civil
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CIVILIAN EXPLORER
A colonist or civilian, representing one A survey scout, deep space explorer,
of many occupations. first-in mission specialist.
Preferred Characteristic: Edu Preferred Characteristic: End
Auto Skill: Vehicle Auto Skill: Survival
Risk: Safe 5+ Risk: Hazardous 7+
Promotion: Standard 6+ Promotion: Competitive 8+
Cash: Cr6,000 Cash: Cr12,000
Skill Tables: People, Civil Skill Tables: Wilderness, Space Ops
FIXER MARINE
A deal-maker, middle-man, executive, Mobile infantry, space marines, ship’s
sleazy lawyer, street fixer. troops or star commandos.
Preferred Characteristic: Soc Preferred Characteristic: Str
Auto Skill: Broker Auto Skill: Gun Combat
Risk: Safe 5+ Risk: Hazardous 7+
Promotion: Cut-Throat 9+ Promotion: Competitive 8+
Cash: Cr24,000 Cash: Cr10,000 (officer Cr20,000)
Skill Tables: Business, People Skill Tables: Combat, Wilderness
418
MERCHANT PRIMITIVE
Interstellar truckers, haulage crews, Inhabitant of a low tech, primitive
making money between the stars. world, barbarian, savage.
Preferred Characteristic: Edu Preferred Characteristic: End
Auto Skill: Vacc Suit Auto Skill: Survival
Risk: Standard 6+ Risk: Hazardous 7+
Promotion: Cut-Throat 9+ Promotion: Competitive 8+
Cash: Cr10,000 Cash: Cr2,000
Skill Tables: Space Ops, Business Skill Tables: Low Tech, Wilderness
OR People (select at start of career)
ROGUE MERCENARY
A criminal, thief, gang-member or Ground-based infantry, either regular
saboteur. army or mercenaries.
Preferred Characteristic: Dex Preferred Characteristic: Str
Auto Skill: Streetwise Auto Skill: Gun Combat
Risk: Hazardous 7+ Risk: Hazardous 7+
Promotion: Competitive 8+ Promotion: Standard 6+
Cash: Cr7,000 Cash: Cr6,000 (officer Cr12,000)
Skill Tables: Crime, Business Skill Tables: Combat, Wilderness
419
SCAVENGER SCIENTIST
A post-apocalyptic road warrior, Anything from a doctor to a geologist,
survivor or resistance fighter. physicist to bioweapon expert.
Preferred Characteristic: Str Preferred Characteristic: Edu
Auto Skill: Ground Vehicle Auto Skill: Investigate
Risk: Hazardous 7+ Risk: Safe 5+
Promotion: Competitive 8+ Promotion: Standard 6+
Cash: Cr2,000 Cash: Cr10,000
Skill Tables: Combat, Wilderness Skill Tables: Science, Technical OR
People (select at start of career)
TECHNICIAN SPACER
A gearhead, engineer, hacker, Military crewman or officer, member
mechanic, cyborg technician, etc. of the interstellar navy or space force.
Preferred Characteristic: Int Preferred Characteristic: Int
Auto Skill: Computer Auto Skill: Vacc Suit
Risk: Safe 5+ Risk: Hazardous 7+
Promotion: Standard 6+ Promotion: Competitive 8+
Cash: Cr8,000 Cash: Cr10,000 (officer Cr20,000)
Skill Tables: Technical, Civil Skill Tables: Space Ops, Technical
420
5 - GAIN AUTO SKILL
Once the character enters a career, he or she gains the auto skill that is listed, treat this
as a basic training qualification. Gain one level of the skill.
6 – ROLL RISK
Each four year term, Risk is rolled on 2D6. This is a measure of
both physical and professional challenge, remember that if the Safe 5+
character has the career’s Preferred Characteristic at 10+, then Standard 6+
they get a DM +1 on the Risk roll every term. Risk has three Hazardous 7+
difficulty levels that vary between careers.
Whether you made the roll or failed it, pay careful attention to the amount you
succeeded or failed (we call this the ‘Effect’). Did you fail by -3 points? Did you succeed
by +1 point? Now go and roll 2D6 on the Risk table and add the Effect (whether
positive or negative). If you failed by 3 points, roll 2D6+3 on the Risk Fail table; if you
succeeded by 4 points, roll 2D6+4 on the Risk Success table. Generally, failure means
something bad happened and success means something good happened. You may gain
a friend or enemy, and you will need to use your imagination a little to apply the result
to your specific career. Be flexible, particularly if you roll the same result again on a
subsequent term. Example: For a Marine, “Fast dates and partying. Gain Carousing-1”,
might be interpreted as a memorable shore leave on some pleasure world with his
comrades.
