Cepheus Universal Players' Book
Cepheus Universal Players' Book
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Player’s Book is a supplement for the Cepheus Universal sci-fi roleplaying game
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).
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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.
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CONTENTS
INTRODUCTION 6
What Is Roleplaying? 6
The Science Fiction Game 9
Game Terminology 11
Technological Levels 14
CAMPAIGN CONCEPTS 16
Campaign Suggestions 17
CHARACTERS 23
The Character 24
Characteristics 25
Skills 28
Group Creation 31
1 - Designed Creation 32
2 – Fully Random Creation 41
3 – Term-by-Term Creation 49
Playing Alien Characters 60
Example Characters 62
Gaining Experience 65
RANDOM NAMES 67
LOAD OUTS 74
SECRET AGENDAS 76
AUGMENTS 78
Retrogenics 78
Cybernetics 81
MIND POWERS 83
GAME SYSTEM 87
Task Resolution 87
Difficulty 88
Other Situations 89
Stress 92
Acid 94
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Falling 94
Fire 94
Diseases 95
Poisons 95
Suffocation 95
Hostile Atmospheres 96
Temperature 96
Radiation 98
Pressure Loss 100
Zero Gravity 103
Hunger & Fatigue 103
Climbing 104
Communications 105
Movement 106
Underwater 107
Building Intrusion 109
Weather 112
COMBAT 114
Range 114
Initiative 116
Order of Combat 118
Melee Combat 118
Direct Fire 122
Area Fire 126
Miscellaneous 129
NPCs in Combat 131
Injury and Recovery 136
Objects in Combat 108
Damaging Buildings 141
Defeating Barriers 142
Low Tech Firearms 144
Duelling 145
SURVIVAL 147
Improvised Equipment 147
Moving Equipment 150
Hunting & Gathering 151
GADGETEERING 152
EQUIPMENT 154
Armour & Protection 155
Melee Weapons 157
Primitive Ranged Weapons 160
Firearms - Low Tech (TL 2-3) 162
Firearms - Slugthrowers 166
Firearms – Energy Weapons 169
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Heavy Weapons 172
Hand Grenades 176
Weapon Accessories 178
Standard Vehicles 179
Vehicle Weapons 181
Archaic Artillery 184
Medical 187
Explosive 184
Security & Deception 189
Tools 190
Survival Gear 192
Electronic Devices 195
Costs of Living 197
SPACESUITS 199
Spacesuit Types 199
Customise Your Suit 200
LEGAL 204
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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 exist. 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. The Player’s Book is just such a set of rules.
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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
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.
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WHAT PLAY IS LIKE
Anyone new to roleplaying may be struggling to understand what this all looks like in
play. Picture four players and a Game Master sitting around a table; each player has a
sheet of paper with their character’s name and skills written on it. The Game Master has
the rule book for reference, as well as his or her notes, and these detail the story
concept that will form the adventure … a beginning that leads to a middle … and
various notes about possible outcomes and challenges. The story has no ending,
because the players haven’t decided as to how it is going to end.
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
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.
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THE SCIENCE FICTION GAME
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.
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
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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.
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.
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GAME TERMINOLOGY
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.
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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.
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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 rdive, 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 spacercraft 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.
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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.
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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.
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TING
CAMPAIGN CONCEPTS
These science fiction roleplaying rules allow many kinds of futuristic sci-fi adventures, in
a range of settings. The players should decide on the type of game or campaign they
want to play, with the help of the Game Master. 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.
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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 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.
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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.
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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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21
22
CHARACTERS
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 provide the player with a variety of character creation
methods. Design your character based on a Career that fits the GM’s setting and the
players’ campaign type. There are three character creation options; it is best if all of the
players in the game use the same creation method.
1 – DESIGNED CREATION
No dice are involved. The player has a concept that fits in with the campaign
suggestion, and then makes choices or picks attributes or skills from lists, to build the
character that he or she wants.
3 – TERM-BY-TERM CREATION
In this more detailed character creation method, the player uses dice to track the
character’s career ‘term-by-term’ (a term being a block of four years). The player has
some choices to make, but generally the character slowly emerges through random rolls
from his own experiences and challenges. The final character enters play with a prior
history and events that have shaped his personality and world-view.
23
THE CHARACTER
A completed player character will have the following attributes:
This method does not record all of the information, for a more detailed method or
recording, use the Character Sheet (page 22).
