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CEPHEUS LIGHT

OLD-SCHOOL RULES-LIGHT 2D6-BASED


SCI-FI ROLE-PLAYING GAME

BY OMER GOLAN-JOEL AND JOSH PETERS


CEPHEUS LIGHT
CEPHEUS LIGHT
OLD-SCHOOL RULES-LIGHT 2D6-BASED
SCI-FI ROLE-PLAYING GAME
Revision 4 - Second printing - October 2019

CREDITS
AUTHORS INTERIOR ART
Omer Golan-Joel Joel Lovell
Josh Peters Del Teigeler
EDITORS Earl Geier
Josh Peters Hannah Saunders
Richard Hazlewood Luigi Castellani
INTERIOR DESIGN AND LAYOUT Public Domain art
Omer Golan-Joel PLAYTESTERS
COVER ART Josh Peters, Georges Gauthier, Jason Dubsky,
Matthew Vann, Mathieu Bedard, Julien Reliat, Isaac
Public Domain
Abouganem, Paul DeMelto, Shawn Fisher

LEGAL DISCLAIMER
• 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”; Stellagama Publishing is
not affiliated with Jason "Flynn" Kemp or Samardan Press™.
• The names “Cepheus” and “Cepheus Engine” are used in this product with Jason "Flynn" Kemp’s permission.
• Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e) and are not open content, and thus are property of Stellagama Publishing:
All trademarks or registered trademarks, proper names (characters, organizations etc.), dialogue, plots,
storylines, locations, characters, artwork and trade dress. (Elements that have previously been designated as
Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except
for material designated as product identity (see above), any game mechanics are Open Game Content as
defined in the Open Gaming License version 1.0a section 1(d). No portion of this work other than the
material designated as Open Game Content may be reproduced in any form without written permission. A
copy of the Open Game License license is shown on the last page of this book. To learn more about the Open
Game License, please go to http://www.opengamingfoundation.org/.
• All events, persons, locations, and other material included within these rules are strictly fictional. This also
includes the alien and psionics rules in Appendix A.

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STELLAGAMA PUBLISHING
TABLE OF CONTENTS
Introduction 5 Personal Combat Examples 45

Character Generation 8 Vehicles in Personal Combat 52

Step 1: Characteristics 8 Off-World Travel 55

Step 2: Homeworld Skills 9 Interplanetary travel 55

Step 3: Careers 10 Interstellar Travel 56

Career Tables 11 Starship Expenses 56

Step 4: Mustering Out 17 Starship Revenue 58

Character Generation Examples 19 Computers and Sensors 59

Skills 24 Space Encounters 60

Skills 24 Trade and Smuggling 61

Skill Advancement 25 Speculative Trade Procedure 61

Equipment 26 Smuggling 61

Tech Levels 26 Starship Design and Construction 64

Living Expenses 27 Ship Design Checklist 64

Personal Armor 27 Ship Hull 64

Cybernetics 29 Ship Drives 66

Exploration and Personal Equipment Fuel 67


30
Bridge 68
Pharmaceuticals 31
Ship computers and electronics 68
Robots and Drones 32
Armament 69
Vehicles 33
Ship Crew 71
Weapons 35
Accommodations 71
Common Melee Weapons 36
Other Components and Small Craft
Common Ranged Weapons 37 72

Common Support Weapons 39 Cargo and Final Cost 72

Combat 41 Small Craft Design 73

Combat Procedure Outline 41 Refitting Spacecraft 75

Actions and Attacks 41 Starship Design Example 75

Damage and Healing 43 Common Space Craft 78

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CEPHEUS LIGHT
Common Small Craft 78 Publishing Your Own Materials 107

Space Combat 83 Open Game Licence Version 1.0A


108
Space Combat Basics 83

Advantage 83

Actions 83

Damage and Hits 86

Space Combat Example 88

Worlds 93

Universal World Profile (UWP) 93

Star Mapping 93

World Generation Example 99

Environmental Hazards 100

Disease and Poison 100

Fire 100

Falling 100

Extreme Temperatures 100

Radiation 101

Starvation and Dehydration 101

Suffocation 101

Vacuum Exposure 101

Appendix A: Aliens and Psionics 102

Aliens 102

Psionics 103

Appendix B: Sources of Inspiration 106

Literature 106

Film 106

Video Games 106

Legal 107

important notice 107

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INTRODUCTION
Starships riding fire across the sky. Heroes and villains Cepheus Light draws its inspiration from old-school
exchanging laser fire. Desperate spacers struggling science-fiction roleplaying games. It shares a lot of
against an alien monstrosity. Vast alien vistas, flying similarities with these games. Material from older
cities, moonscapes, mad robots, and first encounters. rules sets and those created with Cepheus Light, the
In short: high-action science-fiction adventure that Cepheus Engine Core, and old-school sci-fi
stimulates your sense of wonder. Cepheus Light puts roleplaying games are easily compatible with only a
you in the shoes of an adventurer visiting distant stars moderate amount of adjustment.
and encountering untold alien wonders. Whether
To play, you need a copy of these rules; several six-
you are a seasoned player looking for a rules-light
sided dice, available at game and teacher supply
game, or a new gamer wanting to experience what
stores (you'll need at least two, but more is better);
science-fiction role-playing games are all about,
you’ll also need a pencil and some paper.
Cepheus Light opens your way forward.
The future awaits!
TWO BASIC RULES
Rule 0: to facilitate play, the Referee is the final
WHAT IS A ROLEPLAYING GAME? arbiter for any game-related question.
A roleplaying game (RPG) is a game where the players
Rule 1: this is a game played for fun. If a rule gets in
assume the roles of characters in a fictional setting.
the way of your group’s fun, change or ignore it,
Players act out these roles within a narrative, either
subject to Rule Zero, above.
through literal acting or through a process of
structured decision-making based on rules. These
rules allow fair and dramatic resolution of uncertain
ABOUT THE AUTHORS
or dangerous situations faced by the players’
characters. Omer Golan-Joel is a 36 years old freelance English-
Hebrew-English translator and an avid sci-fi and
Playing Cepheus Light requires imagination,
fantasy gamer. He lives in the town of Yavne, Israel
inspiration, and discussion. Two or more players can
with his spouse and two cats Saki and Chicha – the
play, though typical groups range between 3-5
real masters of the house – as well as an entourage of
players. All you need to play is this document, a few
house geckos. Omer is a fan of science-fiction,
six-sided dice, and writing supplies. One player, the
fantasy, and history, an amateur cook, and a hobbyist
Referee, “plays” the game world and describes the
herpetologist. He also writes sci-fi and fantasy role-
fictional situation, while the rest of the players each
playing gaming material, including These Stars Are
play one Player Character who acts freely within this
Ours! a full-scale campaign setting for the Cepheus
world and deals with the consequences of their
Engine and other OGL 2D6 sci-fi games, which he
actions. Together, the Referee and players create a
published by Stellagama Publishing® in 2017.
story, much like the way many of us used to create
stories by playing make believe as young children, Josh Peters is a high school math and history teacher,
except with more dice and more structure. an accomplished drummer, and avid tabletop RPG
gamer. Josh has a Master’s degree in history, and
resides in Montreal, Canada, with his beautiful,
WHAT IS CEPHEUS LIGHT? patient wife and two deviously adorable children.
Cepheus Light is a set of rules for playing classic
science fiction games. It includes rules on creating
characters, resolving actions, fighting other
creatures, and engaging in space battles, generating
worlds, handling the risks of interstellar speculative
trading, exploring new worlds, and many other
activities. While rules-light and designed for fast,
action-packed play rather than an accurate
simulation of reality, Cepheus Light encompasses a
wide variety of rules and materials for building a
science-fiction universe and playing in it.

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CEPHEUS LIGHT
STELLAGAMA PUBLISHING A NOTE ON USABILITY
Stellagama Publishing is a small international role- All material included in this book, except for the
playing game publisher focused on science fiction above introduction chapter, Appendix B, and the
gaming, founded in January 2016. We publish gaming Open Game License text at the back of the book, is
material for the Cepheus Engine, 2D6 Sci-Fi OGL, Open Content. This means that the book, with the
Stars Without Number, and White Star RPGs. Our above-noted exceptions, can serve as a basis of your
goals are primarily to publish enjoyable and rules and products (including commercial ones!), and
immediately playable supplements, settings, even re-published if you so desire.
rulesets, and adventures for our fellow players and
As noted above, the names “Cepheus Light” and the
referees. Our flagship setting is These Stars Are Ours!,
“Cepheus Engine”, however, are trademarks owned
a high-action space-opera universe in which Terra
by Jason “Flynn” Kemp and Samardan Press™ and
only recently gained its freedom from the mighty
using them is subject to consent from Jason “Flynn”
Reticulan Empire.
Kemp and Samardan Press™. Claiming compatibility
with the Cepheus Engine follows the Cepheus Engine
Compatibility-Statement License, as given in the
SPECIAL THANKS
Cepheus Engine System Reference Document
We express our special and warm thanks to Joel published by Samardan Press™.
Lovell, who kindly donated his artistic talent for the
benefit of this book.

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STELLAGAMA PUBLISHING
OPEN CONTENT BEGINS HERE A "natural" result of 2 is always a failure, regardless of
skills or other DMs. A "natural" result of 12 is always
DIE ROLL CONVENTIONS a success, even in adverse situations.
Cepheus Light uses common six-sided dice. We note Opposed throws: in a situation where two characters
each die you need to roll as a “D”. Unless noted oppose each other in an attempt, for example a spy
otherwise, “2D”, for example, means “roll two dice trying to sneak past a guard, each character throws
and add the results together”. 2D plus the appropriate skill or characteristic
In this game, DM means Dice Modifier – a number modifier; the higher roll wins. Re-roll ties.
you add or subtract from a dice roll. For example,
“2D, DM-2” means “roll two dice, add the results
together, and then subtract 2 from the total”. Note that skilled characters are competent and can
often practice their trade or profession, under normal
conditions, without a throw. Use throws only when
THE BASIC GAME MECHANIC the characters are at serious risk or under pressure,
such as time pressure, opposition, or adverse
The basic mechanic of Cepheus Light is the throw,
conditions. For example, a steward (Steward-1 skill)
and when we say this, we mean dice throw. Throw
can cook an excellent meal without needing to throw
2D, add the relevant skill or characteristic DM, and if
dice; he will have to make a Steward throw, however,
the total is equal or higher than the target number,
to impress a CEO with a unique gourmet meal. A
you succeed. For example, “throw STR 8+” means
physician (Medicine-3) can give effective first aid
“throw 2D and add your STR modifier; if the total is 8
without requiring a throw and can help characters
or more, you succeed” The amount by which your
recover from serious wounds but will have to make a
total throw exceeds or misses the target number is
Medicine throw to treat an alien disease. Combat is
called the Effect If, using the previous example, you
always an adverse and stressful situation and hence
roll a total of 11 on that throw, your Effect is 11 – 8 =
the attack throws and other combat-related throws.
3; alternately, if you throw a 4, your Effect is 4 – 8 =
-4.
Common Target Numbers
Difficulty Target Number Examples
Routine 4+ Landing a ship at a starport under normal conditions
Average 6+ Repairing a damaged vehicle system in a workshop
Difficult 8+ Shooting a target in Effective range
Very Difficult 10+ Shooting a target beyond Effective range
Formidable 12+ Landing a ship in a hurricane with a damaged engine, under enemy fire

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CEPHEUS LIGHT
CHARACTER GENERATION
Your character starts the game as a skilled, Social Standing (SOC): A character’s connections and
experienced adult. This chapter will show you how to position in society.
generate a character and take them through a career.
• Social Standing provides characters with a
STEP 1: CHARACTERISTICS number of free contacts equal to their SOC DM.

Characteristics describe your character’s general


talents and abilities. They serve as basic skills – for OPTIONAL RULE: IRON MAN!
tasks which every human (or alien!) can perform, but For a true old-school experience, throw 2D six times
some can perform better or worse than others. and assign them to the characteristics in the order
Throw 2D six times and assign the results in any order given above.
desired to your six characteristics:
Strength (STR): Physical prowess and brute force. OPTIONAL RULE: HEROIC HEROES!
• Strength determines a character’s carrying Throw 2D seven times, throw the lowest roll, and
capacity. arrange the remaining six to taste.
• Strength, along with Dexterity and Endurance,
determine how resistant your character is to
physical injury. See the Combat chapter. UNIVERSAL PERSONAL PROFILE AND PSEUDO-
HEXADECIMAL NUMBERS
Dexterity (DEX): Agility, coordination, and speed.
You can list a character’s characteristics in shorthand,
• Dexterity is the attribute used for throwing as a string of numbers in the order given above,
knives and grenades, as well as evading physical called a “Universal Personal Profile”, or UPP. To
threats. denote numbers above 9, use a “pseudo-
• Dexterity, along with Strength and Endurance, hexadecimal” system:
determine how resistant your character is to
physical injury. See the Combat chapter. Characteristic Letter
10 A
Endurance (END): Physical resilience, fitness, and 11 B
force of will. 12 C
13 D
• Endurance determines the amount of 14 E
cybernetics a character can use. 15 F
16 G
• Physical injury is first applied to Endurance So, for example, a character with STR 7, DEX 12, END
before the other two physical characteristics. See 6, INT 10, EDU 8, and SOC 11 will have a UPP of
the Combat chapter. 7C6A8B.
Intelligence (INT): Reasoning, creativity, and Normal humans cannot have a characteristic higher
intellectual capabilities. than 15 (F).
• Together with EDU, Intelligence determines the
character’s maximum number of skill ranks.
Education (EDU): Formal schooling and general
knowledge.
• Education 8+ allows rolling on the Advanced
Education column in the career tables.
• A character gains a number of additional
languages equal to their EDU DM.
• Together with INT, Education determines the
character’s maximum number of skill ranks.

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CHARACTERISTIC DMS USING CHARACTERISTIC THROWS
Each characteristic has an associated Dice Modifier Characteristics represent general human (or alien!)
(DM) based on its value or score, as noted below: capabilities that every character possesses to one
Characteristic Score Characteristic DM degree or another. This is opposed to skills, which
0-2 DM-2 represent specialized training. These include things
3-5 DM-1
6-8 DM+0 such as fitness and agility (STR, END, and DEX),
9-11 DM+1 general reasoning (INT), general knowledge (EDU),
12-14 DM+2 and using connections and social innuendo to further
15-17 DM+3 one's ends (SOC). Anyone can jump to a certain
18-20 DM+4
distance (DEX), but not everyone can pilot a starship
Above 20, a character increases their characteristic
(Piloting skill).
DM by another +1 per three points – for example, 21-
23 will have DM+5, and so on. This means that The Athletics skill is unique in that it can substitute,
monstrously powerful creatures will almost and be substituted by, physical characteristics; use
automatically succeed in throws using their powerful the highest DM available between the character's
characteristic. This is intentional – a massive alien characteristic DMs and Athletics skill. It is also unique
brute, for example, would be capable of feats of in that it does not carry the Unskilled penalty
strength unattainable by most humans. described below; every character is capable of some
level of physical activity, after all.

STEP 2: HOMEWORLD SKILLS


At the age of 18, before embarking in a career, your
character has already learned a single skill. Choose a
homeworld type and one skill from its list.

ZERO-LEVEL SKILLS
Normally, a character is either skilled in a task or
unskilled. In the latter case, they suffer DM-3 for
lacking the appropriate skill. However, to facilitate
play, we recommend that the Referee grant a few
skills as “Zero-level”. This means that while the
character is not skilled enough to hold down a job
with that skill, and does not enjoy a positive DM on
rolls, the character is familiar enough with that skill to
avoid the unskilled penalty (DM-3). Recommended
Zero-level Skills for all adventurers include Athletics,
Driving, Grav Vehicle, Gun Combat, Melee Combat,
and Zero-G. There is no need to write them on the
character sheet, as all adventurers and other
characters with military or paramilitary training have
them – just keep that in mind when rolling. Core-
dwelling civilians with no frontier or military
experience should typically only have Athletics,
Driving, and Grav Vehicle as their Zero-level skills.

Homeworld Skills
Homeworld Skill (choose one)
High-tech core world Computer-1, Grav Vehicles-1, Streetwise-1
Frontier colony Driving-1, Watercraft-1, Survival-1
Inhospitable outpost Repair-1, Science-1, Zero-G-1
Primitive backwater Animals-1, Recon-1, Survival-1

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CEPHEUS LIGHT
STEP 3: CAREERS 3. Muster Out: Once you complete your career, roll
for Mustering Out Benefits. Each term of service you
Characters start off at the age of 18. They are then completed allows you one roll on one of the two
“grown” through the character generation game. Mustering Out tables: Cash or Benefit. You gain one
bonus roll if you are Rank O4, two if you are Rank O5,
Follow these steps to generate your character’s or three if you are Rank O6. Characters of Rank O5 or
career. Each career is comprised of four-year terms of O6 enjoy DM+1 on the Material Benefits table;
service. Each career table presents the various throws characters with the Carousing skill enjoy DM+1 on
needed for character generation. the Cash table. No more than 3 rolls may be made on
Note that the total sum of a character’s skill Levels the Cash Benefit table.
can never exceed the sum of their INT + EDU 3.1 Retirement: If you have serves 5 or more terms,
characteristics. However, first generate the character you are entitled to retirement pay.
and list all skills, even if they exceed this limit. After
Mustering Out, if the total of your skill points exceeds 4. Reach out to the stars and begin your adventure!
the sum of your INT + EDU, you may choose which
skills to reduce to zero-level skills (as described
above) to reduce your skill total as required. OPTIONAL RULE: SURVIVAL AGAINST ALL ODDS
Under the basic rules, character who fail a Survival
roll die, and the player must generate a new
1. Choose a Career: Try to enter a career, using its character. However, some players and Referees
Qualification throw. If you succeed, begin the career. dislike this and consider the rule to be overly brutal.
If you fail, enter the Draft. In such a case, at the Referee's discretion, characters
2. Resolve your term of service: who fail a Survival throw survive the ordeal but must
end their career immediately, after two years of the
2.1 Survival Throw: If you fail, you die; roll up a new last term, and do not gain Mustering Out Benefits for
character. If you succeed, proceed to 2.2, below. the term they failed the Survival throw on. This may
2.2 Skill Table: Roll once on one of the four skill tables represent grievous injury or another dire mishap in
associated with that career to gain one level of a skill. the character's career, at the Referee's and player's
Acquired skill levels are cumulative; the first time you discretion. Note that this optional rule reduces the
receive a skill, you receive it at level 1. On your first incentive to quit one's career at a younger age, and
term only, roll twice and gain two skills. You may only thus may produce more experienced characters than
roll on the Advanced Education table if your EDU is 8 under the basic rules.
or greater.
2.3 Advancement throw: Throw for Advancement. If OPTIONAL RULE: MULTIPLE CAREERS
you succeed, you gain one rank and gain an additional
skill roll on any table. Under these basic rules, you may not switch between
careers or begin a new career once your career has
2.4 Rank skills: If promoted, some ranks have skills ended. At the Referee's discretion, characters who
associated with that rank. Gain that skill rank, if failed their re-enlistment throw, or characters leaving
eligible. These are cumulative with existing skills; for their career voluntarily, may try to enter a new career.
example, a character with Pilot-1 who receives Pilot-1 Make a Qualification throw for the new career, DM-1
as a rank skill now has Pilot-2. per previous career. If successful, the character has
2.5 Aging: If your character has completed their begun a new career; if the roll failed, the character
fourth term or later, (ages 33 and up), check for aging. must muster out and begin adventuring. Note that
this rule tends to produce more skilled characters
2.6 Re-Enlistment: Throw for re-enlistment. If you fail, than the basic rules.
you finish your career; proceed to Step 3; If you
succeed, you may choose to re-enlist, or you can
voluntarily terminate your career (proceed to Step 3). OPTIONAL RULE: ZERO LEVEL SERVICE SKILLS
If you throw a “natural” 12, you must remain in your
career. As an optional rule, during the character’s first term
of service, they gain all the skills listed in the Service
2.7 Additional terms of service: If you remain in your Skills category of their career at level 0 instead of the
career, repeat stages 2.1-2.7 for each additional term second skill throw normally allowed. This is in
of service. You must retire after 7 terms of service addition to any Zero-level skills the Referee grants the
unless you throw a “natural” 12, in which case, you characters (see above). If using the above Multiple
must retire at the end of the 8th term of service. Careers optional rule, characters only gain the Service
Skills at level 0 from their first career.

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CAREER TABLES
The following twelve careers provide a wide selection of common futuristic adventurous occupations and science
fiction tropes. Other careers, especially setting-specific ones, are possible, at the Referee's discretion or as given
in a campaign setting rulebook.