7 – ROLL COMMISSION
Most careers can skip this phase, since it only applies to the military careers of
Mercenary, Marine and Spacer. Only those careers have TWO rank tracks (enlisted and
commissioned). The default rank track to use is that of the enlisted ranks. Every term,
including the first, however, a character with Education 8+ can choose to make a
Commission roll of 9+ in an attempt to be selected for Officer Candidate School, and
then switch immediately to the commissioned rank track. If successful, gain an extra
skill roll in the term you were commissioned, and become a Rank 1 officer. Your Cash
Bonus value is doubled. Once commissioned you no longer roll for commission, but do
continue to make Promotion rolls as normal (including in the term you were
commissioned).
8 – ROLL PROMOTION
All careers have the opportunity for advancement. This Standard 6+
promotion provides status, but also a free skill gain that term, Competitive 8+
and it also contributes to the character’s Benefits total once the Cut-throat 9+
character ends their career. Each four year term, Promotion is
rolled on 2D6. Promotion has three difficulty levels that vary between careers. Just as
with the Risk roll, pay careful attention to the amount you succeeded or failed (the
‘Effect’). Next, roll 2D6 on the Risk table, and add the Effect (whether positive or
negative). If you failed by 3 points, roll 2D6+3 on the Promotion Fail table; if you
succeeded by 4 points, roll 2D6+4 on the Promotion Success table. Generally, failure
means no promotion, with reason or consequence, and success means you were
421
promoted, often with an added bonus. You may even gain a friend or enemy. As with
Risk, you may have to use your imagination to apply the result to your specific career.
9 – GAIN SKILLS
The character gains one skill at the end of each term, except the first where TWO skills
are rolled for (in addition to the Auto Skill). A successful promotion and a successful
commission also provide one additional skill each. Roll
for these skill gains at the end of the term in which SKILL ELIGIBILITY
they were received; divide the rolls as you desire Initial term of service 2
between the two skill tables listed for your career. The Each additional term 1
first time a skill is received it is taken at level-1. Receiving commission 1
Subsequent gains of that same skill add one to the skill Receiving promotion 1
level. Rolling the Pilot skill three times over several
terms, for example, results in the character having Pilot-3.
10 - REMAIN
At the end of each term, the player rolls to see if the character continues in the career
or leaves it, to begin play at the roleplaying table. Roll UNDER 12 on 2D6, but add the
number of terms already served (including the current one!). A character ending his
fourth term, for example, would roll 2D6+4 and hope for a result under 12, we roll 8 for
a total of 12, which means that character leaves the career ready for play. If the roll is
failed, go to 11-LEAVING THE CAREER. Otherwise begin a new term and return to
6-ROLL RISK. If you failed your roll, check the Reasons for Leaving table to discover
why you no longer work for your employer, follow that career path, or have moved on
to greener pastures. Or, you may already have some idea based on the events and
mishaps that occurred during the character’s career.
You might spend a few moments before moving on to reflect on the term just
completed, what happened? Look at the results of the Risk and Promotion rolls. What
skills were acquired, and why? Were there any catastrophes? Any great achievements?
What activities might the character have been pursuing in those four years, and what
led to those new friends or new enemies? Part of the solo game aspect is adding
imaginative ‘meat’ to the bones that the dice results provide. Have fun!
11 - AGING
The downside to surviving term after AGING ROLLS (2D6)
term, is the aging process. This is Term 4-6 4- Lose 2 pts; 8- Lose 1 pt
intended to give players who want very Term 7+ 6- Lose 2 pts; 10- Lose 1 pt
old, highly skilled characters, pause for
thought. Aging begins at the end of the fourth term, and is checked for at the end of
every subsequent term. If term 4 to 6, roll 2D6 and lose 2 characteristic points on 4 or
less, or 1 characteristic point on 8 or less. If term 7 or more, roll 2D6 and lose 2
characteristic points on 6 or less, or 1 characteristic point on 10 or less. The specific
physical characteristic that is lowered by 1 or 2 points is chosen by the player. For
example, a sixth term Belter rolls 5 on 2D6, indicating the loss of 2 characteristic points.
The player could lower Strength by 2, or perhaps Strength and Dexterity by one each,
as he prefers.