24
CHARACTERISTICS
Characteristics measure a character’s most basic abilities: how strong, agile, educated
or clever 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.
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. The GM will indicate
when a characteristic modifier (and which one) will be required for a roll. Not all task
rolls will require a characteristic modifier to be used.
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.
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WHAT DO CHARACTERISTICS REPRESENT?
The characteristics range from 2 to 12, and will average 7. The values can tell you a lot
about your character – perhaps more than you might think. The trick is not to be too
literal but also not to push the facts too often. There is no universal truth in those
numbers, they are suggestions and spurs to imagination.
Strength – Strength can represent muscle, size and physical presence. High
strength may indicate an intimidating character, without necessarily meaning a
huge, stocky physique. Low strength, conversely, may reflect a slight, skinny
figure or perhaps one with very little presence – a quiet character.
Dexterity – Dexterity is associated with agility, co-ordination and speed, but
also may indicate self-control and willpower. Low Dex may mean lack of self-
control, perhaps not just physically, but also mentally.
Endurance – Toughness and stamina. Endurance also indicates a pain
threshold. Does this indicate a character with a past filled with hard knocks and
hard living? Low End may mean a pampered lifestyle, a low tolerance of stress,
pain and discomfort.
Intelligence – The classic measurement of logic and problem solving, but one
that probably also defines memory, quick-thinking and adaptability. A high Int
might indicate high levels of perception, or someone who is always thinking two
steps ahead, planning the future, perhaps expecting the worst. Low Int might
well be indicative of someone oblivious to the subtle signs around them,
someone who looks at the here-and-now, and does not plan ahead. They may
see the world in black and white terms. Low Int doesn’t just mean ‘stupid’.
Education – Traditionally a measure of book-learning. A high Edu probably
indicates a highly educated character that has gone through college and
university. But there is more to it than that – Education should include
information gathering and general knowledge. Edu should give you an indication
of how interesting a PC is to talk to, what kind of a conversationalist he or she is,
weaving interesting facts with stories and personal anecdotes. In a way it
represents experience that has been absorbed outside of the normal skill system.
Social Influence – How does the character interact with other people? A high
Social Influence might mean a character who lights up the room, is friends with
everyone, loud, witty and fun. But it just as easily might mean a quiet schemer,
capable to manipulating people by telling them what they want to hear, pressing
their buttons with lies or suggestions. A low score can mean a quiet wallflower
with low confidence, or an arrogant thinker who keeps their thoughts to
themselves. The low score might even be that loud, brash person who dominates
a room, but whom everyone avoids and ridicules behind their back (effectively
they have bags of personality, but it has a negative effect!).
You don’t need to carry out a slavish analysis of every characteristic, but pay a bit of
attention to any value higher than 8 or lower than 6.
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Example: Let’s roll some dice to create a set of characteristic values as an example.
We roll 679995 for our character. Physically she is quite average, although her
Endurance of 9 might mean she is determined and doesn’t easily give up. Both her
Int and Edu are 9, which could indicate a clever girl who has studied hard and gained
the equivalent of a degree. This all fits together nicely. Her Soc of 5 is lower than
average. Perhaps she has no patience with people who don’t share the same work
ethic as her: ‘time wasters’, ‘layabouts’, ‘lazy people’, and so comes across as insular,
private and ‘stuck up’.
Example: We roll characteristics for another character: 846385. Those low scores
should be interesting! Physically, he is strong and healthy, but his Dex of 4 means he
is either clumsy, slow, lazy or undisciplined. I like lazy. Despite his low (3)
Intelligence, his Education is good and he left school with a good educational
attainment, or … his education was more unorthodox. Perhaps the low Int reflects
very low mental resilience, he is lazy, after all, and can’t be bothered to go through
the steps of planning things out, considering the consequences, etc. He just acts
without thinking to get things done quickly. He may have picked up his knowledge
working a lot of different jobs, or his family moving house frequently. His Social
Influence is below average, again perhaps his impatience comes across as an off-
hand, flippant manner.
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SKILLS
SKILL LEVELS
Skill Level Desciption
Level-0 Familiarisation, brief, or partial training.
Level-1 Professional rating, enough to be hired for a suitable job.
Level-2 Experienced, possessed by senior personnel, leaders, etc.
Level-3 Advanced level, or mastery of a skill; top of the game.