AGENT
You were a police officer, spy, or private investigator. Qualification INT 6+
Survival INT 6+
Advancement EDU 7+
Re-Enlistment 6+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Agent Investigation-1 1 1000 Low Passage
1 Special Agent 2 5000 +1 INT
2 Special Agent in Charge 3 10000 Weapon
3 Unit Chief 4 10000 Contact
4 Section Chief Admin-1 5 20000 +1 SOC
5 Assistant Director 6 50000 Low Passage
6 Director 7 50000 High Passage
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Repair 1 Computer Admin
2 +1 DEX Gun Combat 2 Demolitions Computer
3 +1 END Gunnery 3 Gun Combat Jack o’Trades
4 Athletics Melee Combat 4 Melee Combat Medicine
5 Melee Combat Recon 5 Survival Leadership
6 Carousing Driving 6 Grav Vehicle Tactics

ARMY
You served in a planetary military or mercenary force. Qualification END 5+
Survival END 5+
Advancement EDU 8+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Private Gun Combat-1 1 1000 Low Passage
1 Lieutenant Leadership-1 2 5000 +1 INT
2 Captain 3 10000 Weapon
3 Major 4 10000 Mis Passage
4 Lt. Colonel 5 20000 Weapon
5 Colonel 6 50000 High Passage
6 General +1 SOC 7 50000 +1 SOC
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Repair 1 Computer Admin
2 +1 DEX Gun Combat 2 Demolitions Computer
3 +1 END Gunnery 3 Recon Jack o’ TRades
4 Athletics Melee Combat 4 Melee Combat Medicine
5 Melee Combat Heavy Weapons 5 Survival Leadership
6 Carousing Driving 6 Grav Vehicle Tactics

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CEPHEUS LIGHT

BELTER
You mined asteroids and planetoids. Qualification INT 4+
Survival DEX 7+
Advancement INT 6+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Miner Zero-G-1 1 1000 Low Passage
1 Roughneck 2 5000 +1 INT
2 Tool Pusher 3 5000 Vacc Suit
3 Manager 4 10000 Mid Passage
4 Director Admin-1 5 50000 +1 EDU
5 Vice President 6 100000 Prospector
6 Executive Officer 7 250000 Explorer’s Society
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Repair 1 Engineering Admin
2 +1 DEX Demolitions 2 Computers Medicine
3 Athletics Piloting 3 Repair Science
4 Jack o’ Trades Computers 4 Science Engineeing
5 Melee Combat Zero-G 5 Zero-G Grav Vehicle
6 Carousing Repair 6 Gunnery Liaison

COLONIST
You lived in a colony on the high frontier, as a pioneer for your Qualification END 5+
species. Survival END 5+
Advancement EDU 8+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Citizen Survival-1 1 1000 Low Passage
1 District Leader 2 5000 +1 INT
2 District Delegate 3 5000 Weapon
3 Council Advisor Liaison-1 4 5000 Mid Passage
4 Councilor 5 10000 Mid Passage
5 Lieutenant Goivernor 6 20000 High Passage
6 Governor 7 50000 +1 SOC
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Repair 1 Recon Liaison
2 +1 DEX Gun Combat 2 Leadership Science
3 +1 END Animals 3 Jack o’ Trades Medicine
4 +1 INT Melee Combat 4 Watercraft Computer
5 Athletics Survival 5 Animals Admin
6 Carousing Driving 6 Grav Vehicle Aircraft

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ELITE
You were a member of the upper classes: a celebrity, Qualification Automatic at SOC 10+;
corporate executive, or politician. otherwise impossible.
Survival INT 5+
Advancement INT 8+
Re-Enlistment 6+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Analyst 1 2000 Contact
1 Supervisor 2 10000 +1 EDU
2 Manager 3 20000 +1 SOC
3 Director 4 40000 High Passage
4 Managing Director 5 50000 +1 INT
5 Vice President 6 100000 Explorer’s Society
6 President 7 200000 Yacht
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 SOC Admin 1 Admin Admin
2 +1 DEX Liaison 2 Deception Medicine
3 +1 END Carousing 3 Carousing Computer
4 Melee Combat Computer 4 Athletics Liaison
5 Athletics Leadership 5 Liaison Carousing
6 Carousing Grav Vehicle 6 Jack o’ Trades Science

MARINE
You served as a space trooper carried aboard starships for Qualification INT 6+
boarding actions and planetary assaults. Survival END 7+
Advancement SOC 6+
Re-Enlistment 6+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Trooper Gun Combat-1 1 1000 +1 EDU
1 Lieutenant Leadership-1 2 5000 Weapon
2 Captain 3 10000 Mid Passage
3 Major Tactics-1 4 10000 +1 SOC
4 Lt. Colonel 5 20000 High Passage
5 Colonel 6 50000 Explorer’s Society
6 Brigadier 7 50000 +1 EDU
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Heavy Weapons 1 Repair Admin
2 +1 DEX Athletics 2 Demolitions Computer
3 +1 END Gun Combat 3 Leadership Piloting
4 +1 INT Gunnery 4 Survival Medicine
5 +1 EDU Melee Combat 5 Recon Sciences
6 Carousing Zero-G 6 Grav Vehicle Tactics

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CEPHEUS LIGHT

MERCHANT
You were star-faring purveyor of goods, either a tough Qualification INT 4+
independent trader, or working for a corporation. Survival INT 5+
Advancement EDU 8+
Re-Enlistment 4+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Crewmember Steward-1 1 1000 Low Passage
1 Deck Cadet 2 5000 +1 EDU
2 Fourth Officer 3 10000 Weapon
3 Third Officer Pilot-1 4 20000 Contact
4 Second Officer 5 20000 High Passage
5 First Officer 6 50000 Explorer’s Society
6 Captain 7 100000 Free Trader
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Repair 1 Gun Combat Admin
2 +1 DEX Liaison 2 Gunnery Engineering
3 Athletics Carousing 3 Jack o’ Trades Medicine
4 Zero-G Admin 4 Medicine Computers
5 Melee Combat Streetwise 5 Engineering Science
6 Carousing Steward 6 Piloting Tactics

NAVY
You served in the interstellar navy, patrolling the stars and Qualification INT 6+
fighting enemies and pirates. Survival INT 6+
Advancement EDU 7+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Starhand 1 1000 Low Passage
1 Ensign 2 5000 +1 EDU
2 Lieutenant 3 10000 Weapon
3 Lt. Commander 4 10000 Mid Passage
4 Commander 5 20000 +1 SOC
5 Captain 6 50000 High Passage
6 Commodore 7 50000 Explorer’s Society
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Repair 1 Jack o’ Trades Admin
2 +1 DEX Engineering 2 Repair Computer
3 Athletics Gun Combat 3 Engineering Engineering
4 +1 INT Gunnery 4 Leadership Medicine
5 +1 EDU Melee Combat 5 Piloting Sciences
6 Carousing Zero-G 6 Jack o’ Trades Tactics

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PIRATE
You were a corsair, raider, or smuggler. You did monstrously Qualification DEX 5+
illegal but extremely lucrative things. Survival DEX 7+
Advancement INT 6+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Crewmember Melee Combat-1 1 1000 +1 INT
1 Corporal 2 5000 Weapon
2 Lieutenant Piloting-1 3 10000 High Passage
3 Lt. Commander 4 20000 +1 SOC
4 Commander 5 50000 High Passage
5 Captain 6 100000 Corsair
6 Dread Pirate 7 250000 +1 INT
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Streetwise 1 Zero-G Computer
2 +1 DEX Repair 2 Computer Investigation
3 +1 END Gun Combat 3 Engineering Jack o’ Trades
4 Melee Combat Melee Combat 4 Gunnery Medicine
5 Deception Stealth 5 Tactics Admin
6 Carousing Recon 6 Piloting Sciences

ROGUE
You were a drifter, criminal, or rebel. Qualification DEX 5+
Survival DEX 5+
Advancement INT 8+
Re-Enlistment 4+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Independent Streetwise-1 1 1000 Low Passage
1 Associate 2 5000 +1 INT
2 Made Soldier Gun Combat-1 3 5000 Weapon
3 Lieutenant 4 5000 Contact
4 Underboss 5 10000 Weapon
5 Consigliere 6 20000 Mis Passage
6 Boss 7 50000 +1 SOC
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Streetwise 1 Computer Survival
2 +1 DEX Repair 2 Repair Engineering
3 +1 INT Gun Combat 3 Carousing Jack o’ Trades
4 Athletics Deception 4 Admin Medicine
5 Melee Combat Stealth 5 Recon Investigation
6 Carousing Recon 6 Deception Tactics

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CEPHEUS LIGHT

SCHOLAR
You were an academic, researcher, physician, or member of Qualification EDU 6+
the professions. Survival INT 4+
Advancement EDU 9+
Re-Enlistment Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Student Admin-1 1 1000 Contact
1 Researcher 2 5000 +1 EDU
2 Research Professor 3 10000 +1 INT
3 Assistant Professor Liaison-1 4 10000 Mid Passage
4 Associate Professor 5 20000 +1 SOC
5 Professor 6 50000 High Passage
6 Distinguished Professor 7 50000 Research Vessel
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Admin 1 Survival Piloting
2 +1 DEX Computer 2 Admin Computer
3 +1 END Medicine 3 Medicine Engineering
4 +1 INT Liaison 4 Science Medicine
5 +1 EDU Investigation 5 Repair Jack o’ Trades
6 Carousing Science 6 Carousing Science

SCOUT
You were an intrepid explorer or courier. Qualification INT 6+
Survival END 7+
Advancement INT 6+
Re-Enlistment 6+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Scout Piloting-1 1 1000 Low Passage
1 2 5000 +1 INT
2 3 10000 Weapon
3 Senior Scout Science-1 4 10000 Mid Passage
4 5 20000 Vacc Suit
5 6 50000 Scout Ship
6 Director 7 50000 Explorer’s Society
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Repair 1 Engineering Admin
2 +1 DEX Computer 2 Gunnery Computer
3 Athletics Gun Combat 3 Sciences Grav Vehicle
4 Jack o’ Trades Piloting 4 Piloting Medicine
5 +1 EDU Recon 5 Investigation Science
6 Melee Combat Piloting 6 Stealth Tactics

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STELLAGAMA PUBLISHING
THE DRAFT • Prospector: Gain partnership in a 100-ton
Prospector. You must pay operating expenses
If the character fails their Qualification throw, they and maintenance. You don’t owe any payments
must submit to the Draft, which randomly for the ship, but it is a 1D decades old rustbucket
determines their later career. Throw 1D on the – beware!
following table.
• Research Vessel: gain a 200-ton Research Vessel.
1D Drafted Into... The ship belongs to a research institute and the
1 Exempt (become a colonist) character pays for regular operating expenses,
2 Draft dodger (become a rogue) except for annual maintenance.
3 Marines • Scout Ship: gain a 100-ton Scout Ship. The Scout
4 Merchant Service still owns the ship but makes it available
5 Navy to you on reserve basis. You gain free
6 Scout maintenance and refueling for the vessel at
Scout bases. Expect the Scout Service to have
missions for you from time to time.
• Weapon: Gain a single non-heavy personal
STEP 4: MUSTERING OUT weapon up to TL12, or any tech level set by the
Referee according to their setting and up to
Characters may gain one or more of the following Cr1000 in value including ammunition. Multiple
material benefits: receptions of this benefit allow either multiple
weapons or a more expensive weapon.
• Contact: gain an important and useful
relationship with a person or group who can • Alternatively, the character may opt to take
provide you with significant favors: an arms personal armor, or, at the Referee's discretion,
dealer can provide otherwise unobtainable gear, cybernetics under the same restrictions.
while a corporate exec can serve as patron and • Yacht: gain the use of a 100-ton yacht from a
supply highly useful information on the government or corporation. You are responsible
corporate world. Contacts typically stay on one for all costs and maintenance and owe favors to
world, but some do move around. Abusing said government or corporation. They will call in
contacts and not reciprocating the positive those favors in from time to time.
relationship can lead to the loss of the contact.
Note that characters with a positive SOC DM gain
a number of free contacts equal to that DM. RETIREMENT PAY
• Corsair: gain a 300-ton pirate corsair. The ship Characters who retire after 5 terms (age 38) or more
belongs to a pirate boss or gang; you owe them receive an annual retirement pay. The base pay at 5
big time for the use of the ship and they will terms is Cr10000 a year; each additional term served
request favors from time to time. You pay for all in that career adds Cr2000 per year.
regular operating costs and owe half the profits
from your piracy to the boss or gang.
• Free trader: gain a 200-ton Free Trader ship. The
character must make mortgage payments of
Cr150000 a month for the next forty years. Each
additional time you receive this benefit reduces
this by ten years; receive it four times, and you
don’t have to pay a mortgage; but you get a 40-
year-old antique!
• Explorer’s Society: Become a member of the
exclusive Explorer’s Society. Membership grants
a free high-passage ticket for one parsec every
two months and free stay at Society hostels in
most starports.
• Passage: Gain a single ticket of the type named
(low, mid, high) for travelling one jump (up to
two parsecs) on a starship.

17
CEPHEUS LIGHT
AGING
Characters must make aging rolls beginning at the
age of 34. At the end of the 4th term, and on the end
of each subsequent term, throw 2D on the following
table. The character’s total number of terms serves as
a negative DM to the throw. The Referee might add
DM+2 for characters living in technologically
advanced societies with good health care (see
below).
2D Effect of Aging
-6 Reduce three physical characteristics by 2, reduce one mental characteristic by 1
-5 Reduce three physical characteristics by 2.
-4 Reduce two physical characteristics by 2, reduce one physical characteristic by 1
-3 Reduce one physical characteristic by 2, reduce two physical characteristics by 1
-2 Reduce three physical characteristics by 1
-1 Reduce two physical characteristics by 1
0 Reduce one physical characteristic by 1
1+ No effect

AGING CRISIS OPTIONAL RULE: SKILL PACKAGES


If any characteristic falls to 0 due to aging, the character To facilitate play and ensure a skill set covering all basic
must throw 6+ to survive. If still alive, they will now have aspects of the characters’ adventures (such as operating a
that characteristic at 1, and must retire from service. starship), the Referee may allow players to choose a skill
package in addition to any skills they earned in their
careers. Each character may choose one of the skills from
OPTIONAL RULE: AGING AND TECHNOLOGY the chosen package. They receive the skill at Level-1. Two
Advanced medicine prolongs life and delays aging. At TL8- characters may choose the same skill. Characters cannot
10, add DM+1 to all aging rolls. This DM increases to DM+2 choose a skill they already have. The table below provides
at TL11-12, and to DM+3 at TL13+. five useful examples of skill packages. Referees are free to
create more skill packages for their campaigns.

Campaign Style Skill Package


Exploration Piloting-1, Engineering-1, Survival-1, Science-1, Repair-1
Military Leadership-1, Gunnery-1, Melee Combat-1, Heavy Weapons-1, Tactics-1
Naval Piloting-1, Computer-1, Repair-1, Gunnery-1, Engineering-1
Trading Piloting-1, Engineering-1, Liaison-1, Medicine-1, Steward-1
Criminal Streetwise-1, Stealth-1, Admin-1, Recon-1, Deception-1

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STELLAGAMA PUBLISHING
CHARACTER GENERATION EXAMPLES while engaging in some scientific cataloguing and
surveying on an alien world, her character was nearly
Example 1: Gently cajoled by her husband into trying killed by a local predator. Rolling for Advancement,
out Cepheus Light, Heidi decides to roll up a scout Heidi gets a 5 + 1 = 6; her character is now a Rank-2
character. She rolls 2D six times, and gets the Scout. She rolls on the Advanced Education skill table
following results: 8, 7, 9, 9, 4, 7. She looks at the and receives Computer-1. Heidi then rolls for re-
career tables, and notices that Scouts need enlistment, and gets a 7, enough to continue
Intelligence to qualify, and Endurance to survive, so generating the character. Her character now looks
she puts the attributes in the following order: STR 7, like this:
DEX 4, END 9, INT 9, EDU 8, SOC 7. Worried that her Scout (2 terms) STR 7, DEX 4, END 9, INT 9, EDU 8,
character will be terribly bad in combat with that low SOC 7; Watercraft-1, Pilot-1, Recon-1, Investigation-1,
DEX (she may not have played Cepheus Light before, Science-2, Computer-1. Rank-2.
but everyone knows that you have to have a high
DEX), she consults the Referee, who reassures her: For Heidi’s third term, she rolls a 7 + 1 = 8 for Survival.
attributes are not added to skill rolls in Cepheus Light. She then rolls on the Specialist skill tables, getting
Properly informed, she chooses a homeworld: a Investigation-1, for a total of Investigation-2. She
backwater frontier colony. She chooses Watercraft-1 then rolls for Advancement, getting an 8 + 1 = 9, and
as her character’s homeworld skill. receives the title of Senior Scout (Rank-3), and the
Science-1 skill, for a total of Science-3. Rolling on the
Having generated an 18-year old kid with a knack for Advanced Education table for the bonus skill, Heidi
sailing, Heidi consults the character generation gets Computer-1, for a total of Computer-2. She then
checklist to find that she now must begin her first rolls to re-enlist and gets a 4! The character’s career
term. She rolls 2D to qualify for the Scout career, and in the scouts is over after three terms. Heidi decides
gets an 8 + 1 (INT DM) = 9. Then, before getting skills, on a name at this point, Efrem Kazzov, and she figures
Heidi throws the Survival roll. She needs a 7+, that the Scout Service finally caught up with the
modified by the character’s END DM. An END 9 gives young apprentice and forced him out of the Service,
a DM+1. This is good news, so Heidi rolls and gets a 7 since he was recruited illegally in the first place.
+ 1 = 8. Now that the character has survived the first Heidi’s character looks like this:
term, it’s time to get skills. Scouts at Rank-0
automatically receive Piloting-1, so Heidi marks that Efrem Kazzov Age 30 (3 terms), STR 7, DEX 4, END 9,
down. She then rolls once on the Service table, INT 9, EDU 8, SOC 7; Watercraft-1, Pilot-1, Recon-1,
getting Recon-1, and once on the Specialist table, Investigation-2, Sciences-3, Computer-2.
getting Science-1. She then rolls for Advancement, Now, Heidi rolls for Mustering Out Benefits. Since
and gets a 9 +1 =10. She is now a Rank 1 Scout, and Efrem was a Scout for three terms, he gets three rolls.
gains a roll on the skill table of her choice. Heidi Heidi chooses one roll on the Cash table and receives
selects the Specialist table, and receives Cr10000. She then rolls on the Materials table, and
Investigation-1. Heidi then rolls for re-enlistment. She gets a Middle Passage, and a Weapon. Not the Scout
needs 6+, and rolls an 8. Heidi decides to continue Ship she was hoping for, but not terrible. Heidi
the character as a scout. decides that the weapon is the service snub pistol
After one term, her character looks like this: STR 7, that Efrem used to (barely) save himself from that
DEX 4, END 9, INT 9, EDU 8, SOC 7; Watercraft-1, Pilot- horrible predator back on Ungula Prime, and has
1, Recon-1, Investigation-1, Science-1. Rank-1. carried it with him ever since (the Referee kyboshed
her first suggestion, that Efrem receive a Blaster
Interpreting the results, Heidi decides that this young Pistol).
kid apprenticed on a visiting scout ship, and picked up
basic ship piloting and ship crewing skills (though Finally, Heidi selects one skill from the Skill Package
always supervised by an adult). However, this young that the player characters will be using: the Criminal
scout’s reflexes were not deemed sharp enough to package. She takes Stealth-1.
warrant further training as a pilot. Instead, the The final character build looks like this: Efrem Kazzov,
character’s training focused on observation, both in a 30M, STR 7, DEX 4, END 9, INT 9, EDU 8, SOC 7; 3
scientific and research setting, and out in the field, terms Scout Service: Watercraft-1, Pilot-1, Recon-1,
looking for dangers. Investigation-2, Sciences-2, Computer-2, Stealth-1
For the scout’s second term, Heidi rolls to Survive. (Athletics, Driving, Grav Vehicle, Gun Combat, Melee
She gets a 6 + 1 = 7, which is barely enough to make Combat, and Zero-G all at level-0). Middle Passage,
it through the term! She notes this down. It might Snub Revolver, 10000Cr in cash.
make for some good character background later. She
then rolls on the Specialist skill table, receiving
Science-1, for a total of Science-2. Heidi decides that

19
CEPHEUS LIGHT
Heidi looks over the character, and comes up with a rolls for Augustus to survive, and gets an 8, which is
general backstory: Efrem Kazzov was born on a more than the 5 he needed. He then rolls once on the
backwater frontier colony that doesn’t even deserve Personal Development table, receiving Carousing-1.
a name. He was good at school, tough, and clever, He rolls Advancement and gets a 9 – 1 = 8, which is
and spent most of his time on the water in different enough to advance Augustus to a Rank-1 District
small and not-so-small watercraft. One day, a scout Leader. He rolls once on the Specialist skill table,
ship arrived near Efrem’s homestead, and he helped receiving Jack O’ Trades-1. Augustus re-enlists as a
the crew out by ferrying them to and from a remote colonist easily enough, rolling a 10.
location. He begged them to take him on as a crew,
Augustus Green: 26 (2 Terms) Colonist, STR 8, DEX 9,
and they agreed on a probationary basis. Efrem is a
END 8, INT 7, EDU 5, SOC 11. Survive-1, Repair-1,
decent pilot, but he is really gifted at observation,
Streetwise-1, Carousing-1, Jack O’ Trades-1,
and has a keen enough mind to make a half-decent
Watercraft-1. Rank-1.
field scientist and surveyor. He is a bit awkward and
clumsy, but more than makes up for that by Term 3: Augustus survives this term easily (result of
possessing an indomitable constitution and a 10 on the Survival roll). Isaac’s interest in the Jack O’
stubborn streak a mile wide. A near-death experience Trades skill causes him to roll on the Specialist table,
while surveying gave Efrem a real appreciation for life gaining Grav Vehicles-1. Rolling for Advancement,
on the frontier, and he has become a careful and Augustus does not advance in rank. Isaac rolls to re-
studious observer in nearly every situation. He has enlist, and succeeds with a 10.
also picked up a knack for being quiet and
Augustus Green: 30 (3 Terms) Colonist, STR 8, DEX 9,
unobtrusive, which as only helped his observation
END 8, INT 7, EDU 5, SOC 11. Survive-1, Repair-1,
skills. Recently, the scout ship Efrem had served on
Streetwise-1, Carousing-1, Jack O’ Trades-1, Grav
for twelve years arrived at a major starport, and a
Vehicles-1, Watercraft-1.
Scout Service administrator learned about Efrem’s
irregular enlistment in the Service. Bureaucrats being Term 4: Augustus survives this term as well (rolling an
bureaucrats, there was nothing for Efrem to do but 8), and Isaac selects the Personal Development table,
say his goodbyes, and make his own way. rolling up Leadership-1. He attempts to advance,
rolling an 8 – 1 = 7, which is insufficient to gain a
promotion. Rolling for re-enlistment produces an 11,
Example 2: Isaac has rolled up the following stats: 11, so Augustus continues his career as a colonist. Since
8, 8, 5, 9, 7, which he placed in the following order: this is the end of the 4th term, Augustus might suffer
STR 8, DEX 9, END 8, INT 7, EDU 5, SOC 11. He picks a from the effects of ageing. Isaac rolls a 5, subtracting
High-Tech Core world as Homeworld, and selects 4 for the number of terms served, with a result of 1.
Streetwise-1 as his character’s homeworld skill. He No aging effects!
settles on a name right away, Augustus Green.
Augustus Green: 34 (4 Terms) Colonist, STR 8, DEX 9,
For Augustus’ career, Isaac decides against going into END 8, INT 7, EDU 5, SOC 11. Survive-1, Repair-1,
the Elite career. He tries for the Marines instead, Streetwise-1, Carousing-1, Jack O’ Trades-1, Grav
throwing a 5, and fails to enter the career. Now, Vehicles-1, Leadership-1, Watercraft-1. Rank-1.
Augustus must enter the Draft, and is exempted (roll
Term 5: Augustus survives this term (roll of 7), and
of 1). His high social standing kept him out of military
Isaac rolls on the Personal skill table, getting
service, or worse, the Scouts, but now Augustus has
Carousing-1, for a total of Carousing-2. Rolling for
ended up on a colony ship to some frontier world far
Advancement, Isaac gets a 9 – 1 = 8, and Augustus is
away from the Core.
finally promoted to District Delegate (Rank-2). Isaac
For Augustus’ first term, Isaac rolls Survival and rolls on the Service skill table, and receives Melee
succeeds easily with a result of 12. Augustus gains Combat-1. The roll for re-enlistment succeeded (9),
Survive-1 for being a Rank-0 Colonist. He then rolls on and the aging roll is an 8 – 5 = 3, so no aging effect
the Service skill table and once on the Specialist again.
table, since Augustus’ EDU is too low to qualify him
Augustus Green: 38 (5 Terms) Colonist, STR 8, DEX 9,
for Advanced Education. He receives Repair-1 and
END 8, INT 7, EDU 5, SOC 11. Survive-1, Repair-1,
Watercraft-1. Rolling for Advancement, Isaac rolls a 4
Streetwise-1, Carousing-2, Jack O’ Trades-1, Grav
– 1 (EDU DM) = 3. No luck there. Isaac rolls to re-enlist
Vehicles-1, Leadership-1, Melee Combat-1,
Augustus and succeeds easily.
Watercraft-1. Rank-2.
Augustus Green: 22 (1 Term) Colonist, STR 8, DEX 9,
END 8, INT 7, EDU 5, SOC 11. Survive-1, Repair-1,
Streetwise-1, Watercraft-1 (and a few Zero-level skills
we will ignore for now).
Term 2: Grumbling about his character’s fate, Isaac