422
Should a characteristic be lowered to 0, the character suffers an aging crisis and is very
ill. Roll 8+ and apply the character’s End modifier to avoid death. Success means that
the characteristic reduced to zero is set at 1 and the character must leave his career at
the end of that term.
The character begins play with Cr1000. The character BENEFIT ELIGIBILITY
is also eligible for end-of-career bonuses. Roll on the Per term of service 1
Bonus table ONCE per term served. Characters who If rank 1 or 2 1
achieved Rank 1-2 gain +1 roll; characters who If rank 3 or 4 2
achieved Rank 3-4 gain +2 rolls; and characters who If rank 5 or 6 3
achieved Rank 5-6 gain +3 rolls.
13 – PSYCH EVALUATION
At this point the player may have a good idea of what the character’s personality is like
(their Psych Evaluation). If not, roll on the table provided on page 27 of Cepheus
Universal. .
423
SKILL TABLES
COMBAT PEOPLE SPACE OPS
1D6 Skill 1D6 Skill 1D6 Skill
1 Tactics 1 Bribery 1 Gunnery or Loader
2 Gun Cbt 2 Leader 2 Pilot
3 Gun Cbt 3 Carousing 3 Navigation
4 Melee Cbt 4 Admin 4 Vacc Suit
5 Heavy Weapons 5 Streetwise 5 Computer
6 Demolitions 6 Forgery 6 Medical
LOW TECH
1D6 Skill
RISK
1 TABLE
Riding
2 Archery
3 Melee Combat
4 Recon
5 Tactics
6 Artisan
A SECOND CAREER?
As an option, the GM might allow a character to start another career after leaving his or her
first career. To enter a second career, make a Remain roll, with +1 if the PC has the
Preferred Characteristic at 10+, and +1 if the PC has any levels in the Automatic skill. If using
Load Outs, take the load out for the second career.
PCs using Designed Creation might also be allowed to add in a second career. Simply divide
the 6 skill level between the two careers, with the caveat that one of the skills from the
‘second’ career must be taken at level-0.
424
RISK TABLE
Roll 2D6 and add the Effect (whether positive or negative).
FAIL
2D6 Result
3 You broke the rules to help out an innocent person. Gain a Contact. What did you do?
4 You saved lives, but it had to be covered up. You cannot talk about it. Ever.
5 Revolution, war or disaster turns your world and relationships upside down.
6 People in power have been meddling with you, your team and your organisation.
7 Your achievements were sabotaged by a colleague. Gain an Enemy
8 Get into debt of 4x Career Cash, by turning to criminal world. Why did this happen?
9 Stressful situations cause a mental collapse. Roll 2D6, on 7 or less, lower Int by 1.
10 Great achievements stolen by a rival group or organisation, taking all the credit.
11 You get the blame for a disaster that killed or injured several people.
12-13 Badly injured. Lower Str, Dex or End by 1. How did it happen? Leave the Career.
14+ Died in service.
SUCCEED
2D6 Result
2 Betrayed by a close friend, now an Enemy.
3 Gain a useful ‘friend-of-a-friend’ Contact.
4 Romance that continues today, or ended on a good note. Gain a Friend.
5 Uncover a dangerous secret about a person or organisation. Gain Bribery-1.
6 Gain fame and recognition in your career for deserved actions. Gain +1 Soc.
7 An intense situation was survived with a colleague. Make a Friend.
8 Fast dates and partying. Gain Carousing-1.
9 Conflict became a part of your life. Gain +1 Str. What was going on?
10 Make a good Friend in your own career or organization.
11 Tragic love affair. Roll 1D6: 1-2 They died; 3-4 They Vanished; 5-6 They are still around.
12 After an incident you are pushed into a backroom job. Gain Computer-1.
13 Gain a powerful Contact in the organisation. What did you do to gain this contact?
14 A romance expanded your horizons, +1 Edu. Are you still in love, or is it over?
15 You scored big this term. Gain Cr20,000. How did you get this money?
16 You are thrown into a crisis and take charge. Gain Leader-1.
17 Caused someone to be humiliated or demoted. Gain an Enemy.
18 Chance to make it big! Roll 2D6, on 4+ gain automatic promotion this year and one
extra skill roll. On 2-3, you spend this term in prison. Lower Soc by 1 and gain a criminal
Contact. You do not have to make this roll if you so choose.
425
PROMOTION TABLE
Roll 2D6 and add the Effect (whether positive or negative).