Level-4-6 Renowned as an expert in the field, instructor, lecturer, innovator
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SKILL ROLLS
Characters in Cepheus Universal games engage in a variety of activities, using their
various skills to accomplish the challenges that confront them. Skills and their usage are
described below. 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 to 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, based on the character’s
Dexterity characteristic.
If a character has zero level in a skill (level-0), then he only has some surface-level
familiarity. He does not get any bonus from that skill but at least he avoids the penalty
for being untrained. It is common to give all player characters level-0 in Vacc Suit,
Ground Vehicle and the combat skills of Gun Combat and Melee Combat, giving them
more options when faced with challenging situations.
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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).
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
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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.
GROUP CREATION
There are two methods the players can adopt in order to create their characters ‘as a
group’.
1) Look at the Campaign Concept before character creation, and decide together which
player will take what type of character role. This way, the group gets a good spread of
careers and skills, useful during play. Then create those characters.
2) The GM and players define the group’s concept and how it fits into the setting. Next,
they create their characters. Then in a random order, the first player states his name
and role in the group; the second player states his name, role and his relationship to the
first character. The third player states his name, role and relationship to the first two
characters, etc, going all the way around to the first player, who gets to create a
relationship with one or more of the other characters. Not all the relationships need to
be good ones, but their intention is always to bind the characters together in order to
have a stake in one another’s past, present and future.
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1 - DESIGNED 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 appearance, such as hair colour, clothing style
and so forth. This makes it easier to describe your character, and helps everyone at the
table visualize them in-play. Distinctive features often give your character a way of
standing out. The Notable Features table indicates some notable feature of a character’s
appearance, and can be used as a list to pick from, or can be rolled on randomly.
Rolling the entry ‘boots’ for example, indicates the character’s boots are non-standard,
non-regulation or flamboyant. Serving military characters will have less leeway in this
regards than their civilian counterparts.
NOTABLE FEATURES
1D6 TABLE A 1D6 TABLE B
11 Wild hair 11 Scar
12 Stiff body posture 12 Taps foot, drums fingers
13 Brand logo 13 Jewellery
14 Boots 14 Cap or hat
15 Bored expression 15 Sits or leans, rather than stands
16 Hair, short or tied back 16 Shirt
1D6 TABLE C 1D6 TABLE D
11 Hair, long 11 Customised uniform
12 Military surplus 12 Fashionable clothing
13 Clears throat before speaking 13 Accessory Item
14 Shades or Glasses 14 Hands shoved in pockets
15 Prominent tattoo 15 Cocky smirk
16 Jacket 16 Bald
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4 – 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.
5 – DETERMINE CHARACTERISTICS
THE CHARACTERISTIC STRING
Select one of the following strings of scores, and assign these numbers in any way you
see fit between your six characteristics:
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.
6 – 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
33
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.
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).
8 - AGE
Decide how old your character 1D6 Age Optional Skill
is, or roll on the table. Most Level Total
characters will be experienced, 1 Early Twenties 4
anywhere from 25-50; this has 2,3 Late Twenties-Early Thirties 5
no real game effect. As an 4,5 Late Thirties-Early Forties 6
option, however, young 6 Late Forties-Early Fifties 6
characters might get fewer skill levels.
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9 - CAREER SKILLS
Divide up SIX skill levels between the skills offered by your character’s chosen career,
occupation or lifestyle. 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.
AGENT BELTER
Automatic Skill Automatic Skill
Investigate Vacc Suit
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CITIZEN EXPLORER
Automatic Skill Automatic Skill
Vehicle Survival
FIXER MARINE
Automatic Skill Automatic Skill
Broker Gun Combat
MERCENARY MERCHANT
Automatic Skill Automatic Skill
Gun Combat Vacc Suit
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ROGUE SPACER
Automatic Skill Automatic Skill
Streetwise Vacc Suit
PRIMITIVE SCAVENGER
Automatic Skill Automatic Skill
Survival Ground Vehicle
TECHNICIAN SCIENTIST
Automatic Skill Automatic Skill
Computer Investigate
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10 - BONUS SKILL
Your character gains a bonus level 1 skill. Select a skill from Table A or Table B. If the
character already has that skill, increase its skill level by +1 (if it pushes the skill level
above 3, then select a different skill).
11 – 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.