20
STELLAGAMA PUBLISHING
Isaac considers this character: a poor little rich boy Georges might feel a little stymied at first, but he
who played at being a street tough in his youth defied plays with this result, and realizes that this character
his parents’ wishes to join the corporate world, and is a young femme fatale gambler and drifter who
instead signed onto a government service contract knows her way around a gun. Melinda had made
that he hoped would have gotten him into the more enemies than friends in the world of
marines. Instead, Augustus Green flunked the professional gambling and organized crime, so she
psychometric examinations, and ended up having to decided to go out with a bang: she won a decent
serve as a colonist on some frontier rockball, filled amount of money cheating at her associates’ casino,
with poor people. His first years as a colonist were and absconded with it. Now, the money is running
downright humiliating, as he was forced to learn to out, and Melinda is considering using her skills to
do menial farm chores, conduct basic maintenance branch out in different career paths.
on farming equipment, and learn the basics of
surveying and survival on the high frontier. While his
poor scores kept Augustus out of higher education, Example 4: Matthew has rolled the following
he picked up a wide variety of skills quickly, and attributes: STR 6, DEX 7, END 9, INT 7, EDU 9, SOC 6.
eventually established himself on the colony as a He decides that his character will hail from a frontier
minor leader in his community. Augustus knew colony, and selects Driving-1 for the homeworld skill.
everyone, knew how to do a little bit of everything, He then attempts to join the Navy, and qualifies with
and even helped defend the colony from pirate a roll of 9. He names the character Markus Baldhoff.
raiders on a handful of occasions! He married, settled
Term 1: Markus gains Zero-G-1 for starting at Rank-0,
down, and raised a family. Unfortunately for
and then Matthew rolls to survive the term: 4. Poor
Augustus (but fortunately for Isaac), the pirate raiders
Markus does not make it out into space, and
returned in force one last time, and destroyed
Matthew will have to roll up another character.
everything he had built. His family was gone, and
Augustus was now left to start again. He thought Example 5: Matthew tries again, rolling STR 5, DEX 7,
about his foolish youth, and decided to leave his new END 9, INT 9, EDU 8, SOC 7. He selects a Core World
home and travel the stars… background, gaining Computer-1, and attempts to
join the Navy (he really is set on playing a navy
character). Rolling a 9 to qualify, his character, Joseph
Example 3: Georges rolls up the following attributes: Luy, does qualify for the Navy.
STR 7, DEX 7, END 6, INT 11, EDU 7, SOC 3. This low-
Term 1: Joseph gains Zero-G-1 at Rank-0, and now
life character piques Georges interest. He decides on
Matthew rolls to survive the term again. He rolls a 4
a name, Melinda Harris, and that she is a denizen of
again, except this time, Joseph’s INT 9 provides a
a space outpost. He picks Zero-G-1 as his homeworld
DM+1 to the survival roll, for a 5 in total. Joseph
skill, and attempts to Qualify for the Rogue career,
survives the first term, and Matthew makes a note of
rolling a 5, and succeeding (barely).
just how close a call it was. Matthew selects the
Term 1: Melinda receives Streetwise-1 as a Rank-0 Service and Advanced Education skill tables, rolling
rogue. Georges rolls Survival 4+, and gets a 5. He then Gunnery-1 and Medicine-1. He then rolls an 11 for
rolls twice on the Personal Development skill table, Advancement, which is enough to promote Joseph to
getting Gambling-1 and Carousing-1. Next up is the Midshipman, giving him Leadership-1. Matthew rolls
Advancement roll, and Georges throws a 7 + 1 (INT on the Specialist table for the additional skill gained
DM) = 8, making Melinda a Rank-1 Associate criminal. from the Advancement, and gets Jack O’ Trades-1.
He chooses to roll on the Service skill table, and gains Matthew rolls to re-enlist Joseph in the Navy, getting
Gun Combat-1. He rolls to re-enlist, needing a 4+ and a result of 12.
fails!
Joseph Luy: 22 (1 Term) Navy, STR 5, DEX 7, END 9,
Melinda gets a single roll for Mustering Out Benefits, INT 9, EDU 8, SOC 7. Computer-1, Zero-G-1, Gunnery-
as he only served one term and was still of relatively 1, Medicine-1, Jack O’ Trades-1, Leadership-1. Rank-
low rank. Georges decides to roll on the Cash table, 1.
gains a +1 to the roll for Melinda’s Gambling skill, and
Term 2: Matthew rolls a 10 on the Survival throw, and
rolls a 6 + 1 = 7, or 50000Cr. He selects Stealth-1 from
Joseph lives through the next four years. He gains one
the Criminal Skill Package.
skill roll, selecting the Specialist table again, and gains
Melinda Harris: 22 (1 Term) Rogue, STR 7, DEX 7, END Piloting-1. Rolling a 9, Joseph is also promoted to
6, INT 11, EDU 7, SOC 3. Streetwise-1, Zero-G-1, Lieutenant this term, and rolls on the Personal
Gambling-1, Carousing-1, Gun Combat-1, Stealth-1. Development skill table, gaining DEX +1. The roll for
Rank-1. 50000Cr. re-enlistment is 9, meaning that Joseph can continue
his naval career.

21
CEPHEUS LIGHT
Joseph Luy: 26 (2 Terms) Navy, STR 5, DEX 8, END 9, Example 6: Chloe is eager to make a character, and
INT 9, EDU 8, SOC 7. Computer-1, Zero-G-1, Gunnery- she rolls the following stats: STR 6 DEX 9 END 8 INT 8
1, Medicine-1, Jack O’ Trades-1, Leadership-1, EDU 9 SOC 4, a smart kid from the wrong side of the
Piloting-1. Rank-2. tracks. She picks an Inhospitable outpost as her
Term 3: Ma�hew rolls an 11 to survive the term. He homeworld and selects Repair-1 as her background
then rolls on the Specialist skill table and gains skill. She then decides to try for the Merchant career,
Pilo�ng-1 (total 2). Joseph is promoted (roll of 9) to and qualifies with a 10 (she needed a 4). She then
Lieutenant Commander, and receives Tac�cs-1 as a rolls to Survive, and gets a 6, which is enough. Chloe’s
rank skill. Ma�hew rolls on the Specialist skill table character gains Steward-1 as a rank skill. She rolls on
again and Joseph gains Pilo�ng-1 again! (for a total of the Service and Advanced Education skill tables,
3) For re-enlistment, Ma�hew handily rolls an 8, and receiving Liason-1 and Computers-1 for her first term.
he chooses to con�nue character genera�on. She rolls for Advancement, and gets a 7 + 1 = 8, which
Joseph Luy: 30 (3 Terms) Navy, STR 5, DEX 8, END 9, is enough to get a promotion. Choosing the Service
INT 9, EDU 8, SOC 7. Computer-1, Zero-G-1, Gunnery- skill table, Chloe receives Liason-1 for a total of
1, Medicine-1, Jack O’ Trades-1, Leadership-1, Tac�cs- Liason-2.
1, Pilo�ng-3. Rank-3. (Term 1) Merchant STR 6 DEX 9 END 8 INT 8 EDU 9
Term 4: Ma�hew rolls an 11 again on the Survival SOC 4. Repair-1, Steward-1, Liason-2, Computers-1.
throw, and chooses to roll on the Advanced Educa�on Rank 1.
skill table, receiving Tac�cs-1 (total 2). Joseph is
Chloe settles on a name, Jacqueline Botrel, and
promoted (roll of 8) to Commander, and Ma�hew
Qualifies for a second term, rolling a 6 to re-enlist.
decides on the Service skill table, receiving Melee
She rolls Survival, getting a 5, barely living through
Combat-1. At this point, four terms is enough, and
the next four years. Chloe rolls on the Specialist table,
Ma�hew decides to voluntarily end Joseph Luy’s
and gains Gunnery-1. She then rolls for
career. However, he must roll to avoid aging, and he
Advancement, and is promoted with a result of 10.
succeeds with a roll of 7 – 4 = 3.
She is now Rank 2 (Fourth Officer), and she gains
Joseph receives four rolls on the Mustering Out
Zero-G-1 from the Personal Development table.
Benefits tables, plus an addi�onal roll for being Rank-
Chloe rolls to re-enlist Jacqueline, and with a 9 is
4, for a total of 5. Two rolls on the Cash table gain
successful.
Joseph 11000Cr. Three rolls on the Materials table
gain Joseph a Low Passage, +1 EDU, and +1 SOC. He Jacqueline Botrel (2 terms) Merchant STR 6 DEX 9
selects Stealth-1 from the Criminal Skill Package. END 8 INT 8 EDU 9 SOC 4. Repair-1, Steward-1,
Liason-2, Computers-1, Zero-G-1, Gunnery-1. Rank 2.
Joseph Luy: 34 (4 Terms) Navy, STR 5, DEX 8, END 9,
INT 9, EDU 9, SOC 8. Computer-1, Zero-G-1, Gunnery- Jacqueline easily survives her third term (8), and rolls
1, Medicine-1, Jack O’ Trades-1, Leadership-1, Tactics- on the Specialist table. She receives Liason-1 for a
2, Piloting-3, Melee Combat-1, Stealth-1. Rank-4. Low total of Liason-3. The Advancement roll is 8 + 1 = 9, so
Passage, 11000Cr cash. Jacqueline becomes a Third Officer, and receives
Piloting-1. She rolls on the Specialist skill table and
Matthew considers this character. He recalls that
receives Piloting again, for a total of Piloting-2. The
Joseph barely survived the first term, and that he
re-enlistment roll is easy (9), and Chloe checks
received Gunnery and Medicine as skills. He was also
Jacqueline’s skills:
promoted. The patrol frigate that Joseph was
assigned to was involved in a toe-to-toe battle with Jacqueline Botrel (3 terms) Merchant STR 6 DEX 9
an enemy vessel. Joseph was wounded, but also END 8 INT 8 EDU 9 SOC 4. Repair-1, Steward-1,
managed to lead his gun crew heroically after his Liason-3, Computers-1, Zero-G-1, Gunnery-1,
officer was killed. Joseph is eventually transferred to Piloting2. Rank 3.
flight school, where he excelled. His last posting was In the fourth term, Chloe rolls Survival and easily
on board a large cruiser, hunting pirates and enemy survives this term with a result of 11. Jacqueline gains
shipping in border wars. After a botched boarding Admin-1 from the Advanced Education skill table, and
action cost him a few friends, Joseph decided to she is promoted (11 + 1 = 12) to Second Officer (rank
retire his commission, and make his own way on the 4). This gains Jacqueline Computers-1 from the
frontier. Advanced Education skill table for a total of
Computers-2. Re-enlistment is a near thing (rolling a
4). Finally, Chloe rolls for aging in the 4th term, and
gets a 4 – 4 = 0. This means that she must reduce one
of Jacqueline’s physical characteristics by 1. She
chooses to reduce END to 7.

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STELLAGAMA PUBLISHING
Chloe is looking for one more term. She rolls Jacqueline Botrel 38 (5 terms) Merchant STR 6 DEX 9
Jacqueline’s survival roll, and gets an 8. She then rolls END 7 INT 8 EDU 9 SOC 4. Repair-1, Steward-1,
on the Specialist skill table and gets Engineering-1. Liason-3, Computers-2, Zero-G-1, Gunnery-1, Pilot-2,
Jacqueline is promoted, rolling a 9 + 1 = 10. She gains Admin-1, Engineering-1, Melee Combat-1, Recon-1.
Melee Combat-1 from the Personal Development skill Rank 5. 20000cr, Explorers Society Membership, 1
table. She is now a First Officer. Chloe rolls a 9 – 5 = 4 Contact, Snub Pistol, Sword, Free Trader (30-year
to determine aging effects, and nothing changes. mortgage).
Finally, Chloe picks Recon-1 from the Criminal Skill
Chloe considers this character. She’s exceptionally
Package.
good at negotiations, has terrible manners, and can
Chloe determines her character’s Mustering Out pilot, navigate, and maintain a starship all on her
benefits. As a Rank 5 character, she gains two bonus own. “Black Jack” Botrel is a spacer’s spacer, who has
rolls, and all rolls on the Material Benefits table gain spent all her adult life and much of her childhood in
+1. She has seven rolls in total (5 + 2) and chooses to spacecraft and in bazaars. She can navigate a Jump,
use one roll on the Cash table, receiving 20000 haggle with brokers, and fight off boarders, and has
credits. The other rolls gain her an Explores Society seen and done it all in space. Her ship, the One-Eyed
membership, a Free Trader, a Weapon, a Contact, a Jack, is an old tramp trader that she inherited from
Free Trader, and another Weapon. her captain when he retired. She carries a snub pistol
on her thigh, and a boarding sword on her belt.

23
CEPHEUS LIGHT
SKILLS
Characters in Cepheus Light use a variety of skills to and power plants.
confront the challenges awaiting them among the
Grav Vehicles: controlling and using gravitic vehicles.
stars, from piloting a starship to shooting a laser.
Gun Combat: using small arms, crossbows, and bows
Skills are the character’s greatest asset. Skilled
in combat.
characters are competent. A Skill at level 1 (denoted
Skill-1) represents someone who is employable; Skill- Gunnery: using vehicle-mounted or spaceship-
3 denotes a professional; and Skill-5 represents an mounted weapons.
expert. For example, a newly trained paramedic has
Heavy Weapons: using plasma guns, rocket
Medicine-1; an experienced physician has Medicine-
launchers, and other portable support weapons.
3; and a cutting-edge cyber-surgeon, skilled beyond
the typical physician, has Medicine-5. The task Investigation: this skill combines keen observation,
resolution system takes this into account – forensics, research, and detailed analysis.
professionals should automatically succeed at
Jack o’ Trades: this special skill reduces the unskilled
routine tasks (difficulty 4+) and easily perform
penalty (DM-3, noted above) by its level. For
average tasks (difficulty 6+), while experts will
example, a character with Jack o’ Trades at level 2
automatically succeed in routine and average tasks
would only suffer DM-1 to unskilled rolls. You may
and easily manage difficult (8+) ones.
not gain more than 3 levels in this skill and cannot
A note about the Cepheus Engine Core and System improve it after character generation.
Reference Document: Cepheus Light skills are
Leadership: motivating and directing others, often in
somewhat different than the ones included in the
times of crisis.
Cepheus Engine core rules but are easily compatible.
Most notably, Repair is the combination of Liaison: the art and practice of negotiation and
Electronics and Mechanics; Admin subsumes the diplomacy in a myriad of social situations. This skill
Advocate skill; Carousing subsumes the Gambling covers diplomatic meetings, haggling in interstellar
skill; Piloting subsumes the Navigation skill; and trading negotiations, or at the shouq.
Deception is roughly equivalent to certain uses of
Medicine: training in the medical sciences, from
Carousing and Streetwise in the core rules.
diagnosis and triage to surgery.
SKILLS Melee Combat: fighting hand-to-hand, either with a
weapon or unarmed.
Admin: administration and dealing with
bureaucracies and the law. Also covers forgery. Piloting: operating, controlling, and navigating
interplanetary and interstellar space craft, both in
Aircraft: controlling and using atmospheric aircraft. real space and in jump space.
Animals: the care and training of animals. Also covers Science: the multi-disciplinary scientific skill, as
riding and general agriculture. would be typical for a starship’s science officer.
Athletics: the ability to exert oneself physically. You Stealth: training in being unseen and unheard.
may add the Athletics skill to appropriate physical
characteristic rolls. This skill is never rolled unskilled. Steward: the care and serving of passengers and
other guests.
Carousing: the art of mingling in social settings to
achieve your goals. Also covers gambling. Streetwise: familiarity with underworld society and
the ways of working with it.
Computer: programming, working with computer
hardware, and hacking. This skill also covers the use Survival: staying alive in the wilderness. This also
of sensors and communications gear. covers “outdoor” skills such as tracking, foraging, and
fishing.
Deception: convincingly avoiding the truth and
misleading other people. Tactics: tactical planning and decision making,
whether on the ground or in space.
Demolitions: working with explosives to blow stuff
up! This skill also covers defusing said explosives Watercraft: controlling and using watercraft,
before they blow up! including submarines.

Driving: controlling and using ground vehicles. Zero-G: working and living under microgravity
conditions. Also covers the use of vacc suits and
Engineering: use and maintenance of starship drives heavy armor.

24
STELLAGAMA PUBLISHING
A NOTE ON PROSPECTING
Uranium Fever, a belter sourcebook by Stellagama
Publishing, uses the Prospecting and Comms skills for
asteroid mining. When using Cepheus Light with that
book, use the Science skill instead of Prospecting and
Computer instead of Comms.

LANGUAGES
Any character knows a number of languages, in
addition to their species' standard language, equal to
their EDU modifier. After character generation,
characters may learn additional languages using the
experience rules (see below). There are no skill levels
of a language, either a character knows that language
or they don’t. The Referee is free to allow a Level-0
version of a language skill, representing very basic
understanding of that language.

SKILL ADVANCEMENT
Cepheus Light characters can slowly advance in skill
through experience. This is done by spending
experience points (XP). A Character will typically gain
1 XP per adventure; or 2 XP if the character did an
outstanding job, at the Referee’s discretion.
Characters can only advance skills during downtime.
Note that advancement is incremental: for example,
to rise from Skill-1 to Skill-3, the character must first
purchase Skill-2 and only then Skill-3. In general, use
of XP should allow a character to increase one skill by
one level per game year.
INCREASING SKILLS
Spend XP to increase skills per the following table.
Desired Skill Level XP Cost
1 10
2 20
3 20
4 30
5 40

Note, however, that the total sum of a character’s


skill points may not exceed the sum of their current
INT + EDU characteristics.
LEARNING LANGUAGES
You may learn a new language by investing 10 XP.

OPTIONAL RULE: FASTER ADVANCEMENT


If the players and referee desire faster character
progression, grant 1 XP per session rather than
adventure, or 2 XP for an outstanding job in that
session.

25
CEPHEUS LIGHT
EQUIPMENT
This chapter describes common tools, weapons, and An “item” is anything of significant size: a gun, a
other paraphernalia used by interstellar adventurers, medkit, a standard length of rope. Larger items may
from flashlights to laser guns. count as more than one item as noted in their
description. Small items, such as a compass, a needle,
All prices are in Credits (Cr), the interstellar currency.
or a candle, do not count as items, subject to the
Thousands of Credits are noted as KCr, and millions of
Referee’s judgment.
Credits are noted as MCr. A Credit is a futuristic
currency roughly equivalent to $3 USD in 2018AD
currency.
TECH LEVELS
ENCUMBRANCE The Cepheus Engine uses “Tech Levels” to describe
the vast variety of technological advance or
To facilitate fast play, Cepheus Light avoids the careful backwardness across the galaxy. Note that present-
accounting of equipment weight. Instead, a character day Terra is in the very early stages of TL8 – we don’t
may carry a number of major “items” equal to their have grav-cars yet, after all!
STR with no penalty. This represents a Light Load.
Characters may carry items beyond this, up to three
times their STR, which constitutes a Heavy Load. A
heavily-loaded character suffers DM-1 to all physical
task throws and can only use a maximum of one
move action in a combat round.
Tech Level Notable Characteristics
0 No technology, equivalent to the Stone age.
1 Roughly on a par with Bronze or Iron age technology.
2 Renaissance technology. Simple black-powder firearms
3 Mass production allows for product standardization, heralding the beginnings of industrial revolution and
steam power.
4 The transition to industrialization is complete, bringing plastics, radio, and other such inventions.
5 Widespread electrification, telecommunications, and internal combustion engines.
6 Development of fission power and more advanced computing.
7 Can reach orbit reliably and has telecommunications satellites.
8 Possible to reach other worlds in the same system, although terraforming or full colonization is not within
the culture’s capacity.
9 Development of gravity manipulation, which makes space travel vastly safer and faster; first steps into
Jump Drive technology.
10 (A) With the advent of Jump, nearby systems are opened up.
11 (B) The first primitive (non-creative) artificial intelligences become possible in the form of “low autonomous”
interfaces, as computers begin to model synaptic networks.
12 (C) Weather control revolutionizes terraforming and agriculture.
13 (D) Powered Armor appears on the battlefield in response to the new weapons. “High autonomous”
interfaces allow computers to become self-actuating and self-teaching.
14 (E) Fusion weapons become man-portable.
15 (F) The development of synthetic anagathics means that the human lifespan is now vastly increased.
16 (G) Plasma weapons become handheld and no longer require a backpack power pack

26
STELLAGAMA PUBLISHING
LIVING EXPENSES Subsistence living is the bare minimum for civilized
life – a tiny apartment or capsule in a "coffin hotel"
Starship life support costs include, among other and simple food and clothing. This includes public
things, food, lodging, and incidentals for crew and transit and minimal entertainment and healthcare.
passengers. When not on a starship, characters must Ordinary living is how most people live on a civilized
pay for lodging and food. The following table provides world – an apartment, public transit, reasonable food
costs of living. One column shows a monthly cost of and clothing, reasonable entertainment, and modern
living – assuming long-term purchase of lodging and healthcare. In some settings, especially on off-world
groceries. The second shows daily living, in case of colonies, this might also include a personal vehicle.
travelers and tourists paying for a motel or hotel
room and buying prepared food. Costs also include High living is the good life – a fancy apartment or
various expenses such as taxes and transportation. house, eating outside in most meals, a personal
Characters should live the quality of life vehicle, partying on a regular basis, fashionable
representative of their SOC characteristic. Characters clothes, and good healthcare.
that consistently live below their SOC level may see The Elite life means living like a king – a mansion or
their SOC reduced as a result. penthouse, regular feasts or upscale restaurants,
Starvation living means living in the streets, in a tent, dressing in the finest clothes and maintaining a
or outdoors and eating just barely to keep the prestigious personal vehicle. At TL9+, this allows a
character alive. Clothes are baseline and worn out. leased Air/Raft for transportation. Healthcare is the
Healthcare, entertainment, and transportation are best money can buy.
not included in this level. A character living at A character with SOC 9+ who does not live at a High
starvation level is always Fatigued. or Elite level will suffer DM-1 to all SOC and rolls.

Quality of Living Monthly Cost Daily Cost


Starvation (SOC 0-2) Cr200 Cr8
Subsistence (SOC 3-5) Cr500 Cr25
Ordinary (SOC 6-8) Cr1000 Cr50
High (SOC 9-B) Cr5000 Cr300
Elite (SOC C-F) Cr15000 Cr1,000

PERSONAL ARMOR Environmental Protection Suit (TL5): a full-body


sealed suit with attached filters and an option to
Personal armor reduces the damage caused by attach oxygen tanks. Fully protects against Tainted
incoming attacks. Subtract the armor’s Protection and Exotic atmospheres (the latter requiring oxygen
rating from any damage caused to the character, tanks) and airborne pathogens; protects against
some types of armor require minimum levels of the Corrosive atmospheres for 1Dx10 minutes. Reduces
Zero-G skill to use. It is not possible to wear more radiation by 20 rads.
than one type of armor at a time. Jack (TL1): leather jacket or medieval leather armor.
Cloth (TL7): modern heavy-duty ballistic-cloth armor. Mesh (TL6): jacket lined with a flexible protective
Cloth may be worn under clothes. metal or plastic mesh.
Combat Armor (TL11): enclosed rigid military armor. Powered Armor (TL13): motorized combat armor.
Combat armor can also serve as a vacc suit with 6 This powerful armor Grants DM+4 to STR and DEX,
hours of life-support. Counts as 2 items for though this does not apply to wound levels. Powered
encumbrance. Reduces radiation by 50 rads. armor grants DM+4 to all melee damage done by its
Combat Environment Suit (TL10): An wearer and is shielded against vacuum and hostile
environmentally-protected armored soft-suit utilizing environments, as a vacc suit, with 6 hours of life
advanced ballistic polymers. Provides the wearer full support supplies. Powered armor does not count as
protection from Tainted and Exotic atmospheres, 1D an item for encumbrance when worn. Reduces
hours of protection from Corrosive atmospheres, and radiation by 50 rads.
2D6 minutes of protection from Insidious Reflec (TL10): anti-laser reflective armor. Reflec is
atmospheres. Counts as two items for encumbrance. highly effective against lasers but is ineffective
Reduces radiation by 40 rads. against anything else. Reflec be worn over another
suit of armor for additional anti-laser protection.
Reflec armor does not count towards encumbrance.