FAIL
2D6 Result
3 You were second choice, they like you! Gain a Contact and +2 on next term’s attempt.
4 Something about your personality means you got overlooked. What is it?
5 Your superior sabotaged your chances, he needs you where you are.
6 A rival got the position you were after, now making your life hell. Gain an Enemy.
7 You tried for promotion but failed. C’est la vie.
8 Too many small screw ups this term. What were they?
9 You’re too involved with romance. Gain a romantic Friend.
10 People around you messed up and made you look bad. What did they do?
11 You broke a lot of rules to get the job done. Too many rules. What was the job?
12+ You presided over a disaster and the stigma will stay with you for years. What disaster?
Gain a -1 on next term’s promotion attempt.
SUCCEED
2D6 Result
2 A colleague colluded to make you look good. Now this Enemy has a hold over you.
3 Your promotion was built on lies and false achievements. Only you know this secret.
4 Promotion means a transfer. Lose one Friend or Contacts.
5 Your beat a friend to the promotion, they are bitter. Make an Enemy.
6 You now owe a favour to a senior officer. Make a note of this.
7 You scraped past, it doesn’t look good. You spend this term proving yourself.
8 You did great work, and you’ve been recognized with promotion! Gain +1 Edu.
9 You won promotion and an award, accolade or fame. What great thing did you do?
10 A senior officer acts as a patron, ally and Contact.
11 You broke the rules to win big. They had to promote you when they wanted to fire you.
12+ Gain an extra Benefit roll when you leave the Career.
426
COMBAT DATA SHEET
COMBAT RANGE BANDS AUTOMATIC FIRE
Range Distance to Target Rate of Fire Number of
Personal Touching, less than 1.5m Chances to Hit
Close 1.5 to 3 m 1 shot x 1 attack
Short (Pistol, Thrown) 3 to 15 m 4-round burst x 2 attacks
Medium (Shotgun, SMG) 15 to 50 m 10-round burst x 3 attacks
Long (Rifle, MG) 51 m to 250 m
Very Long 251 m to 500 m Unreliability: On a ‘double-2’ roll, check
to avoid a jam or misfire, 8+ on 2D6.
Distant 501 metres+
427
GAME PLAY SHEET
CHARACTERISTIC MODIFIERS
Skill rolls 8+ Characteristic 0-2 3-5 6-8 9-11 12-14 15-17 18-20 21-23
Characteristic rolls 6+ Modifier -2 -1 - +1 +2 +3 +4 +5
Perception Roll 8+
Attack rolls 8+ Difficulty DM Example: Driving a Car
Easy +4 Starting it while under stress
AIDING ANOTHER Routine +2 Reversing at speed
Task leader makes skill roll. Average +0 Swerving to avoid a crash
Each helper makes the same Difficult -2 Handbrake turn to throw off pursuer
roll. The Effect of a helper's Very Difficult -4 Putting the car on two wheels
result provides a bonus: Formidable -6 Jumping the car from one roof to another
PANIC EFFECTS
2D6 Description
2-4 Stunned – 1D6+2 rounds
5-6 Flee – Overwhelming drive to escape the situation for 1D6+2 rounds
7-8 Stunned – Stunned for 1D6+2 minutes
9 Phobia – Stunned for 1D6+2 rounds, and also develop a phobia. Pick something appropriate;
each time you are exposed to it take a -2 to all Stress checks.
10 Flee – Overwhelming drive to escape the situation for 2D6 minutes
11 Stupefied – Blank, uncommunicative, unresponsive and oblivious for 1D3 days
12 Psychotic Break – Reality has no meaning, the character turns illogically on his comrades by
sabotaging equipment and hampering any chance of escape or survival, even if it means the
character’s own death. Lasts until cured.