38
12 – SPECIAL POWERS
Some campaign concepts may come with the expectation that characters have either
retrogenics, cybernetics or mind powers. Here are a few examples:
CYBERCOPS – Cops brought back from the dead and rebuilt with cybernetics to
enforce the law (and the secret goals of the cyber-tech corporation). Characters are
Agents. All characters begin with 20 points of Cybernetics.
MUTANT BOUNTY HUNTERS – Mutant scum that have only one job available to
them: interstellar bounty hunter. Characters are a mix of Rogues, Mercenaries and
Agents. All characters begin with 20 points of Retrogenics, and a physical deformity or
unusual appearance.
FIRST EARTH BATTALION – Suited to the Bad Moon Rising campaign setting in
Cepheus Universal, the unit (actually platoon-sized) is composed of US special forces
soldiers in a psionic mental powers unit. All are fluent Russian speakers. The team-
members act as international superspies and commandos, waging a secret war against
the Soviets in an alternate 1970s when a limited war is being fought between the
superpowers on the Moon’s surface and both the Moon’s and the Earth’s orbit.
Characters are Mercenaries or Agents. All characters begin with 20 points to spend on
psionic talents and levels of Psionic Strength.
13 – 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.
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.
39
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
unaffected. 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 104.
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.
14 – DESIGNED LIFEPATH
On page 42 is a randomised Lifepath system, in which the player rolls dice to create
turning points in their character’s life: good events, tragedies, love affairs, friendships
and animosities. Although it is best used as a random, dice-based tool, the player
wanting to design all aspects of their character can use it to add more depth and
backstory to their character. To use the Lifepath for a designed character, follow the
steps below:
LIFEPATH EVENTS
GOOD EVENTS BAD EVENTS
Friendship Enemy
Luck Break Tragedy
Romance Tragic Love Affair
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2 - FULLY RANDOM CREATION
You may well prefer a fully random, or semi-random, method of creating your
characters. 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.
DETAILS
Determine Steps 1-4 (pages 32-33), and Step 11 (page 38).
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 38).
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LIFEPATH
If the player wants to expand their character’s back story, then they might want to use
the following lifepath 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.
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
42
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?
46
47
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3 - TERM BY TERM CREATION
The term-by-term creation method in this section 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. Use the ‘What Do Characteristics Represent’ guidance on page 26 to help
you. 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 42). 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
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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
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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
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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
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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.
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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 33.
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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.
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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.
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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.
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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 83. 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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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.
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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.
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66
G
RANDOM NAMES
Select a character name from one of the following six tables. Alternatively, roll 1D6 to
determine the table and D66 to randomly determine the name. Of course you can roll
twice and mix and match first names and surnames, as you prefer.
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RANDOM NAME (2)
D66 Name D66 Name
11 Rahul Sharma 41 Avni Sharma
12 Diya Joshi 42 Anya Dashdorj
13 Zhanbolat Langeurver 43 Harsh Desai
14 Sanya Neuer 44 Zarina Riya
15 Zhanna Abylay 45 Ashwin Singh
16 Arnav Mehta 46 Varun Thapa