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CEPHEUS LIGHT
Vacc Suit (TL9): a standard, futuristic space suit. A Vacc Suit, Hostile Environment (TL10): a heavy-duty
Vacc suit carries life support supplies for up to 6 vacc suit designed for extreme conditions, such as
hours. Counts as two items towards encumbrance. Corrosive and Invasive atmospheres. Counts as three
Protects against Vaccum, Tained and Exotic items for encumbrance. Protects against Vaccum,
atmospheres, as well as airborne pathogens. Offers Tained, Exotic, and Corrosive atmospheres (as well as
2D hours of protection against Corrosive airborne pathogens) and provides 2D hours of
atmospheres, and 1Dx10 minutes protection against protection from Insidious atmospheres. Carries life
insidious atmospheres. Reduces radiation by 60 rads. support supplies for 6 hours. Reduces radiation by
150 rads.
Vacc Suit, Advanced (TL13): the final evolution of the
space suit. An advanced vacc suit does not count as Weave (TL13): advanced bio-engineerd spider-silk
an item for encumbrance, is easy enough to use even armor. Weave is easily concealable and does not
without a Zero-G skill and provides life support for 12 count as an item for encumbrance.
hours. Offers the same environmental protection as a
regular vacc suit.

Armor TL Protection Cost Skill Required


Jack 1 2 Cr50 --
Environmental Protection Suit 5 3 Cr700 --
Mesh 6 3 Cr150 --
Cloth 7 6 Cr250 --
Vacc Suit 9 6 Cr9000 Zero-G 0
Vacc Suit, Hostile Env. 10 10 Cr18000 Zero-G 1
Combat Environment Suit 10 9 Cr1000 --
Reflec 10 0/14 vs. lasers Cr1500 --
Combat Armor 11 11 Cr20,000 Zero-G 1
Powered Armor 13 18 Cr200,000 Zero-G 2
Vacc Suit, Advanced 13 6/14 vs. lasers Cr15000 --
Weave 13 8 Cr6000 --

28
STELLAGAMA PUBLISHING
CYBERNETICS with ceramic composites in order to avoid detection.
Only a TL11+ medical sensor will reveal their
High technology enables us to upgrade the human presence.
machine. Using advanced material science and Internal Breather (TL10, Cr1500): allows breathing in
cutting-edge knowledge of the neural system, atmospheres 2-9.
cybernetics augment the human body, adding
capabilities beyond those given to us by evolution. Internal Omnicomm (TL10, Cr1000): as an
Common examples of such technology are listed Omnicomm (see below) but with a neural interface;
below. allows communication without audible speech. This
does not count as an implant. Highly common on
Note that a character may only install a number of high-tech worlds.
implants equal to their END characteristic. Some
cybernetics count as more than one implant. Internal Omnicomp (TL10, Cr3000): as an Omnicomp
(see below) but with a neural interface. This does not
Artificial gill (TL10, Cr7500): allows breathing count as an implant.
underwater in worlds with atmospheres 4-9.
Internal Stowage Pouch (TL10, Cr2000): abdominal
Augmented Joints (TL12, Cr50000): This replaces the pouch accessible via an artificial sphincter. Stows
character's joints with synthetics, granting inhuman items up to 0.5 kg in weight and 0.5 liters in volume.
precision. The Grants DM+2 to any task requiring fine
manipulation. Neural Booster (TL13, Cr100000): this invasive
augmentation to the character’s nervous system and
Berserker Module (TL13, Cr120000): as long as the adrenal glands grants three actions per round rather
character remains conscious, they use their full than the usual two. It counts as three implants.
Characteristic DMs regardless of any characteristic
damage for an hour following injury. Afterwards, the Neural Cyberspace Interface (TL11, Cr5000):
character suffers from the usual reduced DMs and is character can mentally input text or sound to
Fatigued. This augment counts as three implants. external computers via neural command and receive
visual and audial output from external computers.
Bionic Arms (TL11, Cr20000): +4 STR and +4 DEX for
arm/manipulation tasks as well as for calculating Prehensile Tail (TL10, Cr25000): Provides an
unarmed combat damage. This counts as two additional grasping/manipulating appendage. The
implants, as it replaces both arms. tail is strong enough to support the weight of the
owner.
Bionic Legs (TL12, Cr100000): as an action, the
character may throw Athletics 8+ to jump 9m Subdermal Armor (TL12, Cr20000): provides 6 points
horizontally in any direction or 3m upwards. Also of armor. Subdermal armor is detectable upon visual
reduce falling damage by 1D. This counts as two inspection and counts as two implants. Subdermal
implants as it replaces both legs. STR is considered 4 armor is added to the protection rating of any worn
points higher for purposes of calculating armor.
encumbrance limits. This implant also doubles the Vacuum Adaptation (TL14, MCr5): Internal oxygen
character's movement speed to 18m per action (up reserves and micro-seals allow an hour of operation
to 36m per round if the character uses both actions in vacuum without a vacc suit. An integral grav unit
for movement). allows short-range maneuvering in low and micro-
Cybernetic Eye (TL11, Cr25000): provides telescopic gravity, though this requires the Zero-G skill. The grav
vision, infra-red imaging, and low-light vision. unit is too weak to maneuver in any gravity beyond
0.05g. This augment also provides 5 points of integral
Data safe (TL12, Cr10000): this stows encrypted files armor and reduces radiation by 6 rads. Counts as four
in the character’s skull. The data safe can only be implants.
detected by TL12+ sensors.
Hacking Module (TL11, Cr50000): grants DM+1 to
the character’s Computer skill and allows remote
hacking of electronics at a distance of up to 3m.
Head bomb (TL11, Cr10000): A tiny remote-
controlled explosive device positioned in the brain.
Its detonation will kill the subject without risking any
collateral damage. These are rarely implanted
voluntarily.
Internal Blade (TL10, Cr2000): the character’s
unarmed attacks do 2D damage. Blades are made

29
CEPHEUS LIGHT
EXPLORATION AND PERSONAL The Night Visor combines low-light and infra-red
vision.
EQUIPMENT
Today’s smartphones will eventually evolve into an
The following items are common among adventurers Omnicomm, a combination of all your telecom needs
and explorers. in one place, with holographic augmented reality
capability. The same applies the Omnicomp – a hand-
The Advanced Base is pressurized, modular, and held, light-weight computer which evolved from both
capable of housing 6 persons. It requires 12 person- the laptop and the tablet computer. TL9 batteries last
hours to assemble. for months between recharging.
An Artificial Gill allows unlimited underwater activity A Pressure Tent lacks an airlock and must be
on worlds with atmospheres 4-9. depressurized to enter or leave; it can house up to 2
A Backpack does not count as an item for people and requires external oxygen tanks.
encumbrance when worn. The items in the backpack A Rescue Bubble is a 2m-diameter plastic bubble.
still do count towards encumbrance. Piezoelectric layers translate the user’s movement to
Cold weather clothing has a TL10 version costing electricity to recharge the bubble’s battery. It
Cr800, which does not count as an item for contains supplies for 2 person/hours of operation.
encumbrance. The bubble’s skin can self-repair all but the most
serious punctures.
Picking a lock without Lockpicks invokes a DM-2
penalty to the attempt. A Thruster Pack allows maneuvering in zero-G
conditions.
The Multiscanner combines several sensor functions:
it can detect radiation, electromagnetic emissions, 5 Torches or 5-days' worth of Field Rations each
metals, and a limited set of chemicals and biological count as a single item for encumbrance.
compounds. It can also perform standard blood tests.

Item TL Cost
Back Pack 1 Cr50
Field Rations, 5 days 1 Cr125
Rope, 70m 1 Cr50
Torch 1 Cr1
Handcuffs 2 Cr10
Tent 2 Cr100
Binoculars 3 Cr10
Compass 3 Cr5
Water Canteen 4 Cr5
Breather 5 Cr75
LED Flashlight 7 Cr5
Lockpicks 5 Cr25
Oxygen Tanks, 6-hour duration 5 Cr250
Tech Toolkit 5 Cr300
Disguise Kit 7 C300
Long-Range Communicator, 500km range 7 Cr250
Medkit 7 Cr100
Tent, Pressure 7 Cr2000
Advanced Base 8 Cr50000
Artificial Gill 8 Cr4000
Night Visor 8 Cr100
Thruster Pack 8 Cr200
Omnicomm 9 Cr50
Omnicomp 9 Cr250
Rescue Bubble 9 Cr900
Cold Weather Clothing 10 Cr200
Multiscanner 10 Cr2000
Portable Fusion Generator 10 Cr500000

30
STELLAGAMA PUBLISHING
PHARMACEUTICALS Medicinal Metabolic Accelerator: greatly accelerates
the user’s metabolic rate, thus facilitating healing.
Below is a brief list of pharmaceuticals and drugs that Medicinal Slow enables a patient to undergo a
are available at various TLs. month’s worth of healing in a single day. Medicinal
Metabolic Accelerator, when properly administered,
Anagathic: prevents aging. For it to be effective, a will completely heal all serious wounds within a
character must take one dose each month. If a single day. Only a physician (Medicine-3 or better)
character misses one month of medication they must may administer this drug, and this requires a medical
immediately roll on the Aging Table (see the facility – at least a ship’s medbay. If administered
Character Generation chapter) using the character’s improperly, the character will die a horrible, messy
full chronological age. death.
Anti-radiation: administered before or immediately Metabolic Accelerator: provides DM+8 to initiative
after radiation exposure, this drug absorbs 100 rads. throws and allows the user to take 3 actions per
Taking more than one dose a day causes 1D round rather than the usual 2. Effect begins 8 rounds
permanent END damage. after application and lasts 10 minutes (60 rounds),
Fast Forward: slows metabolism by a ratio of 60 to 1 after which the user suffers 2D damage and is
– a subjective day to the user is actually 2 months. Fatigued.
Note that this drug will greatly reduce life-support Panacea: allows any character, even those without
consumption. the Medicine skill, to neutralize diseases or poisons
Medicinal: this drug represents a wide variety of on a throw of Medicine 5+ (assume Medicine-0 for
vaccines, antitoxins, antibiotics, and other characters lacking the Medicine skill when
pharmaceuticals. Medicinal allows a character with administering Panacea). Each one TL increase
at least Medicine-1 to neutralize a disease or poison provides a DM+1 to the Medicine throw, at double
on a throw of Medicine 5+. The cost of any particular the cost.
drug is at the Referee’s discretion. Each TL increase Stim: removes Fatigue. Stims cause 1 point of
provides a DM+1 to the Medicine throw, at double damage upon use. Using Stim again without an
the cost. intervening 8-hour period of sleep will cause 1D
damage per dose.
Pharmaceutical TL Cost
Medicinal 5+ Cr5+
Anti-radiation 8 Cr1000
Panacea 8 Cr200
Stim 8 Cr50
Fast Forward 10 Cr200
Metabolic Accelerator 10 Cr500
Medicinal Metabolic Accelerator 11 Cr1000
Anagathic 15 Cr2000

31
CEPHEUS LIGHT
ROBOTS AND DRONES Repair Robot (TL12, Cr10000): a utility robot capable
of repairs and maintenance.
Robots and drones are a science fiction staple. A 585560 Repair-1, Gun Combat-0
robot is an autonomous machine; a drone operates
via the guidance of a remote controller. The Cepheus Electronic Toolkit, Mechanical Toolkit, Laser Welder
Light rules handle robots and drones like they handle (1D damage).
characters: each has a Universal Personal Profile Warbot (TL12, Cr100000): an armored combat robot.
(UPP) and skills, as well as special equipment and
features. Robots are tools, not persons, and thus lack CAF750, Gun Combat-2, Melee Combat-1
a Social Standing. Drones lack intelligence and Armor 9, Combat Arms (3D damage), Laser Rifle (5D
education and use those of their operator instead. damage).
Below are several common examples of futuristic
robotics. Servitor (TL13, Cr120000): humanoid robot used as a
servant or butler for the elite.
Cargo Robot (TL9, Cr75000): a simple, and dumb,
heavy-duty lifting and transport bot. 797770, Steward-2, Liaison-1

K4F220 (with K being 20), Melee Combat-0 Fine manipulators, glossy chrome finish; Robot punch
(1D damage).
Huge size (4 meters tall), Armor 8, Crushing Strength
(3D damage). Autodoc (TL14, MCr0.5): an immobile medical robot
installed inside vehicles and spacecraft. An autodoc is
Mining Drone (TL9, Cr50000): a remote-operated capable of full-scale medical care and even trauma
mining machine – the mainstay of belting operations surgery. Its full volume is 3.5 cubic meters, or 0.25
across the galaxy. ship displacement ton.
A7A000, Computer-1 6F3AF0, Medicine-3
Grav modules capable of 400 km/h, Mining Medical and surgical equipment. Specific drugs must
equipment, Laser drill (5D damage) be purchased separately.
Probe Drone (TL9, Cr15000): a survey drone with a
500km operation range. Can reach a maximum speed
of 300 km/h in gravitic flight; can enter atmospheres
and reach orbit from surface.
373000, No skills
Grav modules, Armor 5, 500km-range comms, Sensor
suite, Holographic Projector.
Personal Drone (TL11, Cr2000): a small floating globe
with integral grav-thrusters, and a holographic
projector used to maintain a long-distance virtual
presence. Lower-tech (TL8) versions use a wheeled
platform instead.
171000, No skills
Tiny size, Grav modules, Comm, Holographic
Projector.

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VEHICLES ATVs are pressurized, have life-support supplies for a
week, and feature cramped living quarters for all
A wide variety of vehicles exist across cultures and crew and passengers.
species for planetary, atmospheric, and oceanic The Air/Raft is a medium-sized open-top gravitic car.
transportation. The following is a list of a few of the An Aircar is a smaller, cheaper civilian gravitic car. An
more common conveyances. enclosed Air/Raft is available at the same cost.
Characters may purchase a vehicle at its base Tech The G/Barge is a slow but powerful "grav truck"
Level or on any higher TL. Higher-tech vehicles capable of carrying up to 50 tons of cargo in gravitic
typically have greater range and endurance, at the flight.
Referee’s discretion.
The G/Carrier is often called a Grav APC, though
“Grav Transport Helicopter” might be more
STAT BLOCK EXPLANATION appropriate.

Tech Level (TL): technological level, as noted above. The G/Gunship is an advanced assault and close-
support grav-craft capable of carrying two squads of
Cost: in thousands of Credits (Kcr) assault troops. It is effectively a high-tech attack and
Agi: Agility, representing the vehicle’s air assault helicopter.
maneuverability. Applies as DM to skill throws in The G/Liner is a gravitic long-range passenger craft
vehicle combat. supplanting jet liners at late TL8.
Spd: speed in km/h. The Grav Belt is a personal, wearable means of anti-
Light Damage Threshold: Weapons have to throw this gravity mobility. Its fusion battery can last for a week.
number or above on their AV dice to penetrate armor The Walker is a two-legged combat vehicle with a
and cause regular damage hits. single pilot and heavy armor.
Critical Damage Threshold: Weapons have to throw The G/Disc is a single-pilot, close-support grav
this number or above on their AV dice to cause a vehicle, essentially a militarized, combat-ready
critical damage hit. Note that small arms do not cause version of the Speeder.
critical damage even in this case.
The Speeder is a supersonic grav vehicle used for fast
Weapons: weapons included in the vehicle’s price by planetary transport.
default. Choose support weapons from the Support
Weapon table below. Support weapons use the
Heavy Weapons skill. Gunnery weapons use the GUNNERY WEAPONS
Gunnery skill.
Some of the vehicles listed above possess Gunnery
Crew/Psgrs: the first number shows the number of Weapons. These are vehicle-mounted or fixed-
crew-members the vehicle requires; the second, the position anti-armor weapons used to engage military
number of passengers it may carry. targets. They all use the Gunnery skill. As a rule of a
Cargo: cargo capacity in kilograms or tons. thumb, gunnery weapons generally do 10D damage
vs. personnel within their effective range. They have
The ATV, Helicopter, Jump Jet, and Motorboat may an AV value of 8D. The exact details of a given
each mount one Support weapon, but it is not gunnery weapon are left to the Referee.
included in their price and must be purchased
separately.

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CEPHEUS LIGHT
Vehicle TL Cost Agi Spd (kph) L i g h t Critical Weapons C r e w / Cargo (kg)
Damage Damag Psgrs
e
Bus 5 KCr35 -1 150 3 6 1/30 8000
Ground Car 5 KCr6 +0 150 3 6 1/3 200
Motor Boat 5 KCr530 -3 120 3 6 5/10 10000
Truck 5 KCr50 -1 120 6 9 1/1 30000
Main Battle Tank 6 KCr100 -2 60 25 32 Gunnery, 2 Support 4/0 100
APC 6 KCr65 -1 80 12 15 Support 2/9 1000
Helicopter 6 KCr250 +1 100 3 6 1/7 500
Submersible 6 KCr1700 -4 40 3 6 5/10 30000
ATV, Tracked 7 KCr50 -1 80 12 15 1/15 1000
ATV, Wheeled 7 KCr50 +0 100 12 15 1/15 10000
Jet Liner 7 KCr5000 -1 1000 6 9 2/100 20000
Jump Jet 7 KCr500 +1 600 3 6 2/6 5000
Aircar 8 KCr150 +0 100 3 6 1/4 2000
Air/Raft 8 KCr275 +0 400 3 6 1/2 4000
G/Carrier 8 KCr1000 +0 620 16 20 Support 2/12 2000
G/Barge 8 KCr500 -2 200 6 9 1/1 50000
G/Liner 8 KCr10000 -1 1200 6 9 2/100 20000
Speeder 8 KCr890 +2 1500 3 6 1/1 4000
Destroyer (watercraft) 9 KCr4800 -5 80 16 20 8 Gunnery, 18/12 40000
8 Support
G/Gunship 12 KCr2000 +1 1200 12 15 Gunnery, Support 2/16 1000
Grav Belt 12 KCr100 +2 300 - - 1 personal
G/Disc 13 KCr110 +4 400kph 5 7 Support 1 50
Walker 13 KCr488 +2 90kph 16 20 Gunnery, Support 1 100

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STELLAGAMA PUBLISHING
WEAPONS Scattergun: Each attack fills the air with a hail of small
projectiles, either flechettes or shot. Scatterguns
Interstellar adventurers meet their adversaries with cause 4D damage at Effective range or closer and
blades, bullets, and lasers. Here we present a few attacks with scatterguns are DM+1. Anyone within
common and iconic weapons used by starfarers. 1.5m of the main target is also attacked by the
scattergun effect. Scatterguns enjoy DM+2 to hit
flying targets within Effective range. Beyond Effective
STAT EXPLANATIONS range, scatterguns only inflict 2D damage and have
no bonus to hit.
Tech Level (TL): technological level, as noted above.
Stun: These weapons are designed to deal non-lethal
Range: Effective/Maximum in meters. To attack with damage and will incapacitate a living target instead of
a ranged weapon within effective range throw Gun killing it. Damage is only deducted from END,
Combat (or Heavy Weapon) 8+; beyond effective considering any armor. If the target’s END is reduced
range, throw Gun Combat (or Heavy Weapon) 10+. to 0, the target is incapacitated and unable to
Damage: damage caused by the weapon. perform any actions for a number of rounds by which
the damage exceeded his END. Damage received
Magazine: The amount of ammunition the weapon from Stun weapons is completely healed after one
holds. If the magazine requires additional time to hour of rest.
reload, this will be noted.
Zero-G: does not suffer a penalty for firing a weapon
Ammo Cost: per magazine, in Credits. in zero-g conditions. Lasers automatically have the
Cost: The weapon’s cost, in Credits. Zero-G aspect.

WEAPON ASPECTS
Weapons have Aspects describing their special
characteristics, as noted on their table.
Auto X: These weapons fire multiple rounds with
every pull of the trigger, filling the air with a hail of
fire. A weapon with the Auto aspect can make attacks
in three fire modes: single, burst, and full auto, as
described in the Combat chapter.
AV X: anti-vehicular dice. Throw this number of dice
when you hit a vehicle; if the throw is equal or greater
than the vehicle’s armor rating, the shot penetrates
and causes a damage roll.
Blast X: This weapon has an explosive component or
is otherwise effective against targets in its blast
radius. The number given is the blast radius in
meters.
Bulky: A Bulky weapon has powerful recoil or is
simply extremely heavy – this makes it difficult to use
effectively in combat by someone of a weak physical
stature. Characters with STR 8 or less suffer DM-2
when using such weapons.
Double Tap: may fire 2 bullets in one attack to gain
DM+1 to damage.
Fire: On a successful hit, throw 6+ for the target to
catch fire. A burning target takes 2D damage per
combat round for 1D rounds, or until put out.
Laser: susceptible to Reflec armor. At the Referee's
discretion, atmospheric conditions, such as thick
smoke, might incur a negative DM to laser fire. All
lasers have the Zero-G aspect automatically.

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CEPHEUS LIGHT
COMMON MELEE WEAPONS Sword (TL1): one of any variety of medium-sized one-
handed swords, from gladius (shortsword) to
The following weapons use the Melee Combat skill. longsword).
Melee weapons cannot harm vehicles except for Broadsword (TL2), a large two-handed sword, counts
special cases, which are left to the Referee’s as 2 “Items” for encumbrance purposes. A two-
discretion. handed Great-Axe uses the same stats.
Axe (TL0): a one-handed axe made from metal or Cutlass (TL3): A short, broad slashing sword with a
stone, anything from a stone-age tool through a slightly curved blade and basket-guard hilt.
medieval war axe to a modern fire axe. Traditionally used by marines.
Cudgel (TL0): a large club or mace. Machete (TL3): A simple yet sturdy broad blade used
Dagger (TL0): a straight, short knife. When wielding a for cutting foliage and foes alike.
Dagger, a character may use both actions in a combat Stun Prod (TL8): A high-tech riot weapon augmenting
round to attack. the baton's blunt force with an electric charge
Shield (TL0): A personal shield, which can bash capable of stunning opponents.
enemies for 1D damage and applies DM-1 to Vibroblade (TL13): An intermediate-sized bladed
opponents trying to hit its bearer. If a shield is used weapon using hypersonic micro-vibrations of the
with the overwatch action in combat, the wielder is blade to create a potent cutting force.
treated as having partial cover.
A note on unarmed damage: any character can inflict
Spear (TL0): from a sharpened shaft to a metal- at least 1 point of unarmed damage (before armor, of
tipped spear, this is a basic, yet effective, melee course) even if their STR DM is 0 or lower.
weapon.
Staff (TL0): A long wooden shaft, sometimes with
metal fittings, used with two hands.