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
DRIVING DISTANCE SHEET
Day Event Event Notes & Actions Hours Current
Travelled Hex
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
443
HIKING DISTANCE SHEET
Week Event Event Notes & Actions Kilometres Current
Travelled Hex
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
444
DECISION CHECKLIST
1. SCOPE Subsector of many worlds
Single world, station or other location
2. COMMON TECH LEVEL The value of the most widespread tech level
3. GOVERNANCE A single dominant interstellar government
Rival interstellar governments
Tiny multi-world ‘pocket empires’
All worlds are generally self-governing
4. RACES Single dominant sentient race (eg. human)
Several star-faring alien races
Many alien races across inhabited space
5. STARDRIVE Faster-than-light travel exists
Slower-than-light travel only
No spaceflight in this setting
6. TYPE OF STARDRIVE Hyperdrive – Passing through ‘other space’
Warpdrive – Moving FTL through ‘normal’ space
Jumpdrive – Instant ship teleportation
Other option – GM’s decision
7. FTL SPEED 1-6 parsecs per day
1-6 parsecs per week
1-6 parsecs in a one week fixed trip (hyperspace only)
Instantaneous (jumpdrive only)
8. ANTI-GRAVITY DRIVE Anti-grav developed at TL 10 as per the rules
No anti-grav drive in this setting
9. SCREENS Only ships 100 tons+ have defensive screens
Small craft and ships all have defensive screens
10. FTL COMMUNICATION None
Slow – Messages travel 1 parsec per day
Fast – Messages travel 1 parsec per hour
Ships in FTL can send FTL messages
11. STARPORTS Starports are owned by the interstellar government
Starports are owned by the world they are on
445
HEX MAP – GENERAL USE
446
447
448
LEGAL
This Product is derived from the Traveller System Reference Document and other Open Gaming
Content made available by the Open Gaming License and does not contain closed content from
products published by either Mongoose Publishing or Far Future Enterprises. This Product is not
affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or
challenge to any trademarks held by either entity. The use of the Traveller System Reference
Document does not convey the endorsement of this Product by either Mongoose Publishing or
Far Future Enterprises as a product of either of their product lines.
Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp”; Zozer
Games is not affiliated with either Jason "Flynn" Kemp or Samardan Press™. The names
“Cepheus” and “Cepheus Engine” are used in this product with Jason "Flynn" Kemp’s
permission.
All of the text in this document is designated as Open Gaming Content, except for the titles of
products published by Zozer Games – the names “Cepheus Universal”, “Hostile”, and “Zozer
Games”. The name “Cepheus Engine” is copyrighted by “Samardan Press” and used in this
product with their permission.
449
8. If you comply with the above, you may state that your resource is “for use with Cepheus
Universal”, or “compatible with Cepheus Universal”. A Cepheus Universal Logo and a text file
copy of this Compatibility-Statement License is available on the Zozer Games website on the
Cepheus Universal web page.
450
owner of each element of that Product Identity. You agree not to indicate compatibility or co-
adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the
owner of such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all rights, title and
interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this
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10. Copy of this License: You MUST include a copy of this License with every copy of the Open
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sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
High Guard System Reference Document Copyright © 2008, Mongoose Publishing.
Mercenary System Reference Document Copyright © 2008, Mongoose Publishing.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors
Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!,
Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Collins, and JD Wiker.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave
Arneson.
T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a
trademark of Far Future Enterprises and is used under license.
Traveller System Reference Document Copyright © 2008, Mongoose Publishing.
Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and
distinctive likenesses thereof are trademarks of Far Future Enterprises unless otherwise noted.
All Rights Reserved. Mongoose Publishing Ltd Authorized User.
Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason
"Flynn" Kemp
Cepheus Light © 2018, Stellagama Publishing; Authors Omer Golan-Joel and Josh Peters.
Cepheus Quantum © 2019, Stellagama Publishing; Author Omer Golan-Joel
Orbital 2100, Copyright 2016, Zozer Games
Modern War, Copyright 2020, Zozer Games
Hostile Setting and Hostile Rules, Copyright 2021, Zozer Games
16. Cepheus Universal is all OGL and is copyright Zozer Games © 2024 Zozer Games; Author
Paul Elliott, [email protected].