21 Talgat Karimov 51 Dias Gulov
22 Narantungalag Dorj 52 Kavita Thapa
23 Nikhil Shah 53 Alisher Jumabek
24 Batbold Jargal 54 Aruzhan Doszhan
25 Delgerma Boldbatar 55 Boldsaikhan Bayarsaikhan
26 Yuvraj Khatri 56 Gankhuyag Batmunkh
31 Naranbaatar Tuvshin 61 Arava Thapa
32 Daniyar Khamzina 62 Marat Zhandosov
33 Saran Bataar 63 Tuvshinbayar Ochir
34 Oyundari Gan-Ulzii 64 Rohan Sharma
35 Trisha Mehta 65 Batzorig Bayasgalan
36 Oyuntuya Damdinsuren 66 Amarbold Davaa
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RANDOM NAME (4)
D66 Name D66 Name
11 Castor Severian 41 Andromeda Appius
12 Clio Lepidian 42 Diogenes Maximinus
13 Thalassa Proculus 43 Hyperion Tullian
14 Philoctetes Cassian 44 Orestes Sertorian
15 Leander Varian 45 Ariadne Senecio
16 Theron Serapion 46 Pan Lentulia
21 Calliope Gallius 51 Electra Horatian
22 Thais Corvinian 52 Philostratus Verus
23 Aeneas Priscian 53 Persephone Quintilian
24 Arion Celerian 54 Melaina Augustinus
25 Penthesilea Nerva 55 Bellerophon Aurelianus
26 Orion Drusian 56 Iphigenia Apollonius
31 Calchas Tiberius 61 Zenobia Lucilian
32 Odysseus Geminus 62 Hippolyta Valerian
33 Atalanta Octavianus 63 Antigonus Tacitus
34 Xanthe Aurelian 64 Lycomedes Cassian
35 Theocritus Cassander 65 Heliodorus Vespasianus
36 Xanthe Livianus 66 Cassandra Quinctius
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RANDOM NAME (6)
D66 Name D66 Name
11 Sunarr 41 Adhikari
12 Sirubari 42 Nagarkot
13 Marpha 43 Lumbini
14 Kagbeni 44 Tansen
15 Panauti 45 Bandipur
16 Khumjung 46 Balthali
21 Dhampus 51 Korala
22 Gosaikunda 52 Ghandruk
23 Chitlang 53 Jomsom
24 Daman 54 Gandak
25 Syangja 55 Dhankuta
26 Gokyo 56 Beni
31 Nuwakot 61 Tansen
32 Myagdi 62 Dhulikhel
33 Badimalika 63 Dharan
34 Karnali 64 Narayani
35 Lamjung 65 Trishuli
36 Khokana 66 Karnali
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THE SETTING
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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
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LOAD OUTS
This chapter provides a series of pre-set equipment lists for various careers. They aren’t
balanced in any way, a mercenary will be far more heavily equipped than a scientist, for
example. Use them for NPCs, for players unsure of where to begin with equipping their
characters, or as basic guidelines for the inexperienced roleplayer. Most of the
equipment mentioned comes from the Equipment chapter, other items should be self-
explanatory.
AGENT
Pistol (plus one reload), Concealed Vest (AV 6), Hand Radio.
BELTER
Vacc Suit, Multi-Tool, Flashlight, Hand Radio.
CITIZEN
Hand Computer, Multi-Tool, one job related item.
EXPLORER
Vacc Suit, Multi-Sensor, Camera, Survival Mask, Combat or ‘Survival’ Knife.
FIXER
Portable Computer, Briefcase, Sensitive Papers, Bug Unit.
MARINE
Rifle (type based on setting and TL, plus ten reloads), Combat Armour, Combat Knife,
2 Grenades, EITHER Motion Tracker, Grenade Launcher (with 12 grenades) or
Disposable Missile.
MERCENARY
Rifle (type based on setting and TL, plus ten reloads), Rigid Battle Armour, Combat
Knife, 2 Grenades, EITHER Pistol (plus one reload), Night Scope or Grenade Launcher
(with 12 grenades).
MERCHANT
Hand Computer, EITHER Combat Knife, Pistol (plus one reload) or Tech Scanner.
ROGUE
Combat Knife, EITHER Security Kit, Disguise Kit, or Pistol (plus one reload).
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PRIMITIVE
Leather Jack Armour (AV3), Melee Weapon (worth Cr150 or less), Tarpaulin, Frame
Pack, Flint Sparker, Amulet.
SPACER
Hand Computer, Multi-Tool, EITHER Pistol (plus one reload) or Tech Scanner.
SCAVENGER
Leather Jack Armour (AV3), Melee Weapon (worth Cr150 or less), Flashlight,
Slugthrower Firearm (worth Cr500 or less, with 4 reloads).
SCIENTIST
Portable Computer, Scientific Toolkit.
DOCTOR/SCIENTIST
Portable Computer, Doctor’s Kit.
TECHNICIAN
Multi-Tool, Tech Scanner, Flashlight.
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SECRET AGENDAS
Some settings, and some campaign concepts, might benefit from the use of ‘secret
agendas’. These might be personal issues that the character is pursuing that do not
align with, or even go against, the mission goals. They might also be hidden goals that
a character is trying to pursue for a secret patron (a political leader, a corporation,
agency or other faction). The use of secret agendas is entirely optional. If used, each
player selects a faction with which to ally his character at the start of the game, from a
list provided by the Game Master.
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STATUS WITHIN A FACTION
Each time a secret agenda is completed, the character gains 1 XP. He also gains 1 point
of Status. Status is held in the eyes of the faction; the character is now ‘on their radar’
and may be given other secret missions. Status will increase slowly as more missions
are completed. A failed secret mission will garner no status increase, and a botched
secret agenda mission will probably result in a status being lowered by 1 point.