Weapon TL Cost Dmg Aspects


Axe 0 Cr25 2D
Cudgel 0 Cr10 3D
Dagger 0 Cr10 1D
Shield 0 Cr20 1D
Spear 0 Cr15 3D
Staff 0 Cr10 2D
Unarmed -- -- STR DM
Sword 1 Cr150 3D
Broadsword or Great-Axe 2 Cr300 4D Bulky
Cutlass 3 Cr100 3D
Machete 3 Cr50 2D
Stun Prod 8 Cr300 2D Stun
Vibro-Blade 13 Cr500 4D

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STELLAGAMA PUBLISHING
COMMON RANGED WEAPONS Laser Carbine (TL8): Early directed-energy weapon
firing a laser beam. It requires a backpack power unit
The following weapons use the Gun Combat skill. (which counts as an item). The power unit may be
Note that regardless of the AV value, the following charged from a local power grid or starship power
small arms, unlike support weapons, will only cause a plant.
Critical Hit on a vehicle through a lucky roll on the Snub Revolver (TL8): Low-velocity, low-recoil
damage table (see below), even if their AV roll revolver designed for zero-g and hard vacuum use.
exceeds the vehicle's Critical Damage threshold.
Accelerator Rifle (TL8): Also known as a "Gyrojet".
Bows and Crossbows (TL0 and 2, respectively): Designed for use in zero-G environment, the
muscle-powered ranged weapons. Ammunition for a accelerator rifle fires self-propelled rocket rounds. It
Bow is held in a quiver of 20 arrows, which counts as has minimal recoil and works perfectly in hard
one encumbrance item. A Bow may fire once a round; vacuum.
a Crossbow requires 2 actions to reload; a quiver
holds 20 crossbow quarrels and counts as one Laser Rifle (TL9): Heavier version of the laser carbine,
encumbrance item. with better armor penetration, range, and even anti-
vehicular capabilities. Requires a rechargeable heavy
Revolver (TL4): Simple semi-automatic pistol using a backpack power unit (which counts as an item).
manually-loaded rotating drum to feed the bullets. A
highly reliable weapon. Advanced Combat Rifle (TL10): "Pulse rifle" firing
electrically-ignited caseless high explosive, armor-
Shotgun (TL4): Scattergun firing a "shot" palette piercing rounds. Provides a high rate of fire and a
capable of hitting multiple targets at once. These large magazine capacity.
particulate stats represent a pump-action weapon
with an internal magazine. Laser Pistol (TL10): Handgun-sized directed energy
weapon attached to a belt-mounted power pack (the
Autopistol (TL5): Semi-automatic handgun fed from a pistol and its power pack are considered as one Item
magazine. together).
Carbine (TL5): Lighter military longarm using a Stunner (TL10): Firing a precise electromagnetic
smaller caliber than a full-scale rifle, and often pulse, this non-lethal weapon disrupts the target's
shorter than it. A common survival "tool". neural processes, leading to stun and potentially
Rifle (TL5): Standard military arm on low-tech worlds, unconsciousness.
using a large caliber. At higher TLs, up to and including Note that the laser weapons noted above, such as the
TL9, such weapons serve as dedicated sniper rifles. laser carbine, rifle, and pistol, suffer DM-1 to hit
Submachinegun (TL5): Light automatic weapon using when used in environments with a great deal of
pistol rounds. Bullets are interchangeable with the particulates in the air, like sand, or ash. In these
Autopistol; at the Referee's discretion, so are the conditions, their ranges are cut in half as well. Their
magazines. long-range capabilities and high damage make them
sought after, regardless of limitations. Ammunition
Autorifle (TL6): Finetuned rifle converted for for ordinary laser weapons represents a separate,
automatic fire. Enjoys longer range than both the rechargeable back pack, considered an Item itself for
Assault Rifle and the Light Machinegun but is the sake of encumbrance. It is rechargeable from any
supplanted by them at TL7. major power source, such as a ship’s power plant.
Assault Rifle (TL7): Standard military arm on mid- Gauss Pistol and Rifle (TL12): These weapons
tech worlds. An automatic rifle uses an intermediate accelerate small metal spikes to supersonic velocities.
caliber. At the referee's discretion, its ammunition, or Though the principles behind their function are well
even magazines, may be interchangeable with those understood since the early industrial age, it is
of a Carbine. typically beyond the manufacturing capabilities of
Light Machine Gun (TL7): Standard mid-tech squad- frontier worlds. It does appear, from time to time, in
level support automatic weapon, typically belt-fed. the hands of well-equipped mercenary forces.
Considered as two items for encumbrance purposes. Blasters (TL13): are advanced laser weapons with a
Body Pistol (TL8): This is an especially light, discreet, compact, internal battery, which is also removable
and concealable weapon made from advanced and rechargeable.
polymers. A concealed body pistol can also be Plasma Rifle (TL16): The ultimate small arm, using
disguised as a number of more innocuous items, like miniaturized plasma gun technology to propel
comms, digital recorders, and so on. magnetically-shaped pockets of super-hot plasma at
its targets.

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CEPHEUS LIGHT
Note that magazines can be bundled into groups of Scope (TL6): the weapon avoids the penalty for firing
five, with each bundle representing one item for beyond effective range, as long as the character used
encumbrance purposes. the Aimed Shot action before firing. Maximum range
still applies. Cr200.
RANGED WEAPON ACCESSORIES
Silencer (TL6): May be attached to any firearm.
The following accessories are commonly available for
Silencers work for single shots, and short bursts, but
ranged weapons.
never Full Auto attacks. Silencers provide a DM-4 to
You may attach a Bayonet (TL2), identical to a dagger hear the gunshot sound. Cr250.
in its game statistics on its own, to any rifle-sized
Smart Weapon (TL10): connects to a HUD or an
weapon. A rifle with a bayonet serves as a melee
implanted Omnicomp. Grants DM+1 to all attacks.
weapon equivalent to a Spear (3D damage).
Cumulative with laser sights. Cr1000.
Laser Sight (TL7): the bonus for Aimed Shots
Underbarrel Grenade Launcher (TL7): as the grenade
increases to DM+2, but only within Effective range.
launcher support weapon but has a magazine of 1
Cr100.
and is not Bulky. Cr1000.

Weapon TL Cost Range Dmg Mag Ammo Aspects


Bow 0 Cr60 300/600 2D - Cr10
Crossbow 2 Cr75 300/600 3D 1 Cr1
Revolver 4 Cr150 10/50 2D 6 Cr5
Shotgun 4 Cr200 20/40 4D 6 Cr10 Scattergun
Autopistol 5 Cr150 10/50 2D 16 Cr7 Double Tap
Carbine 5 Cr250 50/200 3D 10 Cr12 Double Tap
Rifle 5 Cr500 200/400 3D 10 Cr15 AV 1D, Double Tap
Submachinegun 5 Cr500 30/100 2D 30 Cr20 Auto 3
Autorifle 6 Cr1000 200/400 3D 20 Cr10 AV 1D, Auto 2
Assault Rifle 7 Cr300 50/200 3D 30 Cr15 AV 1D, Auto 2
Light Machinegun 7 Cr1200 100/300 3D 100 Cr125 AV 1D, Auto 3, Bulky
Body Pistol 8 Cr500 5/20 2D 6 Cr20 Double Tap
Laser Carbine 8 Cr2500 100/400 4D 15 Cr1000 AV 1D, Double Tap, Laser
Snub Revolver 8 Cr150 5/20 2D 6 Cr6 Zero-G
Accelerator Rifle 9 Cr900 100/400 3D 20 Cr15 AV 1D, Auto 2, Zero-G
Laser Rifle 9 Cr3500 300/500 5D 30 Cr1500 AV 2D, Double Tap, Laser
Advanced Combat Rifle 10 Cr1000 200/400 3D 40 Cr30 AV 1D, Auto 3, Scope
Laser Pistol 10 Cr1500 50/200 3D 10 Cr500 Double Tap, Laser
Stunner 10 Cr600 10/30 3D 10 Cr10 Stun, Zero-G
Gauss Pistol 12 Cr1000 20/100 3D 30 Cr30 AV 1D, Auto 2
Gauss Rifle 12 Cr1500 300/600 4D 100 Cr40 AV 1D, Auto 4
Blaster 13 Cr5000 50/200 4D 20 Cr100 AV 1D, Laser
Blaster, Heavy 13 Cr10000 200/400 5D 50 Cr500 AV 2D, Auto 3, Laser
Plasma Rifle 16 Cr15000 150/300 6D 10 Cr500 AV 2D

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COMMON SUPPORT WEAPONS Support Laser (TL8): Heavy directed-energy man-
portable weapon for fire support and light anti-
The following weapons use the Heavy Weapons skill. vehicular duties. Its back-mounted power pack
All heavy weapons are considered 3 items each for counts as two Items for encumbrance purposes.
encumbrance purposes. Ammunition belts, Plasma Gun (TL12): High-energy anti-vehicular man-
magazines, and individual rockets are each portable weapon firing magnetically-contained
considered one item for encumbrance purposes. plasma bolts. It requires a back-mounted,
Flamethrower (TL6): Spews a 5m-long cone of fire rechargeable power pack counting as two Items for
which is 3m wide at its far end. All targets within this encumbrance purposes.
cone suffer damage and might catch fire. The tank for Fusion Gun (TL14): Advanced development of the
the flamethrower holds enough fuel for five full plasma gun, firing bolts undergoing microfusion for
attacks and counts as two items for encumbrance. massive damage. utilizes a back-mounted micro-
GP Machinegun (TL6): "General Purpose" belt-fed fusion reactor and thus, for game purposes, has
medium machinegun. Often carried on vehicles as a unlimited ammunition. The ammo cost in this case
support weapon but is also man-portable. represents purchasing such a backpack. Note that the
backpack and gun constitute 4 items in total for
Rocket Launcher (TL6): Man-portable rocket encumbrance.
launcher utilizing unguided munitions. Rocket
launchers are unsafe to use in enclosed spaces.
Rocket payloads are considered high explosive and GRENADES AND EXPLOSIVES
are not particularly effective against armored
vehicles. Armor piercing rockets cost Cr500 per Throw DEX 6+ to accurately throw a hand grenade
rocket: trade Blast 6 for AV 5D, Blast 1. An anti-aircraft within effective range, or Heavy Weapons 8+ to
homing missile costs Cr10000 and does not suffer a accurately launch a grenade from a launcher. On
penalty when firing at fast-moving air vehicles. failure, the grenade will land 2D6 + (the margin of
failure) meters from its intended target. Throw
Grenade Launcher (TL7): Grenade launchers are used Demolitions 6+ to properly set up an explosive charge
to fire grenades over long distances. Grenades for a for simple demolition, or Demolitions 8+ or greater
grenade launcher are not interchangeable with for more complex jobs, such as setting a directional
handheld grenades. An under-barrel version shaped charge explosive.
(described above) is also available.
The Effective range for thrown grenades is equal to
Disposable Anti-Vehicle Rocket (TL7): Cheap one-use the character’s STR. Maximum range for thrown
man-portable rocket. Functions as an armor-piercing grenades is STRx2. However, beyond Effective range a
rocket as described above. thrown grenade automatically deviates 2D6 meters,
Light Assault Gun (TL8): Heavy anti-vehicle rifle firing regardless of the result of the attack throw. Launched
large armor-piercing shells. grenades use the launcher’s range, as given above.
Launched grenades double their deviation rolls on a
RAM Grenade Launcher (TL8): Advanced grenade miss.
launcher utilizing sophisticated rocket-assisted
grenades (not interchangeable with those of the Fragmentation Grenade (TL5): Basic anti-personnel
older grenade launcher). Provides better range and hand grenade exploding into a hail of shrapnel.
magazine capacity than a standard grenade launcher.
Grenade or Explosive TL Cost Range Dmg Aspects
Dynamite 4 Cr75 3D AV 2D, Blast 1D
Fragmentation 5 Cr30 3D AV 2D, Blast 5
Molotov Cocktail 5 Cr5 2D Blast 2, Fire
Incendiary 6 Cr30 3D Blast 3, Fire
Smoke 6 Cr15 - Blast 10 (smoke)
Plastique 6 Cr200 - 6D AV 4D, Blast 10
HEAP 7 Cr50 Launcher 5D AV 5D, Blast 1.5
Flashbang 7 Cr30 3D Blast 10, Stun
EMP 8 Cr50 4D Blast 5, Stun (Machines)

39
CEPHEUS LIGHT
Improvised Explosive Device (TL5): Home-made
incendiary bomb commonly made from a glass
container filled with highly flammable liquid and lit
with a fuse.
Incendiary Grenade (TL6): Military-grade fire-bomb
grenade.
Smoke Grenade (TL6): Deploys a cloud of thick
smoke upon impact. Apply DM-2 to all attacks
passing through its “Blast” radius. They also apply a
further DM-1 to laser weapons. The smoke stays in
the air for 1D combat rounds.
Plastique (TL6): This generic, multi-purpose plastic
explosive is a favorite of military units, terrorists,
demolition teams and adventurers across known
space.
HEAP Grenade (TL7): High Explosive Armor-Piercing
anti-tank grenade using a focused blast to penetrate
armor.
Flashbang Grenade (TL7): Non-lethal stun grenade
emitting a powerful flash and deafening noise upon
detonation.
EMP Grenade (TL8): Electro-Magnetic Pulse grenade
emitting a powerful magnetic pulse capable of
disrupting electronics but harmless to organic beings.
It causes full damage to robots. Characters with
implanted cybernetics are vulnerable to EMP but only
take half stun "damage" (rounded up) from it. Non-
cybered organic beings are immune to this stun
damage.

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STELLAGAMA PUBLISHING
COMBAT
Spacers and adventurers often run into trouble INITIATIVE
among the stars. In many cases they will have to fight,
be that for a cause or goal – or for survival. The Once fighting begins, each combatant throws 2D +
following rules allow quick resolution of combats. their Tactics skill (if any). Record these rolls. In each
combat round, characters act from the highest
See the weapon descriptions in the previous chapter initiative score to the lowest. Note that characters
for various special rules, such as for automatic fire or without a Tactics skill do not suffer the Unskilled
explosive weapons. negative DM on this throw.
A character with Leadership may throw Leadership 8+
at the beginning of combat; if successful, any
COMBAT PROCEDURE OUTLINE characters in their parties may apply the throw’s
Effect as a skill bonus to initiative. Combatants may
1. CHECK FOR SURPRISE. only benefit once from this effect. If multiple
1.1 If one party surprises the other, they gain one characters with the Leadership skill are present, only
free combat round during which the surprised party the one with the highest Leadership skill may roll.
cannot act.
2. Roll initiative for all combatants.
ACTIONS AND ATTACKS
3. Start the combat round.
3.1 Combatants act in initiative order (highest first). Each character has two actions in their turn.
Characters may use an action as follows:
3.2 Each character, on their turn, has two actions.
They may use them for attacks, movement, and other Attack: attack as described below.
actions. Apply damage caused by an attack Charge: run to a single enemy at a range of up to 20m
immediately. and make a melee attack at DM+2. Characters on
3.3 Once the combat round is over, begin a new Overwatch (see below) being charged at can, of
round, until the battle is over. course, react and attack the charging enemy.
Characters not on Overwatch also gain a free attack
4. If necessary – triage and treat the wounded. against a charging enemy, but at DM-2 as they are
less well-prepared to receive it.

COMBAT ROUNDS Inspire: throw Leadership 6+ to add DM+2 to any


single character’s next throw.
Combat takes place in 6-second segments called
Combat Rounds. Characters act in descending Move: move up to 9m (6x 1.5m squares).
initiative order, as discussed below, in each combat Alternatively, fall prone or get up from a prone
round – unless surprised or otherwise unable to act. position.
Overwatch: delay your action until an enemy moves
through your line of sight or attacks you. When this
SURPRISE happens, you may immediately act, regardless of
Characters may surprise other parties or be surprised initiative order. You may hold your Overwatch for a
by them. A good tactician or a keen-eyed recon number of rounds equal to your END score.
specialist can lay a good ambush or avoid one. MELEE ATTACKS
In situations where surprise is possible, each party To hit in melee (hand-to-hand combat), throw Melee
throws Recon 8+. If one party succeeds and the other Combat 8+. You may not attack in melee with a
fails, the winner gains surprise. If both sides succeed longarm (such as a rifle) unless you use it as a cudgel
or both fail, there is no surprise. A party deliberately or as a spear (with a bayonet). You may attack with a
setting up ambush gains DM+2 to surprise rolls. handgun (including shotguns and submachineguns)
Groups in vehicles, or groups of characters in melee at DM-2 to hit. Note that if a shield is used
numbering 8 or more members, suffer DM-2 to with the overwatch action in combat, the wielder is
surprise rolls. treated as having partial cover, as noted below. This
Surprise grants a “free” combat round during which gives an enemy DM-2 to hit the shielded character in
the surprising party may act, but the surprised party melee.
may not.

41
CEPHEUS LIGHT
FRENZY Attacks on a prone character in ranged combat are
penalized by DM-2; attacking a prone character
A character with at least Melee Combat-1 who either behind cover uses that cover DM instead, with an
kills or disables an enemy in melee combat may move additional DM-1.
1.5m and immediately attack an adjacent enemy.
Characters may do so in the same combat action for However, if a character enjoys a total cover DM of -4
a number of times equal to their Melee Combat skill. or more, they cannot make any direct fire ranged
attacks themselves. They are completely blocked by
their cover. They may still attack, and be attacked, by
RANGED COMBAT indirect weapons such as grenades.
To hit a target in your weapon’s Effective range, throw Shooting in darkness incurs DM-2 to hit, while
Gun Combat or Heavy Weapons (as appropriate) 8+. shooting in dim light incurs DM-1 to hit.
Beyond Effective range, throw 10+ instead out to
maximum range.
Hitting an obscured target (such as behind bushes) is
penalized by DM-1; attacking a target behind hard
cover, this penalty is DM-2; and for heavy prepared
cover, such as a bunker, attacks are penalized by DM-
3.
Ranged Combat DM Table
Condition DM
Target obscured DM-1
Target behind hard cover DM-2
Target in heavy cover DM-3
Target running (double move on its previous round) DM-1
Target behind total cover DM-4; direct fire impossible
Target prone DM-2
Target prone behind cover Cover DM and an additional DM-1
Darkness DM-2
Dim Light DM-1
Target dodging (optional rule) DM-target's Gun Combat skill
AIMING Full Auto: Make a number of attacks equal to the
Auto score. These attacks can be made against
An aimed shot requires two consecutive actions and separate targets so long as they are all within six
grants DM+1 to hit. A character may use their first meters of one another. Alternatively, use Full Auto for
action in a combat round to aim, then enjoy DM+1 to Suppression fire (see the Combat section). Full auto
hit when firing on the second action. Alternatively, it uses ammunition equal to three times the weapon’s
is possible to begin aiming as the second action in Auto score. A weapon cannot use the Auto aspect
one round and continue aiming through the first with the Scope accessory or Aiming action. You may
action of the next round, and then make an attack only perform one Full Auto attack in a given round.
with the second action of that second round.

THROWN WEAPONS
AUTOMATIC WEAPONS
Knives have a range of 5/10. Throw DEX 8+ to hit with
Automatic weapons fire multiple rounds with every a thrown knife at Effective range, or 10+ beyond it.
pull of the trigger, filling the air with a hail of bullets.
A weapon with the Auto aspect can make attacks in Throw DEX 6+ to accurately throw a hand grenade at
three fire modes: single, burst, and full auto, as effective range, and 8+ to place a grenade on target
described below. at maximum range. Hand grenades have an Effective
range of the thrower’s STR characteristic; the
Single: Attacks are made using the normal combat Maximum range is twice that. On failure, the grenade
rules. will land 2D6+(the margin of failure) meters from its
Burst: Add the Auto score to damage. This uses a intended target. At maximum range, thrown
number of rounds equal to the Auto score. grenades automatically deviate 2D6 meters.

42
STELLAGAMA PUBLISHING
OPTIONAL RULE: DODGE AND PARRY SUPPRESSIVE FIRE
Even though they can’t dodge bullets, skilled Instead of shooting a target, a character may fire an
combatants are harder to hit. A proficient gunman automatic weapon to deter enemy action in a given
can use the battlefield to avoid line-of sight. An area. Choose a 3m by 3m area within effective range.
expert swordsman will parry melee attacks. Any combatants who move through this area, or
Therefore, for a more cinematic game where skilled caught in this area, suffer an automatic attack.
heroes can take on multiple armed opponents, we However, do not apply the shooter's Gun Combat skill
propose the following optional rule. In ranged to this attack and apply a further DM-2 to it. Thus,
combat, apply the target’s Gun Combat skill (if any) as such shots hit a suppressed target in Effective range
a negative DM to all incoming ranged attacks. In on 10+, or 12+ while in cover – combatants under
melee combat, apply the target’s Melee Combat skill suppressive fire better keep their head down! This
(if any) as a negative DM to all incoming melee continues until the weapon runs out of ammo or until
attacks. Immobile or unaware targets do not enjoy the shooter’s next round. This consumes ammunition
this defensive benefit. Note that this modifier is not equal to three times the weapon's Auto rating.
cumulative with any cover modifiers; use the higher
You may only perform one Suppressive Fire action per
of the two modifiers when shooting at a target in
round.
cover. The exception is a shield – a character using a
shield in melee may still add DM-1 to be hit by DAMAGE AND HEALING
enemies to the above penalty, provided that they
used one of their actions in the previous round for Each weapon has a number of damage dice which are
Overwatch with the shield. rolled and totaled; add the attack throw’s Effect to
the damage roll. This is the damage inflicted on the
character.
GRAPPLING
A character can attempt to wrestle or grab another
person instead of hitting them. The attacker must ARMOR
move to melee combat range and beat their target in Subtract the armor’s protection rating from any
an opposed Melee Combat throw. If the attacker physical damage caused to the character before
wins, they may do any one of the following: applying the damage to the character’s physical
• Knock their opponent prone. characteristics.

• Disarm their opponent. If the attacker


succeeds with an Effect of 6+ they can take APPLYING DAMAGE
the weapon away; otherwise it ends up on
the floor. The first time a character takes damage, subtract it
from the character’s END. If this reduces the
• Throw their opponent up to three meters character’s END to 0, subtract the remaining damage
for 1d6+STR DM damage. from STR or DEX (target’s choice). The damage may
• Inflict damage equal to 2 + the Effect + STR be distributed between the two characteristics as
DM. desired by the target.

• Escape the grapple and move away (as if In any subsequent damaging attack, the target may
with a normal movement action). allocate it to any of the three physical characteristics
(STR, DEX, or END), which is at 1 or more, as desired.
• Continue the grapple with no other effects.
If either STR or DEX fall to 0, subtract any further
• Drag their opponent up to three meters. damage from the remaining physical characteristic.
Throwing an opponent always ends the grapple. With
any other option the winner can choose to end or
continue the grapple as they sees fit. A character in a KNOCKDOWN
grapple cannot move or do anything other than make If a character receives more damage, before armor is
opposed Melee checks. Each time an opposed check applied, in one round than the current score of
is made the winner can choose an option from the highest physical characteristic (STR, DEX, or END)
above list. A character who won the grapple in the they are knocked prone. This rule applies even when
previous round enjoys DM+1 to the next grapple, the character receives no damage at all thanks to
though this is no cumulative regardless of the armor. Characters in powered armor double their
number of grapples they have successively won. DEX for calculating knockdown.

43
CEPHEUS LIGHT
WOUNDS FATIGUE
If at least two physical characteristics remain above 0, A character can become fatigued in numerous ways,
the character has suffered Minor Wounds. Use the such as staying awake for over 24 hours, sprinting
reduced characteristics for any relevant purposes, (using both actions for movement) for a number of
such as characteristic throws. combat rounds greater than the character's END
characteristic, going without food for over 2 days, or
If one characteristic falls to 0 the character falls
even using certain medications. A Fatigued character
unconscious for 1D rounds. Characters rendered
suffers DM-2 to all checks until they rest. The amount
unconscious in this manner will wake up having
of rest needed is 8 – the character's Endurance DM,
recovered half their characteristics’ value (rounded
in hours. A negative END modifier means a required
down). For example, a character with STR 9 who was
rest of over 8 hours. If a character suffers fatigue
so wounded would wake up with STR 4 after 1D
while already fatigued, they suffer a DM-4 to all
minutes. The character still suffers Minor Wounds
throws, and will fall unconscious at the Referee’s
upon waking.
discretion.
If two characteristics are reduced to 0, the character
is Seriously Wounded; they must throw 8+ or fall
unconscious for 1D hours; otherwise, they fall HEALING AND MEDICAL CARE
unconscious for 1D minutes instead. Upon waking,
Minor Wounds require treatment by a character with
the character’s wounded characteristics are 1. The
at least Medicine-1, a Med Kit, and 30 minutes. With
character will require medical care to recover any
either Medicine-1 or a Med Kit, rather than both,
further.
treatment will take 1 hour. Alternatively, characters
Characters die if all three physical characteristics will recover from all Minor Wounds on their own
reach 0. after a full day’s rest. Treatment or rest restores the
wounded character's full characteristic scores.
Serious Wounds require a medical facility—a
OPTIONAL RULE: TOUGH GUYS
standard starship medbay will suffice—and
Use this rule for minor wounds instead if you feel that treatment by a nurse or a physician (Medicine-2 skill
characters are being knocked out too quickly using or better). Recovery takes 5D days. No recovery from
the standard combat rules. If one characteristic falls Serious Wounds is possible without medical care.
to 0 (a Light Wound), the character does not fall
Note that there are pharmaceuticals which can
unconscious, but rather suffers DM-1 to all actions
accelerate a wounded character’s healing rate.
until treated. Within 1D rounds, the wounded
characteristic recovers half its value, as above, but Note that mortal wounds do not necessarily spell the
the -DM will remain until treatment. Serious Wounds character's doom. Stellagama Publishing offers a
and death still work as above. FREE supplement offering Trauma Surgery rules for
such occasions.
Furthermore, even "final" death is not so final in
OPTIONAL RULE: HEROES VS. GRUNTS
technologically advanced societies. From the Ashes,
For a cinematic game where heroes cut their way by Stellagama Publishing, offers rules for cybernetic
through waves of grunts (also called "mooks"), use and biotechnological resurrection of the dead!
the standard wound and unconsciousness rules for
grunts and the Tough Guys optional rule for heroes.