451
THE SETTING
ablative 121, 122, 165, 209, 261 attack roll 15, 57, 58, 73, 89, 93, 95, 99,
acid 64, 168, 288, 290, 301 100, 101, 237, 238
action 13, 15-17, 46, 76, 83, 87, 92, 98, augment 157-171, 174
139, 163, 164, 165, 318 autodoc 68, 78, 108, 151, 172, 182, 183,
administration 7, 50 263
adventure (see scenario) automatic fire 92, 96, 148
age 29 awareness talent 54
agent 21, 23, 30, axial tilt 283, 346
agriculture 30, 47, 50, 262
aiding another 59 backstab 58
aiming 91, 92, 145 barriers 79, 111-112
aircraft 29, 47, 48, 82, 192, 194, 199, 206, base 297
207, 211 bay weapon 265-266
airlock 13, 57, 71, 78, 92, 158, 222, 233, beast of burden 118
272, beaten zone 95, 96
airship 192, 200, belter 24, 30
alien character 36 Bernal sphere 309
alien race 36, 53, 269, 282, 326-330 bioprinter 173
all-terrain vehicle (ATV) 47, 181, 192, 264, bioship 258-259
350, 353, 360-365 biotype, animal 314-315 , 327-328
Alpha Wave unit 151, 174, 184-185 Bishop ring 311
ambush 48, 51, 84, 85, 86, 91, 216, 311, blacksmith 50
316 blind firing 92
android 19, 37, 188, 398 blink drive 221, 253
animal 47, 87, 89, 313-325 boarding, spacecraft 222
animal, in combat 87, 89 bomb 47, 104, 142-143, 170, 199, 208
anti-gravity drive 216, 254, 255, 263 breach 70-71, 211
appearance 26, 154, 169, 172 bribery 47, 50
archery 47, 50, 126 broker 47, 50, 231
area fire 87, 91, 92, 94, 95-96, 100-101 bubble world 308
area fire pool 96 buildings 79-80, 110-112
armour, body 88, 102, 105, 121-122 burst radius 92, 94, 142-143, 209
armour piercing 111, 134, 209
arrow 115, 127, 128 cameras, surveillance 48, 79-80
artificial intelligence (AI) 37, 151, 152, 173, campaign 15, 383-386
182-185, 372 capital ship 277-279
artificial gravity 73, 257-258, 268, 309, 311, cargo 228, 230-231, 250-251
artillery 47, 50, 98, 110, 146, 147-151 carousing 47, 50
artisan 50 carpenter 50
asteroid 224-227, 281, 296, 304, 308 carrying 33
atmosphere 282, 284, 285-289, 290, 291, character creation 25-52
296, 297 characteristic 15, 28, 35
452
characteristic modifier 15, 28-29 drives, spacecraft 251-255, 270-271, 275,
characteristic roll 58 271
charters 223-224 driving 50
chases 206-207 drone 47, 159, 160, 197, 199, 200, 201,
citizen 30 203, 204, 225, 264
civil engineering 50 duelling 114
clairvoyance talent 54 durability points 15, 88, 108, 110-111, 120,
climate 48, 66, 73, 158, 238, 345-346 122, 188
climbing 33, 74, 155, 165 dying 105-107
cloning 19, 172, 173, 174-176, 184, Dyson sphere 312
cockpit 272
colourful locals 339 eccentricity 283-284
comms 47, 75, 165, 189, education 26, 28, 317, 328
communication 11, 12, 47, 55, 75, 110, 160, effect 15, 59, 105, 210,
181, 256, 264 electronic devices 159-160
computer 47, 155, 178-185, 236, 256, 272, electronics skill 47
275, 277 encounter 15, 321, 322, 325, 331-339
cost of living 161 enemy morale 101
cover 92 energy weapons 93, 135-138
crew, spacecraft 227, 258-259, 268, 272, engineering 47, 223, 249, 275
277 equipment 120-161
cryoberth 151, 177, 219, 221, 253, 260, evaluate 50
currency 15, 33, 52 events 332, 355-365
cybernetics 19, 167, 170-171, 172, exceptional failure 15,
cyborg 37, 184, 187-189, 372 exceptional success 15,
experience 49, 385
damage 89, 105-107, 108-112, 114, 188, explorer 22, 30, 33, 305
209, 210-211, 235-241 explosives 71, 79, 86, 92, 99, 110, 152-153,
damage control 241 170, 222, 227, 294
data storage 178 extended action 15, 98
deception 50
deckplans 232-234 face change 172
decompression 71-72, 78 faction 406-410, 414-415
demolitions 47, 152-153 falling 64
density 282 faster-than-light (FTL) 215, 216, 217, 220-
destiny dice 386 221, 224, 248, 251, 253, 255, 256, 268, 277
detection, space 236 fast roping 74
detention cell 261 fatigue 33, 74, 133, 176, 350, 362
dice modifier 15 fighter, space 238, 278