PERKS
Status forms a whole new fund of perks and resources that a player can tap. These
Perks will be very tightly constricted to that organisation's aims and activities. Having
Status gets the character access to:
Useful Contacts
Equipment
Information
Resources
Funds (up to Cr1,000 per point of Status)
Influence
JOINING FORCES
By now it should be pretty obvious where this kind of secret agenda game is heading.
The situation puts all of the PCs together and forces them to co-operate to succeed in
their mission as well as give them competing secret agendas to pursue for their ally
faction. If two player characters find they share the same ally faction or secret agenda,
then the GM has lost a point of friction (and therefore interest). Or has he? It might not
be the end of the world if both players find out that their characters are both allied with
the same military intelligence service. Yes, they may begin to work together, but this
trust can readily be exploited by a diligent GM. Chances are they know different military
contacts, and will be issued with slightly different orders. In fact, the chances are that
each contact will represent a separate (and perhaps rival) faction within the military
secret service. Imagine the player's surprise when his character is ordered to secretly
erase all of his secret service comrade's files. Conflict always equates to story.
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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.
Flexibility (5): Double-jointed, gives +3 to climb rolls and the ability to climb into
very, very tiny spaces.
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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.
Subdermal Body Armor (10): Toughened skin layering and subcutaneous tissue
enhancements turn skin into 4-point ballistic armor!
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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
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. Ask your Game Master. 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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POINT CREATION
If multiple talents exist in the setting, the Game Master can use an optional point
system as a currency to allow PCs to gain mind powers during character creation (just
as with Augmentations). Begin with 20 points and a Psionic Strength of 6. Use points to
buy talents (points listed with each talent), as well as additional levels of Psi. Each extra
level of Psi costs 3 points.
AWARENESS (3)
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 (5)
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 (6)
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.
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TELEPATHY (5)
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 (7)
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
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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 specific characteristic
might have an influence 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
96
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 142.
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 (0) 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 (0) 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 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 139. 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 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 103).
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 122).
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, mainly used in vehicle combat, come with a code (HE,
AP, AB) which indicate some special damage effect, as explained in the Cepheus
Universal book. For reasons of space, they are not included here.
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 136.
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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135
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 in Cepheus Universal 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.
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).
140
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 Cepheus Universal for more information on how screens work.
141
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. Multiply these numbers 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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146
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
147
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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GADGETEERING
Player characters can be extremely ingenious and inventive. In a similar vein to the
rules for the improvisation of primitive equipment, in the previous chapter, here we look
at high tech gadgets and inventions that the technically-minded character might
attempt to create. This doesn’t represent ‘blue sky’ thinking, where an inventor creates
an entirely new form of power or transport or computing, pushing the local tech into the
next level. Instead it represents talented engineers and technicians create devices that
utilise the current technology of that world to overcome some challenge. Considering
the modern age of TL 7, a character couldn’t create an anti-grav drive with these rules,
but could build a high-speed, turbojet-powered hydrofoil.
REQUIREMENTS
Aircraft
Not everyone with a technical qualification has the ingenuity and
Computer
vision to create new devices and gadgets ‘outside-of-the-box’. Comms
The minimum required is an Electronics or Mechanical skill at level Engineering
3 and an Intelligence of 9 or more. Other skills will come in useful Grav Vehicle
depending on what the device or gadget is going to be. The Ground Vehicle
creator of the hydrofoil mentioned above, for example, will Gun Combat
benefit from possession of Watercraft skill. These supporting Heavy Weapons
skills may provide additional technical assistance: Security
Watercraft
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TOOLS & PARTS – The attempt presumes all of the required tools, parts and
construction components are available, as well as a suitable shop in which to work.
SUPPORTING SKILL – If a supporting skill might prove relevant (such as Computer or
Aircraft), then roll 8+ and add its skill level. If the roll is failed, then the main
Mechanical or Electronics roll will suffer a DM -2.
TEAMS OF CLOSE ASSISTANTS – Skilled (level 2+) assistants may provide a bonus.
A gadgeteer can have ONE close assistant, plus one more for each level of Leader he
possesses. The GM should make a Difficult (-2) Mechanical or Electronics (as required)
roll for each assistant. Should a roll succeed, a DM +1 can be added. If the Effect of a
failed skill roll is -6 then that assistant messes up and provides a DM-3!