44
STELLAGAMA PUBLISHING
PERSONAL COMBAT EXAMPLES Security Force Leader, UPP: 777887 Gun Combat-1,
Melee Combat-1, Leadership-1, Tactics-1
PERSONAL COMBAT EXAMPLE #1 - LIBERATION AT Cloth Armor: Protection 6
THE ONE-EYED JACK Stun Baton: 2D, Stun
Efrem Kazzov, 30 (3 terms) Scout, STR 7, DEX 4, END Stunner: 3D, 10/30, Ammo: 10, Stun
9, INT 9, EDU 8, SOC 7: Watercraft-1, Pilot-1, Recon-1,
Investigation-2, Sciences-2, Computer-2, Stealth-1. Auto Pistol: 2D, 10/50 Ammo: 16, Double Tap

Snub Revolver (Damage: 2D, Range: 5/20m Ammo: 6, Recently Liberated Political Prisoners UPP: 777789
Zero-G) Liason-1, Admin-1, Leadership-1

Augustus Green, 42 (6 Terms) Colonist, STR 8, DEX 9,


END 8, INT 7, EDU 5, SOC 11. Deception-1, Survive-1, THE SCENE
Repair-1, Streetwise-1, Carousing-2, Jack O’ Trades-2,
Grav Vehicles-1, Leadership-1, Melee Combat-1, The PCs have just carried off a heist against a local
Watercraft-1. corrupt government, liberating some political
prisoners, as well as tens of thousands of credits
Shotgun (Damage: 4D, Range: 20/40, Ammo: 6, worth of bearer bonds. They are racing towards their
Scattergun) ship, which is parked on a large slab of ferrocrete just
Melinda Harris, 22 (1 Term) Rogue, STR 7, DEX 7, END outside of town—a classic E-class starport if there
6, INT 11, EDU 7, SOC 3. Streetwise-1, Zero-G-1, ever was one. They’ve just arrived at the ship; a run-
Gambling-1, Carousing-1, Gun Combat-1, Stealth-1. down Trader called the One-Eyed Jack. The local
constabulary is hot on their heels and aims to
Submachinegun (Damage: 2D, Range: 30/100, apprehend the crew and the liberated prisoners.
Ammo: 30, Auto 3)
Everyone is taking cover behind cargo containers and
Joseph Luy: 34 (4 Terms) Navy, STR 5, DEX 8, END 9, the Jack’s landing gear, and the GM calls for an
INT 9, EDU 9, SOC 8. Computer-1, Zero-G-1, Gunnery- initiative roll. This is a Tactics Skill roll, with no
1, Medicine-1, Jack O’ Trades-1, Leadership-1, Tactics- unskilled penalty. As well, the player running
2, Navigation-3, Melee Combat-1, Stealth-1. Augustus Green rolls Leadership 8+ to try to give his
Sword: 3D teammates a bonus. He rolls a 3 + 1 = 4, so no bonus.

Stunner (Damage: 3D, Range: 10/30, Ammo: 10, The initiative scores are as follows:
Stun, Zero-G) Efrem Kazzov: 11
Jacqueline Botrel, 38 (5 terms) Merchant STR 6 DEX Augustus Green: 8
9 END 7 INT 8 EDU 9 SOC 4. Repair-1, Steward-1,
Liason-3, Computers-2, Zero-G-1, Gunnery-1, Pilot-2, Melinda Harris: 5
Admin-1, Engineering-1, Melee Combat-1, Recon-1. Joseph Luy (Tactics-2): 8 + 2 = 10
Body Pistol (Damage: 2D, Range: 5/20m Ammo: 6, Jacqueline Botrel: 3
Double-Tap), Sword (3D)
All PCs are wearing Vacc Suits: Protection 6
The GM rolls the following:
Political Prisoners: 7
NPCS
Security Goons: 5
8 Security Goons, UPP: 778666 Gun Combat-0,
Melee Combat-1 Security Leader: 10 + 1 = 11

Cloth Armor: Protection 6 Round 1: The GM begins by counting down from 12,
and the players stop the GM when their initiative
Stun Baton: 2D, Stun number comes up.
Stunner: 3D, 10/30, Ammo: 10, Stun 11: Efrem Kazzov gets behind some storage bins (DM-
Auto Pistol: 2D, 10/50 Ammo: 16, Double Tap 2 cover) (Action1 - Move) and engages in Overwatch
(Action2 - Overwatch) with his Snub pistol. He
watches the gate that delineates the starport from
the rest of the town. The gate is 15m away.

45
CEPHEUS LIGHT
11: The Security Leader Inspires the goons (Action1 – Finally, Jacqueline Botrel’s turn has arrived. She
Leadership skill), rolling an 8 + 1 = 9. One of the charges up to the door of her ship (Action1 – Move)
security goons gets a DM+2 to their next action. He is and enters the security code to get the door open
out of sight of the PCs. (Action2). This does not require a skill roll, but Jackie
is dangerously exposed.
10: Joseph Luy takes cover near Efrem (Action1 –
Move) and readies his stunner in Overwatch (Action2 Round 2:
– Overwatch).
11: Efrem aims (Action1 – Aim) at one of the goons
8: Augustus Green takes cover behind the One-Eyed shooting at him, and fires (Action2 – Shoot): 10 + 1
Jack’s nearest landing gear strut (DM-2 cover) (aiming) -2 (cover) -2 (range) = 7, a miss!
(Action1 – Move) and declares Overwatch as well
11: The Security Leader takes cover behind the gate
(Action2 – Overwatch).
(Action1 – Move) and fires at the lady trying to open
7: The Political Prisoners are not foolish. They take the ship’s door (Action2 – Shoot). He rolls a 7 + 1
cover behind cargo bins, and stay out of sight, near (skill) – 2 (range) = 6, missing. A shot ricochets off the
the closed ramp of the Jack. (Action1 – Move, Action2 door bulkhead near Jackie.
– nothing)
10: Joseph Luy takes careful aim (Action1 – Aim) with
5: Melinda Harris takes cover (Action1 – Move) and his stunner and fires on the Leader (he’s wearing an
declares Overwatch with her SMG (Action2 – officer’s uniform) (Action2 – Shoot). A roll of 11 is
Overwatch). She has decided, however, to cover the modified by +1 (aiming) and -2 (range) and -2 (cover)
PCs’ flank, rather than point her gun in the same = 8, a hit! He rolls 3D for non-lethal damage, getting
direction as everyone else. a 12, which is reduced to 6 by armor. The Leader is
somewhat addled (END is now 1) but still combat-
5: The Security Goons advance! (Action1 – Move)
ready.
Two charge forward (Action2 – Move), hoping to
catch these shady spacers off guard. This triggers 8: Augustus Green aims (Action1 – Aim) and fires his
everyone’s Overwatch: shotgun again (Action2 – Shoot), rolling 6 + 1 – 2 = 5,
a miss.
Efrem Kazzov fires his snub pistol at the first Goon
(delayed Action2): He rolls a 6, which is not enough to 7: The Political Prisoners stay behind cover. (No
hit at 15m (which is beyond Effective Range for a snub Actions used)
pistol).
5: Melinda Harris realizes that she’s the only one who
Joseph Luy fires his stunner (delayed Action2), rolling has Gun Combat as a skill among her companions.
a 4, which is also a miss. Shaking her head ruefully, she turns and engages in
Suppressive Fire on the entrance to the starport
Augustus Green fires his shotgun (delayed Action2),
(Action1 – Suppressive Fire). The GM rules that the
rolling a 7. Since the two Goons are within Effective
two goons (crawling to rescue their wounded
Range (20m for a shotgun), the roll gains a DM+1 for
comrades) are caught in the suppressive fire. As well,
the Scattergun aspect, for a total of 8. A (bare) hit!
the leader and one other goon are caught in the
The GM rules that the two Goons are close enough to
attack, but they are under cover. Melinda’s SMG
both be hit. Augustus’ player cheers, and rolls 4D for
rattles away, burning through nine rounds of ammo
damage: a whopping 21 points of damage! This is
(Auto3 x 3 = 9). Melinda needs a 12 to hit anything:
reduced by the 6 points of armor protection for 15
the targets are either under cover, or they are prone
points of damage in total to each Goons. This reduces
(lying down wounded is still prone). She rolls 5, 7, 9,
their END and DEX entirely, leaving them with STR 7
and 10. No hits, but that’s fine.
DEX 0 and END 0, which means they are Seriously
Wounded, and effectively out of the fight. 5: The 3 Security Goons (2 crawling, 1 shooting from
behind cover, not counting the two wounded) in the
The rest of the Security Goons (now 6 left) take cover
gate entranceway are properly suppressed. If they
at the gate (cover DM-2) (Action2 – Move), or hit the
move or attack, they will draw another Suppressive
ground and crawl to their wounded compatriots
Fire roll. Not being heroes, they wisely keep their
(prone DM-2) (Action2 – Drop Prone and Move). The
heads down. The other three goons take aim (Action1
four at the gate return fire as best they can (Action2
– Aim) and fire on Melinda (Action2 – Shoot), rolling
– Shoot), firing double-taps with their autopistols.
9 +1 (aiming) – 2 (range) – 2 (cover) = 6, 8 +1 – 4 = 5
Two fire at the shotgun wielder who laid two of their
and 4 +1 – 4 = 1. No hits.
friends low. The GM rolls 8 and 9, but with a cover
DM-2, the rolls are 6 and 7, which miss. The other
two goons fire at Efrem and Joseph, rolling 7 and 2,
respectively, missing.

46
STELLAGAMA PUBLISHING
3: Jacqueline Botrel spends one action entering the 11. Efrem Kazzov runs into the ship, keeping his head
last of the security code (Action1), and then tucks down. (Action 1, Action 2 – Move)
into the open airlock bulkhead (DM-2 cover) (Action2
11: The Security Leader pops his head up and fires his
- Move). “Door’s open!” she yells to her companions,
pistol at Jacqueline, who is in the doorway: The shot
“It’s time to go!”
misses. (Action 1 – Shoot, Action 2 ??)
10: Joseph Luy is already clambering up a ladder to
Round 3: the cockpit. (Action 1 and Action 2 – Move)
11: Efrem takes aim (Action1 - Aim) at the Security 8: Augustus Green bellows out “All aboard!” and
Leader and fires (Action2 - Shoot): 9 + 1 (aiming) – 2 steps onto the ramp and behind the cover of the
(range) – 2 (cover) = 6, a miss. door’s bulkhead. He fires at the Security Leader
(Action1 – Shoot): 6 – 2 = 4, a miss.
11: The Security Leader is under Suppression, and
ducks down behind the wall (the GM rules that the 5: Melinda Harris rushes up the ramp (Action1 –
wall is solid enough to stop SMG fire, so does not roll Move) and takes one last shot at the goons with a full
the attack). He decides to radio his boss, telling him auto from her SMG (Action2 – Shoot/Full Auto): 6 – 2
that he should scramble whatever space assets are (cover) + 1 (skill) = 5, 7 – 2 (cover) + 1 (skill) = 6, 9 – 2
on the planet, because the PCs are surprisingly well- (cover) +1 (skill) = 8. The last attack is a hit, doing 7
armed, and he can’t stop them (Action1). points of damage, which is reduced to 1 point by
armor.
10: Joseph Luy, being the pilot of the One-Eyed Jack,
knows that he had better get the ship cycled up. He 5: The 5 Security Goons open fire with their
runs for the door and gets inside. (Action1 – Move) autopistols. They perform two double-taps each!
(Action1, Action2 – Shoot/Double-Tap) Each is
8: Augustus Green takes aim (Action1 - Aim) and fires
penalized by DM-4 (-2 for range, -4 for cover). None
(Action2 - Shoot)his shotgun at one of the goons still
hit.
standing behind cover: 9 + 1 (aiming) – 2 (cover) = 8.
A hit, and the player rolls damage: 23! This is reduced 3: Jacqueline Botrel chuckles “tell ‘em Black Jack
to 17 due to armor, which is enough to drop the Botrel did this!” she hollers over the roar of her ship’s
hapless security goon. engines. Then she hits the airlock door switch, and
the firefight is over.
7: The Political Prisoners scurry on board the ship as
quickly as possible! (Action 1, Action2 - Move)
5: Melinda Harris shouts “Efrem, stop shooting and
get on the ship, dumb-ass!” She decides not to use
suppressive fire, but instead makes three separate
attacks on three separate goons using her SMG: 7 + 1
(skill) – 2 (cover) = 6, 7 + 1 – 2 = 6, and 8 + 1 – 2 = 7.
All attacks miss, and Melinda has burned through 18
rounds of ammunition thus far. Because she used a
Full Auto attack, Melinda does not get to do another
action. (Action1 - Shoot, Action2 - Shoot, Action3
(Skill) - Shoot)
5: There are now 5 Security Goons still combat-
capable. Two grab their fallen comrades and pull
them out of the line of fire (Action1, Action 2 –
Move). The other three fire on Melinda, unloading
with two double-taps each (Action1 – Aim, Action2 –
Shoot/Double-Tap)! Each attack is penalized by DM-2
for range, and DM-2 for Melinda’s cover. 7 – 4 = 3, 5 –
4 = 1, 4 – 4 = 0, 6 – 4 = 2, 9 – 4 = 5, and 7 – 4 = 3. No
hits, though ricochets abound!
3: Jacqueline Botrel fires her autopistol at the goons,
using two double-taps (Action 1 – Aim, Action2 –
Shoot/Double-Tap). 6 – 4 = 2, and 7 – 4 = 3. No hits.
She yells out “Melinda! Let’s go! Now!”
Round 4:

47
CEPHEUS LIGHT
PERSONAL COMBAT EXAMPLE #2 – SEMPER FI
A Squad of 6 Space Marines: UPP 889776 Athletics-1, Gun Combat-2, Heavy Weapons-1, Melee Combat-3,
Recon-2, Tactics-1, Zero-G-2. Combat Armor (Protection 11).
Weapon Range Dmg Ammo Aspects
Accelerator Rifle 100/400 3D 20 AV 1D, Auto-2, Zero-G
Gauss Pistol 20/100 3D 30 AV 1D, Auto 2
Vibroblade -- 4D --
Frag Grenade 8/16 3D AV 2D, Blast 5
Smoke Grenade 8/16 -- -- Blast 10 (DM-1 to lasers) lasts 1D rounds.
10 Pirate Scum: UPP 778864 Athletics-1, Gun Combat-1, Melee Combat-2, Recon-1, Stealth-1, Tactics-1, Zero-G-2.
Vacc Suits (Protection 6).
Weapon Range Dmg Ammo Aspects
Submachinegun 30/100 2D 30 Auto 3
Laser Rifle 300/500 5D 30 AV 2D, Double Tap, Laser, Zero-G
Sword -- 3D --
Frag Grenade 7/14 3D AV 2D, Blast 5

The Marines are clearing a small den of pirates on a ineffective by the marines’ combat armor. Ricochets
remote asteroid base that closely resembles a tomb. and sparks fly everywhere!
The life support is down, and so is artificial gravity.
The other three pirates take aim (Delayed Action1 –
The fight will take place in Zero-G.
Aim) with their laser rifles, and fire at the first marine
Initiative: down the hallway (Action2 – Shoot). 7 + 1 (aiming) +
1 (skill) = 9; 9 + 1 (aiming) + 1 (skill) = 11; 11 + 1
The Marines are divided up into two fire-teams of 3
(aiming) + 1 (skill) = 13. Three solid hits! The damage
each. Each fire team will roll initiative as a group. The
is 19, 17 and 19 points of damage, reduced by 11
pirates are divided into two groups of 5, and each
points of protection to 8, 6, and 8 points of damage.
group will roll initiative collectively.
The poor marine is knocked out, and spins out in the
Marine 1: 6 + 1 = 7 hallway, bleeding and unconscious. Hopefully his
combat armor has some sort of medkit to auto-
Marine 2: 7 + 1 = 8
stabilize him! (Serious Wound)
Pirate 1: 8 + 1 = 9
Marine 2 gets to act. They clearly did not anticipate
Pirate 2: 9 + 1 = 10 laser rifles! The two surviving group members take
cover (DM-2) (and both yell “frag out!” as they toss
Round 1:
grenades down the corridor (Action2 – Throw). The
Pirate 2 goes first, and they set up a kill zone down a attack rolls are 5 + 1 (Athletics) = 6, and 7 + 1
small corridor towards the cargo bay where the (Athletics) = 8. Two hits, for 7 and 9 points of damage.
Marines have landed (Action1 – Overwatch). The The five pirates are in the blast radius of these
pirates nervously ready their laser rifles, and have grenades, and they each take 1 point from the first
their grenades and swords floating nearby. The grenade, and 3 points from the second, for a total of
distance between their intersection and the airlock to 4 points of damage each.
the cargo bay is about 20 meters.
Marine 1 launches itself down the hallway! (Action1
Pirate 1 is waiting in reserve, figuring that it will have – Move) They fire away with their accelerator rifles,
to reinforce Pirate 1 very soon after the marines filling the hallway with lead as they make short burst
attack. (Action1 – None) attacks (Action2 – Shoot/Burst): 11 + 2 (Gun Combat)
– 2 (Cover) = 11; 5 + 2 (Gun Combat) – 2 (cover) = 5;
Marine 2 breaches the airlock! The three marines
and 8 + 2 (Gun Combat) – 2 (Cover) = 8. That’s two
pour into the hallway (Action1 – Move), and this
hits, one for 12 + 2 (Auto 2 burst attack) = 14 damage
triggers Pirate 2’s overwatch:
reduced to 8 points. One for 14 + 2 (Auto 2 burst
Two of the pirates take aim (Delayed Action1 – Aim) attack) = 16 damage, reduced to 10 points. Since both
and throw grenades down the hallway (Action2 – targets had already taken 4 points of damage from
Throw), 14m away. They roll 7 + 1 (aiming) +1 the grenades, both targets have had their END
(Athletics always adds to DEX rolls) – 2 (beyond reduced to zero, and are knocked out of the fight.
Effective range) = 7, and 10 + 1 (aiming) +1 (Athletics)
-2 (Beyond Effective range) = 10. Both are hits. The
first grenade does 11 points of damage, the second 9
points of damage. Both attacks are rendered

48
STELLAGAMA PUBLISHING
Round 2: Combat) – 2 (Target’s Melee Combat) = 3; 4 + 2
(Melee Combat) – 2 (Target’s Melee Combat) = 4; 6 +
Pirate 2 calls for help! The three remaining pirates
2 (Melee Combat) – 2 (Target’s Melee Combat) = 6.
each take double-tap shots on the advancing marines
Bad news for the pirates, they all missed! Recall that
(Action1 – Shoot/Double-Tap): 5 + 1 (Gun Combat) =
in Zero-G combat, the attacker’s lower of Melee
6; 5 + 1 (Gun Combat) = 6; 10 + 1 (Gun Combat) = 11.
Combat or Zero-G is used. In this case, the pirates are
One hit, for 24 points of damage, reduced to 13
unaffected, but the marines’ Melee Combat skill of 3
damage by the combat armor. This is still enough to
is effectively reduced to 2.
knock one of Marine 1’s members out of the fight,
and seriously injures him. The pirates grab their two Marine 2 attacks! Each marine attacks once, hacking
wounded comrades and launch themselves off the away with a vibro-blade (Action1 – Melee): 6 + 2
bulkhead in retreat! (Action2 – Move) (Melee Combat) – 2 (Target’s Melee Combat) +2
(Charge) = 8; and 9 + 2 (Melee Combat) – 2 (Target’s
Pirate 1 hastily sets up another ambush in a corridor,
Melee Combat) +2 (Charge) = 11. Both marines hit,
and is on Overwatch (Action1 – Overwatch).
doing 15 and 16 points of damage, reduced to 9 and
Marine 2 does not stop, and floats down the corridor 10 points by armor. Two pirates are out of the fight.
to the T-intersection where the pirates just were
Pirate 2 attacks (they were on overwatch)! The three
(Action1 – Move). The two highly-trained marines
remaining pirates charge at the marines by launching
stop themselves before hitting the intersection by
themselves off bulkheads (delayed Action1 – Move).
grabbing onto some hand-rails. They each throw a
(Action2- Melee) 10 + 2 (Melee Combat) – 2 (Target’s
grenade (Action2 – Throw): one to the left, one to the
Melee Combat) +2 (Charge) = 12; 10 + 2 (Melee
right. They know there’s going to be another ambush,
Combat) – 2 (Target’s Melee Combat) +2 (Charge) =
but they don’t know from which direction (it’s to the
12; and 8 + 2 (Melee Combat) – 2 (Target’s Melee
left). The left-hand grenade attack roll is a 6 + 1
Combat) +2 (Charge) = 10. Two hit one of the
(Athletics) – 2 (beyond Effective range) – 2 (cover) =
marines, the last pirate slashed at the second marine.
3, a miss. It deviates by 8 meters and explodes
The damage totals are 7, 9, and 11 points. The swords
without hurting anyone. The right-hand grenade
cut harmlessly into the marines’ combat armor.
attack roll is a 12 + 1 (Athletics) – 2 (Beyond Effective
range) – 2 (cover) = 9, a hit. Unfortunately, no one is Finally, Marine 1 charges into the fray (Action1 –
there! Move)! The two marines join their comrades in melee
combat (Action2 – Melee): 6 + 2 (Melee Combat) – 2
Marine 1’s two surviving members also arrive at the
(Target’s Melee Combat) +2 (Charge) = 8; and 8 + 2
T-junction (Action1 – Move). They take cover and
(Melee Combat) – 2 (Target’s Melee Combat) +2
deploy a couple of smoke grenades (Action2 –
(Charge) = 10. Two more vibroblade hits for 19 and 20
Throw). These quickly fill the hallway with thick
points of damage, reduced to 13 and 14 points of
smoke, imposing a DM-2 to hit for anyone not
damage after armor. Pirate 1 has been reduced to a
wearing advanced thermal optics—which come
single active pirate.
standard on Marine combat armor. Just as
importantly, the smoke imposes an additional DM-1 Round 4:
to hit on all lasers.
Pirate 2 presses as hard as they can. Each of the three
Round 3: surviving members of the group attacks twice with a
cutlass (Action1, Action2 – Melee): 7 + 2 (Melee
Pirate 2 is now regrouped behind Pirate 1. They see
Combat) – 2 (Target’s Melee Combat) = 7; 4 + 2
the smoke forming in the hallway, and their eyes
(Melee Combat) – 2 (Target’s Melee Combat) = 4; 7 +
widen. The veterans among them put their lasers
2 (Melee Combat) – 2 (Target’s Melee Combat) = 7; 3
aside and draw their cutlasses (Action1 – Change
+ 2 (Melee Combat) – 2 (Target’s Melee Combat) = 3;
weapon). They wait on Overwatch to receive the
4 + 2 (Melee Combat) – 2 (Target’s Melee Combat) =
Marines’ charge (Action2 – Overwatch).
4; and 11 + 2 (Melee Combat) – 2 (Target’s Melee
Pirate 1 is on Overwatch (Action1 – Overwatch). Combat) = 11. Of the six attacks, only one hit, for 13
points of damage, reduced to 2 points by armor. The
Marine 2 charges, vibro-swords out (Action1 –
marine shrugs it off for now. It’s only a flesh wound!
Move)! The visibility is poor, and Pirate 1 manages to
see them only at the very last moment, activating Pirate 1 breaks and runs! (Action1, Action2 – Move)
their Overwatch!
Pirate 1’s laser rifles are useless at melee range! The
pirates draw their cutlasses and attack (delayed
Action1 – Change Weapon, Action2 – Melee)! Three
pirates attack the first marine, and two pirates attack
the second. The first three attacks are 3 + 2 (Melee

49
CEPHEUS LIGHT

50
STELLAGAMA PUBLISHING
The two marines of Marine 2 fight just as Marine 1 engages the remaining two pirates
hard as their opponents! They each make of Pirate 2 (Ac�on1, Ac�on2 – Melee). The
two a�acks (Ac�on1, Ac�on2 – Melee): rolls rolls are 9, 8, 10, and 7. All but one hit, and
of 7, 4, and 6, all miss. But a roll of 8 is a hit, damage is 16, 12, and 19 points, reduced to
for 14 points of damage. This is reduced to 8 10, 6, and 13 points of damage. The pirates
points of damage by armor, but the pirates are cut down where they floated.
of Pirate 2 have already taken damage from Now, the marines will have to hunt down a
grenades. The pirate is stricken and single cowardly pirate…
crumples in zero gravity.