direct fire 87, 91-95, 96, 100 finances, starship 229-231
drugs 176-177 fire (burning) 64, 128, 135, 139, 142, 143,
difficulty 15 151
diseases 65 firearms 128-138
disintegrator 93, 94, 96, 136, 137, 138 140, fire support 48, 98
141, 147, 239, 265-266 firing into combat 93
distress signal 223, 333 fixer 30
diving 77-78 flare damper 164, 165, 249, 261, 268
docking 222 food units 73,
dodging 92, 176 forgery 47, 50
dogfighting 207 free trader 21, 414
doors 109 freezer passage 151, 219, 220, 221, 223,
draw (weapon) 98 248, 257, 260
frenzy fire 93-94
453
friendships 40, 385 jogging 76, 99, 101
fuel 215, 216, 218, 220, 224, 225, 229, 233, jumping 33, 76, 169
253-255, 262, 268, 270, 274-275 landing, spacecraft 223, 225, 261, 270, 272,
fuel cell 270 274, 278
fuel processor 225, 226, 262, 268,
fuel skimming 216, 250, 305, 294 launch vehicle 274-276
law level 294, 336
Game Master (GM) 10, 13, 15, 373-386 leader 47
gas giant 68, 216, 217, 220, 221, 262, 281, liaison 50
282, 283, 294, 303, 305, lifepath 38-42
government 294, 402-405 lifesaving 76
grappling 88 life support 47, 65, 143, 164, 177, 195, 219,
grav vehicle 47, 192, 193-194, 201, 207 224, 225, 240, 253, 255, 260, 262, 268,
grenade 92, 94, 95, 96, 112, 142, 143 270, 272, 277, 296, 310
grenade launcher 94, 100, 101, 138, 139, lifting body 270
140, 41-142, 145, 147 living costs 161
ground vehicle 192-194, 197-198 loader 47, 259
gun combat 47, 91 load carrying 33, 74, 118
gunnery 47, 237 low tech 50-52, 113
gunpowder 128-131 locks 80, 154
lost 359, 360, 364
habitat (see space habitat)
hacking 180 magic 50
healing (see medical treatment) mainframe 152, 159, 178, 179-180, 181-
heavy weapons 47, 94, 138-142, 148, 154, 183, 185, 256, 262, 268,
207 mainworld 16, 215-217, 220, 226, 280, 282,
height 27 293, 303-305, 333
helicopter 193, 199, 200 malfunctions, spacecraft 223
heroic play 386 manoeuvre drive 215-216, 237, 251, 252,
hexadecimal 28 253, 254, 255, 263, 270, 277
high explosive 134, 135, 209 marine 22, 30
high passage 219, 223 matter transport 19, 136, 173, 180, 225,
hiking 74, 82, 107, 353, 354-355 240, 262, 278
hologram 19, 154, 172-173, 185, 262 mech (vehicle) 204-205
homeworld 16, 38, 42, 326, 327 mechanical 47
hostile envirosuit 48, 67, 69, 78, 121, 122, medical skill 47, 106-107
163, 164 medical treatment 106-107
hunting and gathering 119 megastructure 282, 308, 311-312
hull, spacecraft 249-250, 266, 270, 274, 277 melee combat 47, 87-88
hull points 14, 16, 196, 210, 212, 239-240, melee weapon 123-125
241, 249 mercenary 22, 31, 273
hook, world 299 merchant 21, 31
hunger 73 middle passage 219, 221
hydrographics 290-292 mind powers (see psionics)
hunting 119 mind transfer 172, 175, 178, 179, 183, 184-
hydroponics 47, 262, 310 185
hyper drive 236, 251, 253 mine, explosive 86, 152, 153
mining 48, 152, 155, 224-227
improvised equipment 115-117 minor action 16, 76, 83, 87, 92, 98, 144
injury 105, 106 misfire 99, 113, 133
initiative 58, 82, 85-86, 114, 206 missile 138-140, 145, 146, 147-148, 208,
intrusion 79-80, 180 237, 238, 239, 264, 265
investigate 47 money (see currency)
454
movement 76, 83, 87, 206-207 recoil 94
multiple actions 60 recon 48
recovery, wound 107, 168
natural roll 16, 99, 370, reload 98, 148, 150, 265, 266
navigation 48, 50, 221, 228, 258, 359 repair 72, 111, 155, 171, 211, 212, 223,
network 180, 181 241, 264, 278
nitrogen narcosis 77, 78 resources 381-383
non-player character (NPC) 16, 35, 101, retrogenics 167-169, 172
102, 382, 383-384, 386 riding 51
non-starship 16, 215, 216, 223, 249, 251, ringworld 311-312
293, 311 robot 37, 142, 187-190, 264
rocket (see launch vehicle)
objects 108, 109, 120 rogue 31
O’Neill cylinder 308, 309 romance 40-41
opposed rolls 60, ROM biochip 182, 184
orbit 75, 283-284, 303 rotation, world 283