THE ROLL
Halfway through the rolled Build Time, the gadgeteer makes an Electronics or
Mechanical roll (whichever is most relevant), at the listed difficulty. Add the bonuses
listed below. The Int bonus is not added, since having an Int bonus is a prerequisite of
being able to utilise the gadgeteering procedure.
Did it Succeed? If the roll was successful, then the gadget was finished at the end of
the Build Time. The Effect may reduce that Build Time.
SPEED OF MANUFACTURE
Effect Time Reduced By
0-2 -
3–5 25%
6+ 50%
Did it Fail? If the roll was failed, then there was a problem and the task roll must be
repeated, following the listed Build Time, and adding to the cost by half of the original
estimate. Three failed rolls destroy the main components and new components must be
acquired before the task can be attempted again.
Example: A Comms-1, Electronics-3 genius with Int 11, wants to build a TL 14 optic link
to his cyborged dog, so he can view what the dog views. This is Average (-2) and costs
Cr2000. He fails his Comms roll, then rolls 6 for his Electronics roll (adding +3 for skill, -2
for difficulty and -2 for failed Comms roll). He fails and wastes one week. He tries again,
this time making his Comms roll. His main roll is 6 (adding +3 for skill and -2 for
difficulty) which is another fail, and another week of work. Again, he makes another
Comms roll, but this time his Electronics roll is 9 (adding +3 for skill and -2 for difficulty),
which is a total of 10, success. We add another week for 3 weeks Build Time, costing
Cr4000 in total.
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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.
157
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.
158
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 126.
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 125).
Length 50cm.
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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.
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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 168).
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 168).
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- 5 300 Medium 3D6 7+ 3 10 12
Action
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 95.
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.
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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 123.
Flame: On a successful hit the target is on fire. See page 94.
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 95. 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 94. X3
Gas Target affected by sedative or paralytic gas. See page 95. 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.
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
169
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 14 3000 Long 4D6 6+ 3 40 150 ROF 4
Carbine
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 16 7000 Long 10D6 - 1 200R 200 Variable
Carbine Energy
Disintegrator Rifle 16 10000 V/Long 10D6 - 3.5 400R 500 Variable
Energy
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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.
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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 123.
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, 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 6 1200 Long 3D6+3 8+ 10 100 60 ROF 10
Machinegun
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 16 50,000 Distant 20D6 - 14 2000R - Variable
Cannon Energy
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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
fires takes 3D6 damage from the exhaust. Without the shoulder launcher, missiles
loaded cannot be targeted or launched. Example: HOT, TOW, AT-5 Spandrel.
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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. 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 94.
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, 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 95).
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
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.
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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 94).
HAND GRENADES
A hand grenade is a small explosive device designed to be thrown by hand (see page
126). 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 94).
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
123).
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 123), 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.
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 Cepheus Universal.
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.
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.
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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.
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.
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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.
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-
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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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vehicle (in which case they can lower the damage to 1-6D6 on a 2D6 roll of 8+). Those
within 12 km suffer 3D6 damage (and 50 rads). See the Radiation rules on page 98.
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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 and
other rules related to vehicle combat are discussed in Cepheus Universal.
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. 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.
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
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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.
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
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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
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 94).
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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-
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
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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
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
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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 98). 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.
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.
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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.
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.
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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
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.
191
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-
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.
192
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: 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.
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.
193
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 96), 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.
194
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.
195
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 1km range. At TL 10 range is 5km,
at TL 12 range is 50km. 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.
196
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.
197
198
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. 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.
SPACESUIT TYPES
There are three main types of spacesuit. The soft suit is introduced at TL 6 and is bulky
and difficult to use when fully pressurised. At TL 9, the 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
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.
199
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.
LIFE SUPPORT
The Personal Life Support System (PLSS) includes oxygen, pressure regulation,
temperature control and carbon dioxide venting system. At TL 11, halve the mass; at
TL 14, quarter the mass.
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.
200
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.
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
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 102).
201
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+
202
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.
203
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.
204
copy of this Compatibility-Statement License is available on the Zozer Games website on the
Cepheus Universal web page.
205
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
of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorised version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
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 – Player’s Guide is all OGL, apart from names, companies and the details
of planets that are all part of the Hostile setting. Hostile is copyright Zozer Games © 2024
Zozer Games; Author Paul Elliott, paulelliottbooks@yahoo.com.
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