51
CEPHEUS LIGHT
VEHICLES IN PERSONAL COMBAT Effect
0
DM
DM-2
1 or 2 DM-1
Sometimes, characters will find themselves operating
3 or 4 DM+0
a vehicle in combat, or facing enemy vehicles. The 5+ DM+1
following rules allow the inclusion of vehicles in
personal combat, as well as vehicle chases. They are
not intended to serve as war-gaming rules for large The loser of the Advantage throw cannot attack in
engagements. that turn, unless their vehicle has a turret-mounted
weapon. Turret attacks made without Advantage
suffer DM-4 to hit. Note that there is no tracking of
VEHICLE MOVEMENT range in a chase. This is intentional. The attack
penalty for low-Effect Advantage rolls is meant to
In tactical (non-chase) combat, a vehicle moves on its reflect a bad angle of attack, or sub-optimal range for
driver's initiative. Apply the vehicle's Agility as a DM an attack, among other things.
to the driver's initiative.
It is possible to have multiple parties engaged in a
In personal combat, a vehicle can move up to 21m (14 chase. Simply record the different Advantage results
squares on a 1.5m grid) in a single round. This is in descending order. The vehicles higher on the
considered cautious combat movement. This “ladder” may attack any vehicle below them. This can
represents a vehicle advancing slowly through terrain be used to great effect in a dogfight, below.
to engage personnel and other vehicles in so-called
“knife-fighting” ranges and speeds. Fast-moving Chases last five turns. At the end of the fifth turn, if
vehicles will pass through the tactical battle area in the prey has not been stopped, disabled, or
less than a round. The chase rules below are designed destroyed, the prey escapes and the chase ends.
to handle such high speed combats. An exception
would be a one-time intervention of a fast vehicle in
tactical combat, such as an armed air/raft doing a DOGFIGHTING
quick laser strafe of enemy positions during its pass In a dogfight, two or more highly maneuverable
through the area. vehicles, such as aircraft or grav vehicles, try to
outmaneuver and fight each other. A dogfight has no
time limit, barring fuel considerations. The dogfight
CHASES ends either when one participant is disabled or
The tactical combat rules represent action in small, destroyed, or if one participant disengages. To
more limited areas. For vehicles, this means short disengage from a dogfight, a participant must have
range and slow speeds. As noted above, a fast- Advantage and use their action that turn to throw
moving vehicle will easily pass through the entire Vehicle Skill 10+, including the DM for the vehicle’s
tactical combat map in less than one combat round. agility.
This is unsuitable for chases and dog-fighting. Use
these rules instead. They are designed to be highly
descriptive in their approach to vehicle combat. It will FOOT CHASES
be up to the Referee and the players to describe how Chases on foot use similar rules. Each turn, each side
the action unfolds as the participants maneuver, throws Athletics + DEX DM. The pursuer wins on ties.
jockey for position, and attack each other. The winner of this opposed throw may attack in
Chase turns are an abstraction in combat and vary in melee or ranged combat, at the Referee's discretion,
length depending on circumstances, from mere while the loser cannot attack in that turn. Foot chases
seconds in high-speed aircraft pursuits to hours in end in the same way that other chases end, that is,
long drawn-out submarine duels. The Referee should either when the pursuer subdues the pursuits or
inform the players of how long each chase combat gives up the chase, or after five turns, in which the
turn is at the start of the chase. pursued escapes. Referee’s should track the number
of turns to ensure that Fatigue effects are considered.
There is no initiative throw in chases. Instead, at the
start of each turn both participants throw 2D + the
relevant vehicle skill + the vehicle's Agility. The
pursuer wins on ties. The winner has Advantage and
may attack using the regular vehicle attack and
damage rules, with the following modifiers based on
the vehicle throw's effect:

52
STELLAGAMA PUBLISHING
ATTACKING VEHICLES Personal weapons and ground-fired support
weapons cannot hit fast aircraft without specialized
When attacking vehicles with personal, hand-held tracking equipment, such as when using anti-air
weapons, make a regular to-hit throw; on a hit, rockets (see the Rocket Launcher description in the
consult the Vehicle Penetration and Damage rules Equipment chapter), but you can hit slower aircraft,
below. albeit at DM -2 to -4 (Referee's discretion, depending
Personal weapon attacks on a non-moving vehicle on flight altitude or speed; generally speaking,
enjoy DM+1 due to target size. speeds are abstract, and the DM ranges from DM-2
for slow propeller craft or air-rafts to DM-4 for jet
Personal weapon attacks on fast-moving vehicles aircraft and speeders).
suffer DM-2.
A gunner may attempt to hit a specific location (other
Personal weapon attacks from a fast-moving vehicle than Critical) on the target vehicle. This is subject to
(like a gunman firing a pistol out of the window of a DM-4, but if the shot hits and penetrates, it causes a
moving car) are penalized by DM-1. This is cumulative hit to that location. Otherwise, the shot misses
with attacking a moving target. completely.
When using a vehicle-mounted weapon, throw
Gunnery 8+ to hit a target in Effective range and 10+
to hit a target beyond it and up to maximum range. VEHICLE PENETRATION AND DAMAGE
Support and gunnery weapons use stabilized mounts When you hit a vehicle, throw the weapon’s AV dice.
and do not suffer the DM-1 for attacking from a fast- If the throw is equal to or exceeds the vehicle’s Armor
moving vehicle. Rating, the attack has penetrated the vehicle’s armor
Throw Gunnery 8+ to hit a target with vehicle- and caused internal damage. Roll one damage throw
mounted weapons at the Support Weapon’s Effective on the vehicle damage table. If the AV throw is equal
range. At Maximum range, this throw becomes 10+. to twice the target's Armor Rating or greater, the
Gunnery Weapons have long ranges and for typical attack has scored an automatic Critical Hit.
tactical engagements or chases covered by these Note that unlike some OGL 2d6 sci-fi rule sets
rules, Gunnery weapon targets will almost always be Cepheus light does not use Hull or Structure hits –
within Effective range. only location hits, as given below.

Vehicle Damage Table


2D Regular Damage Critical Damage
4- Breach Knocked Out
5 Cargo Knocked Out
6 Occupants Knocked Out
7 Weapon Crew
8-9 Locomotion Crew
10 Electronics Destroyed
11 Power Plant Destroyed
12 Critical Destroyed

The following are the damage effects on vehicles. A breached watercraft begins to leak, reducing its
Note that additional hits on a disabled system will speed by one quarter and inflicting a cumulative DM-
have no further effect. 1 to all throws related to the vehicle's steering
(effectively reducing Agility by 1). Four such breaches
will cause the watercraft to take on too much water
REGULAR DAMAGE and begin to sink. It will sink within 1D minutes; if
repair supplies are available, water breaches may be
Breach: If the vehicle is pressurized, its
patched with a successful Repair 6+ throw. This only
environmental seal is breached, exposing its
applies to small watercraft; large ships such as
occupants to the environment. Patching an
Destroyers and larger Submersibles will stay afloat
environmental seal breach requires either pre-
even after such minor breaches. Only a Knocked Out
packaged emergency hull patches (most air-tight
Critical Damage result will sink such large craft.
vehicles carry 1D of these) – which may be used
within 1 combat round - or a Repair 5+ throw and 1D
minutes.

53
CEPHEUS LIGHT
Cargo: 1 ton of cargo is destroyed. If no cargo damage if applicable. Watercraft, including large
remains, this becomes an Occupants hit. vessels, suffer a massive hull breach, and will sink
within 1D combat rounds.
Occupants: 1D occupants chosen randomly by the
Referee are injured and take 3D damage each. Crew: All crew and passengers suffer 4D damage
Subtract personal armor from this damage if each. This is reduced by personal armor, if applicable.
applicable. If the pilot suffers a hit and falls
Destroyed: The vehicle is destroyed, with the loss of
unconscious, a flying or fast-moving vehicle will crash
all hands. In the case of ground vehicles, occupants
(roll a Critical Hit) unless another character with the
may throw DEX 8+ to bail out unscathed; failure
appropriate skill can grab the controls within one
causes 5D damage.
combat round; alternatively, in TL7+ vehicles, the
autopilot can take over; however, autopilots always
lose Advantage chase throws. If there are less
REPAIRS
occupants than the roiled number, distribute the hits
randomly between the remaining occupants, which Throw Repair 8+ to jury-rig a damaged or disabled
means that an occupant may suffer a double hit. system back to functioning with a handful of spare
parts. These repairs are temporary. The system will
Weapon: One of the vehicle's weapons is disabled
stop functioning again after 1D hours. Breaches are
and may not fire.
easier to repair, as noted above.
Locomotion: The vehicle's locomotion or engine is
Properly repairing a disabled system costs 2D6x10%
damaged.
of the vehicle or system’s original cost. Throw Repair
First Hit: halve the vehicle's speed. 10+ to repair the system in the field using spare parts.
If this throw is unsuccessful, the damage requires a
Second hit: The vehicle's locomotion is disabled, and
workshop to repair. Unless the Referee decrees that
it cannot move. In case of aircraft or high-flying grav
the vehicle itself is damaged beyond repair, a
vehicles, this might cause a crash; throw Aircraft 6+ or
character with at least the Repair 1 skill will be able to
Grav Vehicle 6+ (respectively) to land safely,
replace or repair the system, at this cost, at a
otherwise the aircraft crashes; roll on the Critical
properly-equipped workshop.
Damage table
Electronics: One or more of the vehicle's electronic
systems is destroyed, usually the computer systems GROUND FORCE WEAPONRY AGAINST STARSHIP-
or major sensors/radar. Flying an aircraft or Grav SCALE TARGETS
vehicle with damaged electronics incurs a DM-2
“A plasma gun’s blast can ruin a scout’s day.”—
penalty to all vehicle throws.
Anonymous.
Power Plant: The vehicle's power plant takes a direct
All spacecraft are immune to Small Arm fire. Support
hit and the vehicle is damaged.
Weapons that hit an unarmored space craft of 99
First Hit: power plant damaged; halve the vehicle's tons or less will cause one ship damage hit. Roll for
speed (cumulative with Locomotion damage) and it damage location normally (per the Space Combat chapter).
cannot fire energy weapons and move on the same Gunnery weapons can harm small craft or a ship in
round. the 100-1000-ton range, causing one damage hit.
Second hit: power plant destroyed; vehicle is Heavy weapons that hit an armored small craft or a
immobile and cannot use electronics or energy starship with displacement up to 1000 tons or up to 4
weapons. In case of aircraft or grav vehicles, this points of armor are immune to Small Arms or Support
might cause a crash; throw Aircraft or Grav Vehicle 8+ Weapon fire. Gunnery weapons that strike such
to land safely, otherwise roll on the Critical Damage vessels will inflict one ship damage hit. . Starships
table. with 5 or more points of armor, or those that are
above 1000 displacement tons, are immune to all
Critical: Massive internal damage. Roll on the Critical
personnel and vehicle scale weapons.
Damage table instead.
STARSHIP-SCALE WEAPONRY AGAINST VEHICLE
CRITICAL HITS TARGETS
Knocked Out: The vehicle is seriously damaged and
Civilian ship lasers have AV 6D. Civilian ship missiles
inoperable until it undergoes major repairs at a full-
also have AV 6D but cause 1D hits when penetrating
scale workshop. Each occupant must throw END 6+ to
vehicle armor. Any heavier starship weapons will
avoid taking 3D damage. High flying aircraft and grav
destroy any vehicle on a successful hit. Starship
vehicles crash, causing 6D damage to all occupants.
weapons will utterly vaporize human-sized targets.
Low-flying vehicles crash, causing 3D damage to all
occupants. Subtract personal armor from this

54
STELLAGAMA PUBLISHING
OFF-WORLD TRAVEL
The stars await! Adventurers ply the star-lanes and
boldly go into the unknown; others may serve in a
INTERPLANETARY TRAVEL
navy, hunting pirates, or raiding enemy shipping. Still Starships and other spacecraft in Cepheus Light have
others may mine asteroid belts for valuable ores, reactionless real-space thrusters with an acceleration
smuggle goods to distant planets, or even engage in rating from 1Gs to 6Gs. Ships normally travel under
piracy. This chapter covers interplanetary and full acceleration halfway to their destination, then
interstellar travel, as well as starship operations and decelerate for the other half of the journey. The
procedures. following table presents abstracted in-system travel
times according to the ship’s acceleration.
Travel times are abstracted and, as noted above,
generally assume constant acceleration up to the
halfway point and then constant deceleration down
to the destination
Common interplanetary travel times by acceleration
Destination 1-G 2-G 3-G 4-G 5-G 6G
Planetoid Jump Point 10m 7m 6m 5m 5m 4m
Ground to Planetary Orbit 33m 23m 19m 16m 14m 13m
Ground to Typical Planetary 5h, 30m 4h 3h 3h 2h, 30m 2h
Jump Point
Small Gas Giant to Jump Point 12h 8h 7h 6h 5h, 30m 5h
Large Gas Giant to Jump Point 17h 12h 10h 9h 8h 7h
Planet to Close Neighbor 1d, 13h 1d, 2h 22h 19h 17h 15h
Planet to Far Neighbor 3d, 17h 2d, 15h 2d, 3h 1d, 20h 1d, 16h 1d, 12h
Mainworld to Close Gas Giant 5d, 16h 4d 3d, 7h 2d, 20h 2d, 13h 2d, 8h
Mainworld to Far Gas Giant 6d, 23h 4d, 22h 4d 3d, 11h 3d, 3h 2d, 20h

55
CEPHEUS LIGHT
INTERSTELLAR TRAVEL 3. Jump!: To jump, throw 2D with the following DMs.
A throw of 0 or less causes a misjump. A bad jump
Interstellar travel in Cepheus Light uses a faster-than- plot causes an automatic misjump.
light engine called the Jump Drive. Jump Drives are DM+the Effect of the Engineering throw
rated according to the maximum range in parsecs
(map hexes) they may travel in a single jump. Jump-1 DM-1 per day the jump plot is out of date
drives can propel a vessel to an adjacent hex, while DM-2 if the Jump Drive is damaged.
Jump-3 drives will move a ship up to three hexes. A DM-2 if using Unrefined fuel.
single voyage through jump-space takes 1 week DM-8 if within a hundred-diameter limit of the
regardless of the distance traveled. Jump drives nearest planet or star? (not at jump point)
require a significant gravity well (star system) at both
4. In Case of a Misjump: A misjump causes a Critical
ends of the jump, but not too much gravity. It is
Hit on the ship (see the space combat rules) and may
impossible to purposefully jump to a destination
destroy it. Furthermore, the ship travels 1D x 1D
without a star system. Jump drives are safe to use
parsecs in a random direction. If this leads to an
only at a certain distance from a planetary or stellar
empty hex on the map, the ship emerges from the
body. This is called the Jump Point or Jump Distance.
misjump at the closest star system to that empty hex.
A jump requires an amount of liquid hydrogen fuel
In case there are multiple adjacent systems, choose
equal to 10% of the ship’s volume per parsec
one randomly.
traveled. For example, a 200-ton ship making a 3-
parsec jump would burn 60 tons of fuel.
The jump drive propels the ship into a parallel STARSHIP EXPENSES
dimension – called Jump Space. The jump fuel serves
to envelope the ship with a hydrogen bubble, at a A starship’s owner must handle several expenses,
distance of approximately 5m in every direction from detailed below.
the hull – the so-called "Jump Bubble" – to protect it
from the alien nature of Jump Space. Characters can
safely go on EVA within the bubble but will be lost MORTGAGE
(i.e. their fate left to the Referee's vile imagination) if
A mortgaged ship’s owner must pay 1/240th of the
they leave it and enter real, unprotected Jump Space
ship’s cash price per month for 480 months (40
– even if still tethered to the ship.
years). This means that the owner pays 200% of the
ship’s purchase price back to the bank. For example,
a TL11 400-ton Explorer costs MCr163. If fully
INTERSTELLAR JUMP PROCEDURE mortgaged for 40 years, the monthly payments
1. Calculate Plot: A jump requires a “jump plot”. would equal Cr682917.
Starports rated D or better sell up-to-date jump plots
to nearby populated worlds and vessels for Cr1000
per parsec. A skilled pilot can also calculate their own CREW SALARIES
jump plot. Throw Piloting 4+ to calculate a jump plot;
A ship needs the following crew-members:
this takes 1Dx6 minutes (i.e. 1D ship combat turns). It
is possible to rush this calculation, to guarantee that Captain: Cr6000 per month if hired (i.e. when the
it will only take one ship combat turn, but the Piloting captain is not the owner). The Captain leads the crew
throw is 8+. A failed check requires repeated and manages the ship and requires at least
calculation, or the ship will misjump (see below). It is Leadership-1. Any crew member can serve as captain
possible to calculate a jump plot in advance, but it in addition to another job (at no additional pay), but
will become obsolete within 1D days. this limits their capability to lead the crew in battle or
other emergency. Thus, a dedicated captain is
2. Engage Drive: Once the jump plot is ready, the
advised if the ship expects combat.
ship’s engineer must throw Engineering 6+ to power
the Jump Drive. This procedure takes a second and Pilot: Cr6000 per month. Requires at least Piloting-1.
can be done in the same round as the jump throw The Pilot flies and maneuvers the ship, as well as
itself. plots interplanetary movement and interstellar
jumps. Every ship requires a pilot. Small craft of 10
tons and above sometimes have dedicated pilots.

56
STELLAGAMA PUBLISHING
Sensor Operator: Cr3000 per month. Requires at FUEL
least Computer-1. Many civilian ships forgo this
position and let the pilot operate the ship's sensors, A ship requires liquid hydrogen fuel. Starports rated
but this limits their utility in the case of emergency or A or B sell refined fuel at Cr500 per ton. Starports
combat. For this reason, military vessels will have dedicated rated A to D sell unrefined fuel at Cr100 per ton.
sensor operators. Note that the sensor operator replaces
Military or exploration ships usually have on-board
the navigator position in the Cepheus Engine SRD. A fuel processors capable of producing refined fuel
ship requires a single Sensor Operator, though avoid using refineries to save cargo space and
military craft often always carry multiple Sensor because the purification process is too long to be
Operators for the sake of redundancy and having economically viable.
someone operate the sensors. Ships may also refuel, free of charge, by two other
Engineer: Cr4000 per month. Requires at least means:
Engineering-1. The Engineer maintains the ship and A ship can draw water from any world with a
operates its drives. Any ship must have at least one hydrographic rating of 1 or higher. Fuel extracted in
engineer per 35 tons of drives and power plant. Ships this manner is unrefined. Most worlds with starports
with less than 35 tons of drive and power plant do discourage or ban this practice, but it is in common
not require a full-time engineer. On larger ships, the use on the frontier. Water drawn in this manner is
engineer may have assistants, who are also required considered Unrefined.
to have at least Engineering-1 so that there is one
level of Engineering per 35 tons of drives and power A ship can scoop gas giants for hydrogen fuel. Fuel
plant. (thus, an Engineering-2 could cover 70 tons of gathered in this manner is unrefined. This takes 1D
drive). hours per 40 tons of fuel. Note that gas giants are a
favorite ambush spot for pirates. Fuel scooped from a
Medic: Cr3000 per month. Requires at least gas giant is Unrefined.
Medicine-1. At Medicine-3 or better, the Medic is
referred to as the Surgeon instead. The Medic Fuel processors, if installed, can refine unrefined fuel
provides medical assistance to passengers and crew, into refined fuel. A ton of fuel processing equipment
and oversees any Low Berths, if present. Any can refine 5 tons of liquid hydrogen per day.
legitimate ship carrying passengers requires a medic,
and many ships without passengers employ one as
well to care for their crew. Each level of the Medicine
LIFE SUPPORT
skill allows the Medic to care for 50 persons. Each person, passenger or crew, costs Cr2000 per
month for life support, other expenses, and
Purser: Cr3000 per month. Requires at least Admin-1.
overhead. Luxury life support costs Cr4000 per
The Purser manages accounts and supplies. This
month. Note that High Passage does not require
position is often combined with another job, usually
luxury life support. However, advertising luxury life
a Steward, at no additional pay. Smaller ships with a
support – gourmet food and other luxurious
single Stewards rarely have a Purser.
amenities – grants an additional die to the High
Gunner: Cr1000 per month. Requires at least Passenger availability roll at Starports rated C or
Gunnery-1. Any armed ship requires one gunner per better on the passengers and cargos table (see
turret, unless the guns are automated. below).
Security and Marines: Cr1000 per month. Requires at Each occupied low passenger berth costs Cr100 per
least Gun Combat-1. This position is optional. month for life support in standard travel. Low berth
Security personnel protect a civilian starship against occupants can survive much longer – decades of
criminals and pirates and handle rowdy passengers. more – without external life support by deeply
Military ships often carry marines for boarding freezing the occupant, but that imposes DM-2 on
actions and planetary operations. their revival throws.
Support Crew: Cr1000 per month. Requires at least Purchasing life support in bulk reduces costs and
Repair-1. Military ships carrying small craft often allows the ship to operate for a longer time away
carry support crew members to main these craft, one from port. A ton of life support supplies – enough for
support personnel per craft. 20 persons for a month – costs Cr34000 instead of
Cr40000.
Steward: Cr1000 per month. Requires at least
Steward-1. Any ship carrying passengers requires one
or more stewards to care for passengers., as
described later in this chapter.
PORT FEES
A starport berth costs Cr100 for 6 days, and Cr100 per
day afterwards.