order of combat 87 round, combat 16, 83
round, starship 235
panic roll 62-63 rumours 379-380
parents 38 running 76, 83, 101, 168, 169
parry 88
passengers 196, 219, 220, 221, 228, 229, salvage 224
233, 259, 260, 278 scavenger 31
patron 16, 338-339 scenario 9, 15, 49, 62, 376-377, 379, 380,
perception 58, 85 381-382, 415
pilot 48, 218, 221, 222, 228, 237, 258, 259 scientist 32
pirates 23, 311, 333, 378, 383, 409, 414 screen, defensive 110, 205, 208, 235, 237,
players 9-10, 386 238, 239, 240, 266, 269, 273, 277
player character (PC) 10-11, 16, 48, 386 security 48, 79-81
poisons 65 security levels 79, 80
population 293 self-sealing suit 72, 166
post-apocalypse 24 sensor 236, 256
power plant 240, 251-252, 255, 270-271, seriously wounded 105, 106, 107
277, setting 399-415
pressure at depth 77 shotgun 47, 91, 93, 94, 99, 130, 132, 133,
pressure loss 70-72 134, 135, 145, 149, 170, 263, 294
primitive 24, 31, 50-52 siblings 39
procedures, starship 220-221 siege combat 51, 125, 150, 151
psionics 53-56 significant action 16, 76, 83, 92, 98,
psionic strength 53 situation, scenario 381
psych evaluation 27 size, world 281-284, 304
skill 16, 29-32, 35, 46-48, 49, 50-51, 57
rad 68-70 skill roll 57, 373-374
radiation 68-70, 146, 153 slugthrower firearms 132-135
radio (see communications) small craft 16, 48, 209, 215, 218, 248, 264,
range bands 83, 207, 236 270-273
ranged attack 16 soft suit 121, 122, 163-164
ranged weapon 16, 126-128 software 180
rank 29 Solar System 306
rappelling 74 space combat 235-241
reaction drive 216-218, 251-252, 254 spacecraft design 248-266
reactions 331, 335-336 space habitat 282
rebels 23 spacer 31
455
spacesuit 72-73, 121-122, 163-166 telepathy talent 55
sprinting 58, 76, 91, 92, 101 teleportation talent 55
stance 99 temperature 66-68
standing, family 38 terrain 342-345
Stanford torus 309-310 thirst 74
star fighters (see fighter, space) timeline 154, 367-368,
stargate 216, 311 time shift
starport 17, 215, 218, 220, 221, 223, 229, time travel 367-372, 369, 371, 372, 399
241, 248, 293, 295, 297, 308, 310, 311, throwing 95, 109, 126-127
326, 332 tons/tonnes 17, 215
starship 14, 17, 33, 47, 209, 215, 216-224, tools 155-156
225, 229, 235, 251 torpedo 145, 146, 147, 148, 194, 208, 211,
star system 280, 303-306 238, 239, 265, 265, 269,
stateroom 219, 221, 233, 248, 249, 257- tractor beam 19, 155, 240, 263, 278, 312
258, 260, 263 trade code 295-297
stealth 51 transferring minds (see mind transfer)
steward 48, 51, 219, 228, 259 travel, overland 349-365
stonemason 51 travel times, spacecraft 216-218
streamlined 216, 218, 220, 223, 250, 257, travel zone 298
264, 270, 272, 274, 278 trying again 61
streetwise 48, 51, 331 turret 206, 264-265, 272
stress 62-64 two-handed fighting 89
stress roll 62 unarmed attack 15, 17, 87
structure points 14, 16, 196, 210, 212, 239- underwater 75, 77-78, 99
240, 241, 249, unreliability, weapon 99
stun 16, 62, 63, 93, 94, 102, 105, 106, 123, untrained 17, 46
125, 135, 136, 137, 138, 141, 142, 143,
144, 168, 294 UPP 17, 34
submarine 48, 108, 111, 145, 192, 194, UWP 17, 281
196, 202, 203, 206, 231, 255, 292
subsector 45, 181, 280, 281, 299, 300, 305, vacc suit 48, 72-73, 121-122, 163-166
307313, 400, 401, 402, 403, 404, 405, 406, vehicle 47-48, 82, 192-212, 264, 278,
410, 411, 413-414 vehicle weapons 145-148
subtype, animal 314, 315, 316 volcanism 282-283
suffocation 65
surgery 107 walls (see barriers)
survey scouts 22 warp drive 236, 251, 253
survival 48, 51, 115-119 watercraft 48, 51, 202
swimming 76 waterworld 291-292
weather 82
tactics 48, 51, 85, 98 weight 27
task resolution 57-58 working passage 219
tech level 18-19, 120 world grid map 340-348
technician 32 wounds (see injury)
telekinesis talent 54 zero gravity 48, 73, 99
456