57
CEPHEUS LIGHT
MAINTENANCE Steerage Passage is economy-class travel at double
occupancy (2 passengers per stateroom) with simple
Ships require maintenance work at a starport rated C self-service cuisine. Steerage costs Cr5000 per parsec
or better once per year. This costs 0.1% of the ship’s traveled. The baggage allowance is 20kg. Each level of
listed price. If the ship skips maintenance, the the Steward skill allows the steward to serve 12
Engineer must throw Engineering 8+ each month to Steerage passengers.
avoid a mishap; each mishap means that a single ship
system has broken down: roll a single combat Hit and Low Passage travels in cryo-sleep, it is unsafe but
apply the damage to the vessel. There is a DM-1 for cheap, costing Cr1000 per parsec traveled. The
every additional month that maintenance is skipped. baggage allowance is 10kg. Cryo-sleep is dangerous
However, reroll any "Critical Hit" rolled in this case – and potentially lethal. The ship’s Medic throws
ships do not explode (other than in a misjump) due to Medicine 5+ to thaw and revive Low Passengers.
faulty maintenance. Failure means that the passenger dies from cryogenic
shock. In the absence of a medic, the low berth
(cryotube) itself can revive its occupant with an
effective Medicine skill of 0. Apply the passenger’s
STARSHIP REVENUE END DM to this throw.
Ships generate revenue by carrying passengers, cargo A ship’s captain may hire an individual to fill a vacant
freight, mail, or by hiring out as charters. Speculative position on a starship by arranging Working Passage.
trade, described later in this book, can also generate This provides the passenger with free travel,
revenue. accommodations, and food in return for working at
that shipboard post. The baggage allowance is
1000kg. Labor laws often require that the captain hire
PASSAGE the passenger on as crew at full salary if they
There are five types of ship passage tickets. Prices are continue to work for more than three jumps.
per parsec traveled – so, for example, traveling two Stowing Away on a starship is ill-advised, as this
parsecs by Jump-2 by Middle Passage would cost entails a prison sentence if handled by the
Cr16000 and take one week. The same ticket bought authorities. Some captains avoid the bureaucracy by
on a Jump-1 ship would cost the same but take 2 throwing the stowaway out of the airlock, or illegally
weeks minimum. selling them to slavers or organleggers.
High Passage is first-class travel with excellent service Note that each point of Steward skill can serve either
and cuisine, and costs Cr10000 per parsec travelled. 3 High Passengers, 6 Middle Passengers, or 12
The baggage allowance is 1000kg. Each level of the Steerage passengers. The same point can serve only
Steward skill, from 1 and up, allows the ship’s steward one class of passengers. For example, a steward with
to serve 3 High Passengers during the journey. For the Steward-1 skill can serve 3 High Passengers, 6
example, Steward-2 allows the steward to care for up Middle Passengers, or 12 Steerage Passengers, but
to 6 high passengers. A late-arriving High Passenger not, say, 2 High Passengers and 2 Middle Passengers.
may “bump” a Middle Passenger or two Steerage A steward with Steward-2 may serve 6 High
passengers. In these cases, the bumped passenger’s Passengers, 12 Middle Passengers, 24 Steerage
ticket is returned but there is no further Passengers – or 3 High Passengers and 6 Middle
compensation. Passengers (or 12 Steerage Passengers) and so on.
Middle Passage is standard travel with second-class The availability numbers below assume a tramp
service and cuisine, and costs Cr8000 per parsec freighter with no fixed schedule. The Referee should
travelled. The baggage allowance is 100kg. Each level allow DMs if the ship sets up a regular schedule
of the Steward skill allows the steward to serve 6 between worlds,
Middle Passengers

Available Freight and Passengers


Starport Class Freight (tons) High Passengers Mid Passengers Low Passengers
A 3Dx10 3D 3D 3Dx3
B 3Dx5 2D 3D 3Dx3
C 3Dx2 1D 2D 3D
D 3D 0 1D 2D
E 1D 0 1D/2* 1D
X 0 0 0 0
* Round down.

58
STELLAGAMA PUBLISHING
BULK FREIGHT CHARTERS
A ship can transport cargo in bulk. This pays Cr1000 A private individual or concern may charter a ship.
per ton of cargo per parsec jumped. For example, Payment for in-system charters is Cr2 per ton of the
transporting a ton of cargo in a single Jump-2 pays ship per hour, with a 12-hour minimum. For example,
Cr2000. Roll on the above table for available freight. a 100-ton scout would cost Cr200 per hour, minimum
A ship may remain in port to look for more cargo; roll Cr2400. Payment for interstellar charters is in 2-week
again every 3 days. A ship can take all or part of the blocks at Cr1500 per ton of cargo hold plus Cr12000
available cargo. A ship may break up the available per passage stateroom and Cr1500 per low berth.
freight but must take the cargo in lots of each die The owner of the vessel still pays the overhead and
rolled. For example, if the ship is at a Class B starport, supplies a crew. For example, a 100-ton Scout has
there is 3Dx5 tons of freight available. The Referee four staterooms (Cr48000), one low berth (Cr1500),
rolls the 3D getting a 5, 3, and 6 – therefore, there are and 14 tons of cargo (Cr28000) for a total potential of
3 available lots of freight 25 tons, 15 tons, and 30 Cr70500 for a charter of two weeks. Details of
tons. A ship’s Purser may select any or all of the lots, possible charters are left to the Referee.
but must take them in the full tonnage of each lot.

COMPUTERS AND SENSORS


PASSENGERS
Ships can carry passengers at the rates described All starships have computer and assorted electronics
earlier in this chapter. Roll on the above table for and avionics. The computer model determines two
available passengers of each class. A ship may remain things. The first is the highest jump rating the ship can
in port to look for more passengers; roll again every 3 achieve, and the other is a DM to all sensor throws,
days after the first six, but they must now use the as shown in the following table.
new number of passengers, even if that number is Throw Computer 6+ to use a ship’s sensors for
lower than originally rolled. A ship can take on all or scanning and detection purposes. Apply the ship’s
part of the available passengers. Roll an additional Sensor DM to this throw. The Referee may determine
die for High Passengers if luxury life support is various further DMs to this throw based on the task
available. at hand.
Starship sensors automatically detect any civilian ship
MAIL AND INCIDENTALS present in the local planetary system if it is using a
transponder. Smugglers, pirates, and naval vessels
An armed merchant can sign up to carry 5 tons of often turn off such transponders and thus require a
mail. This pays Cr25000 per parsec. Throw 1D-1 for Computer 8+ throw to detect at long range. A
the actual tonnage of mail carried. stealthed ship applies DM-4 to detection throws.
Other ships may carry private messages and parcels Detecting small craft applies a further DM-2.
to a specific location. This pays Cr20 to Cr120 Detecting ships at short range is done at DM+2.
(Referee’s discretion) per message or parcel. As a rule Sensors are also useful in ship combat, as described
of a thumb, one ton of cargo can contain up to 50 in the ship combat chapter.
typical parcels. Messages are electronic, and the
ship’s computer may hold an effectively limitless
number of them.

Computers and Electronics


Computer TL Max. Jump Rating Sensor DM
Baseline - - DM-4
Model/1 7 Jump-1 DM-2
Model/2 9 Jump-2 DM+0
Model/3 11 Jump-3 DM+1
Model/4 12 Jump-4 DM+2
Model/5 13 Jump-5 DM+2
Model/6 14 Jump-6 DM+3
Model/7 15 Jump-6 DM+4

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CEPHEUS LIGHT
SPACE ENCOUNTERS Pirate: ”Avast ye scurvy space dogs and prepare to be
boarded! Yarr!”
Space is vast, but most starships tend to congregate Patrol: "friendly" legal authorities. Throw 2D: if lower
in a few locations: the planetary Jump point, near than the system’s Law Level, the patrol ship will
hydrogen-rich gas giants, and close to stations and demand to inspect the players' ship.
other artificial structures. When the players' ship
enters or prepares to leave a star system, throw 2D Hostile: enemy craft. Depending on mission and
with the following DMs (based on the system's orders, may attempt to attack or board the players'
starport) to determine if the ship encounters another ship, or perhaps even ignore it.
vessel. Friendly: friendly naval forces engaged in military
Ships without a notation in parenthesis are civilian action against the enemy.
craft and may react to the players' ship or ignore it at Modify the ship encounter tables by the starport as
the Referee's discretion, based on the players' follows:
actions.
Core: safe area, far from any war's front lines and Starport DM
heavily patrolled by a "friendly" navy. Allows (almost) A +6
uninterrupted commerce. B +4
C +2
Frontier: edge of civilization, open to exploration but D +0
enjoying less trade than the core. Patrols are spotty at E -1
best and there is serious risk of piracy. X -2

Contested: active warzone – BEWARE! Enemy forces


present, as well as "friendly" naval craft.

Ship Encounter Table


2D Core Frontier Contested
8- No encounter No encounter No encounter
9 Free Trader (Pirate) Free Trader Free Trader
10 Scout Corsair (Pirate) Scout
11 Free Trader Scout Frigate (Patrol)
12 Frigate (Patrol) Subsidized Merchant Frigate (Hostile)
13 Subsidized Merchant Subsidized Merchant Corsair (Pirate)
14 Freighter Frigate (Patrol) Subsidized Merchant
15 Frigate (Patrol) Explorer Cruiser (Friendly)
16 Yacht Freighter Cruiser (Hostile)
17 Cruiser (Patrol) Frigate (Patrol) Frigate (Friendly)
18 Roll Twice Roll Twice Roll Twice

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TRADE AND SMUGGLING
A ship can generate a steady profit from hauling cargo randomly chosen trade goods. To the 1D roll, apply
and passengers. However, speculative trading offers a DM+1 if Starport C, DM+2 if Starport B, DM+4 if
chance for far greater profits – at the risk of Starport A, or DM-2 if Starport E. This can never be
significant losses. The following simple system is less than one. Throw “D66” on the following table to
designed to allow merchant traders to engage in determine available trade goods. This means
speculative trade. throwing 2D, but rather than adding them together,
read them consecutively, that is – one as the “tens”
digit and the second as the “ones” digit. Remember
SPECULATIVE TRADE PROCEDURE to declare which is which before rolling.
Reroll the results of 61-65 unless dealing with a black-
For speculative trade, follow the procedure below: market dealer – these are universally illegal or
1. Find a supplier. otherwise highly questionable goods.

2. Determine goods available. If certain regular trade goods are illegal on a planet, a
black-market supplier will offer them as well. The
3. Determine purchase price. Referee should use the world’s Law Level as a guide
4. Travel to a new world. to what is legal and illegal on a particular world.

5. Find a buyer.
6. Determine sale price. SMUGGLING
Running contraband – such as results 61-65 on the
Remember the first rule of trading: Buy low, Sell high. trade table – runs the risk of being caught by the
authorities. Apart from inspection in space, covered
by the ship encounter rules earlier in this book,
FIND A SUPPLIER selling or buying illegal goods requires a throw of 2D
Throw the listed skill below to find a supplier. If you below the world's Law Level for police harassment.
fail the throw, you may look for additional suppliers, Such harassment does not necessarily mean that the
but at DM-1 per previous attempt per planet per characters were caught smuggling, but rather that
week. they are in the risk of being caught; avoiding the Law
in such a case is an adventure all by itself. The Referee
To find a corporate supplier, throw Liaison 6+. can abstract this interaction to a single Streetwise or
To find a black-market supplier for illegal goods, Admin throw to avoid trouble, or fully role-play the
throw Streetwise 6+. encounter.

To find a private supplier, throw Carousing 6+. In cases where goods are deemed illegal due to the
local planetary Law Level (see the Worlds chapter), it
DM+6 for Starport A; DM+4 for Starport B; DM+2 for might serve the Referee to lower the Purchase Price
Starport C; DM -1 for Starport D and DM-2 for of goods by DM-1 or DM-2. Conversely, when selling
Starport E. goods on worlds where the Law Level has deemed
them illegal, it might be useful to increase the Sale
Price of said goods by DM+1 or DM+2.
DETERMINE GOODS AVAILABLE
Like freight, Common Goods may be purchased in lots
There are two types of goods – common and trade. A of a single die. However, Trade Goods can only be
given supplier has all Common Goods and 1D purchased in the full tonnage rolled.

Common Goods
Item Cost per ton Tons Purchase DMs Sale DMs
Basic Consumable Goods Cr1000 2Dx5 Ag+3. Ga+2 Hi+1, Ri+2
Basic Electronics Cr25000 2Dx5 Ht+2, In+4 Ni+2, Po+1
Basic Machine Parts Cr1000 2Dx5 In+3, Ri+2 Na+1, Ni+2
Basic Manufactured Goods Cr20000 2Dx5 In+3, Ri+2 Ag+1, Ni+2
Basic Raw Materials Cr5000 2Dx5 As+3 Ni+1 In+2 Ri+2
Common Unrefined Ore Cr2000 2Dx5 As+2, Va+1 In+2, Na+1

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CEPHEUS LIGHT
DETERMINE PURCHASE PRICE highest of INT DM, SOC DM, or Liaison Skill level.
Apply the highest sale DM for that world to the roll on
Speculative purchase prices vary wildly based on local the Sale Price table. Characters may avoid selling
supply, political or economic conditions, and the goods to a certain buyer or on a certain world and
suppliers themselves. To determine the purchase may throw again as they search for another buyer
price, throw 2D on the above table, modified by the after one week. Alternatively, they may try their luck
character’s INT or SOC DM, or by the character’s on another world.
Liaison skill level. Use whichever is greatest and
consult the Purchase Price column. Further modify
this result by a trade good’s Purchase DM based on LOCAL BROKERS
the world of origin. Only one trade code applies to
each transaction – in the case where multiple trade A local broker, well-versed in the local market and
DMs apply to a single world, use the highest one. well-connected to suppliers and buyers, can improve
the trader’s chances to gain favorable prices. A broker
Multiply the base price by the resulting purchase adds a +DM to purchase and sale price throws but
percentage to get the final purchase price per ton. takes a commission from the transaction sum (always
Then multiply that price by the number of tons of paid by the speculative trader). Brokers are always
goods within a lot to determine the final purchase available, limited by the starport class, as noted
price of that lot. below.

SELLING GOODS
The procedure for selling goods is the same as
purchasing goods: find a buyer using the same throws
as finding a supplier. Roll 2D on the Price Table,
consulting the Sale Price column, applying the

Modified Price Table


2D Purchase Sale
2- 200% 40%
3 180% 50%
4 160% 60%
5 140% 70%
6 120% 80%
7 110% 90%
8 100% 100%
9 90% 110%
10 80% 120%
11 70% 130%
12 60% 140%
13 50% 150%
14 40% 160%
15 30% 180%
16+ 20% 200%

Local Brokers
Broker DM Commission Minimum starport class
DM+1 5% E
DM+2 10% C
DM+3 15% B
DM+4 20% A

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Trade Goods
D66 Trade Goods Base Price per Ton Tons Purchase DMs Sale DMs
11 Advanced Electronics Cr100000 1Dx5 Ht+2, In+4 Ni+2, Po+1
12 Advanced Manufactured Goods Cr200000 1Dx5 In+3, Ri+2 Lo+1, Ni+2
13 Agricultural Equipment Cr150000 1D In+3. Ri+2 Ag+2, Ga+1
14 Animal Products Cr1500 4Dx5 Ag+2, Ga+3 Hi+2, Ri+1
15 Collectibles Cr50000 1D In+2, Hi+3 Hi+2,Ni+1
16 Computers Cr150000 2D Ht+3, In+2 Na+1, Ni+2
21 Crystals and Gems Cr20000 1Dx5 Ni+3, Ic+2 In+1, Ri+2
22 Cybernetic Parts Cr250000 1Dx5 Bt+3, Ri+2 Na+1, Ni+2
23 Food service equipment Cr4000 2D In+3, Na+2 Ag+1, Ni+2
24 Furniture Cr5000 4D Ag+2, Ga+3 Hu+1, Ri+2
25 Gambling Devices & Equipment Cr4000 1D Hi+2, Ri+3 Na+2, Ni+1
26 Grav Vehicles Cr160000 1D Ht+3, Ri+2 Ni+2, Po+1
31 Grocery Products Cr6000 1Dx5 Ag+3. Ga+2 Lo+1, Ri+2
32 Household Appliances Cr12000 4D Hi+2, In+3 Na+1, Ni+2
33 Industrial Supplies Cr75000 2D In+3, Ri+2 Na+1, Ni+2
34 Liquor Cr15000 1Dx5 Ag+3, Ga+2 In+1, Ri+2
35 Luxury foodstuffs and fabrics Cr150000 1D Ag+2. Ga+3 In+1, Ri+2
36 Manufacturing Equipment Cr750000 1Dx5 In+3, Ri+2 Na+1, Ni+2
41 Medical Equipment Cr50000 1Dx5 Ht+2, Ri+3 Hi+1, In+2
42 Petrochemicals Cr10000 2Dx5 Na+2, Fl+3 Ag+1, In+2
43 Pharmaceuticals Cr100000 1D Ht+3, Wa+2 Lo+1, Ri+1
44 Complex chemical compounds Cr7000 4Dx5 In+2, Ri+3 Ni+2, Va+1
45 Precious Metals Cr50000 1D As+3, Ic+2 In+1, Ri+2
46 Radioactives Cr1000000 1D As+2, Ni+3 In+2, Ht+1
51 Robots and Drones Cr500000 1Dx5 Ht+3, Ri+2 Ni+1, Ri+2
52 Scientific Equipment Cr50000 1Dx5 Ht+3, Ri+2 Hi+2, Ni+1
53 Survival Gear Cr4000 2D Ga+1, Ri+2 Fl+2, Va+1
54 Textiles Cr3000 3Dx5 Ag+3, Ni+2 Na+1, Ri+2
55 Uncommon Raw Materials Cr50000 2Dx5 Ag+3, Ni+2 In+2, Na+1
56 Uncommon Unrefined Ores Cr20000 2Dx5 As+2, Va+1 In+2, Na+1
61 Illicit Luxury Goods Cr150000 1D Ag+2, Ga+3 In+4, Ri+6
62 Illicit Pharmaceuticals Cr100000 1D Ht+3, Wa+2 In+6, Ri+4
63 Medical Research Material Cr50000 1Dx5 Ht+2, Ri+3 In+6, Na+4
64 Illegal Military Equipment* Cr150000 2D Ht+3, In+2 Hi+6, Ni+4
65 Illegal Weapons and Armor* Cr30000 2D In+3, Ri+2 Ni+6, Po+4
66 Unusual Cargo ** ** ** **
* See the world's Law Level for details.
** Unusual cargo denotes highly unusual items such as alien artifacts, high-tech prototypes, stolen artwork, or unique
lifeforms.

63
CEPHEUS LIGHT
STARSHIP DESIGN AND CONSTRUCTION
Starships come in many shapes and configurations.
Players will typically operate a small vessel, though
SHIP HULL
larger-scale naval, exploration, or merchant-marine Designs start by selecting the total hull tonnage,
campaigns are also possible. This chapter presents a which also determines its construction time. Under
system for designing ships from scratch and for these rules, starships range from 100 to 5000 tons in
upgrading existing ships. volume. The Ship Hulls table overleaf provides the
These rules classify ships by their volume rather than hull details.
mass, for reasons of tradition and since the use of the
gravitic maneuver drive makes volume more
important in design than does mass. They list a ship’s HULL CONFIGURATION
size in displacement tons: this is how many tons of There are three general starship hull configurations:
liquid hydrogen the ship displaces. 1 displacement
ton (d-ton or ton, for short) equals approximately 14 Standard: The ship is robust enough to enter an
cubic meters (a cube roughly 2.4m per side). On a atmosphere but will maneuver very poorly. It cannot
square grid map where each square is 1.5m a side, fly like an aircraft but only land and take off again to
each ton is represented by approximately two space. The ship may skim gas giants for fuel. No
squares on the deck plan. additional cost is required.
Streamlined: The ship will operate and maneuver like
an aircraft in an atmosphere. The ship may skim gas
SHIP DESIGN CHECKLIST giants for fuel and comes equipped with Fuel Scoops
at no extra cost. Streamlined hulls cost 10% more
Follow the steps below to design a starship from than the table price.
scratch.
Distributed: The hull is designed with only space
1. Choose hull size operations in mind. The ship is non-aerodynamic and
will break up if it enters an atmosphere. It may not
1.1 Choose configuration
skim gas giants for fuel; ships with distributed hulls
1.2 Add armor, if desired. will often carry small craft to interface with worlds.
The hull costs 10% less than the table price.
2. Choose maneuver drive, jump drive, and power
plant
3. Determine fuel requirements SHIP ARMOR
4. Add bridge You may add armor to the hull in increments of 5% of
the ship’s overall tonnage, per the Ship Armor by
5. Choose computer
Type table overleaf. Armor reduces the chance of
6. Optionally, add weaponry and screens penetrating hits in combat, though certain weapons
may bypass it. Minimum armor volume is 1 ton.
7. Determine crew and passengers
7.1 Add staterooms and low berths
accordingly STEALTH
8. Add other components or small craft Specialized emissions-masking systems and stealth
structures can render a ship difficult to detect by
9. Allocate remaining space to cargo
sensors at any range. Stealth costs MCr0.1 per ton of
10. Calculate final cost and construction time. the ship’s hull. Stealth modifications provide DM-4 to
any Computer throws to detect the ship (whether in
10.1 Mass-produced ship classes (models) enjoy a
combat or not) or to lock on to it during combat.
10% discount.

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STELLAGAMA PUBLISHING
Ship Hulls
Hull Price Construction Time (Weeks)
100 tons MCr2 36
200 tons MCr8 44
300 tons MCr12 52
400 tons MCr16 60
500 tons MCr32 68
600 tons MCr48 76
700 tons MCr64 84
800 tons MCr80 92
900 tons MCr90 100
1000 tons MCr100 108
1200 tons MCr120 124
1400 tons MCr140 140
1600 tons MCr160 156
1800 tons MCr180 172
2000 tons MCr200 188
3000 tons MCr300 268
4000 tons MCr400 348
5000 tons MCr500 428

Ship Armor by Type


Armor Type TL Protection (in points) Cost per 5% increment
Titanium Steel 7 2 per 5% of ship tonnage 5% of base hull cost
Crystaliron 10 4 per 5% of ship tonnage 20% of base hull cost
Superdense 12 5 per 5% of ship tonnage 30% of base hull cost
Bonded Superdense 14 6 per 5% of ship tonnage 50% of base hull cost

65
CEPHEUS LIGHT
SHIP DRIVES
All ships require a power plant (P-Plant). Any mobile
ship – as opposed to a space station – must have a
maneuver drive (M-Drive). Interstellar travel requires
a jump drive (J-Drive). Engine performance is
determined by hull volume and drive code, as given
below.
For maneuver drives, the performance result on the
above table is the number of Gs of acceleration
available. For jump drives, the performance result is
the maximum jump distance in parsecs (map hexes).
The power plant drive code must be equal to or
greater than both the maneuver drive and jump drive
codes. For example, if a ship has a maneuver drive
rated F (11 tons), and a jump drive rated A (10 tons),
it must have a power plant rated F (19 tons).

Drive Volumes and Costs


J-Drive M-Drive P-Plant
Drive Code Tons MCr Tons MCr Tons MCr
A 10 10 2 4 4 8
B 15 20 3 8 7 16
C 20 30 5 12 10 24
D 25 40 7 16 13 32
E 30 50 9 20 16 40
F 35 60 11 24 19 48
G 40 70 13 28 22 56
H 45 80 15 32 25 64
J 50 90 17 36 28 72
K 55 100 19 40 31 80
L 60 110 21 44 34 88
M 65 120 23 48 37 96
N 70 130 25 52 40 104
P 75 140 27 56 43 112
Q 80 150 29 60 46 120
R 85 160 31 64 49 128
S 90 170 33 68 52 136
T 95 180 35 72 55 144
U 100 190 37 76 58 152
V 105 200 39 80 61 160
W 110 210 41 84 64 168
X 115 220 43 88 67 176
Y 120 230 45 92 70 182
Z 125 240 47 96 73 192

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Drive Performance by Hull
TL Drive 100 200 300 400 500 600 700 800 900 1000 1200 1400 1600 1800 2000 3000 4000 5000
9 A 2 1 - - - - - - - - - - - - - - - -
B 4 2 1 1 - - - - - - - - - - - - - -
C 6 3 2 1 1 1 - - - - - - - - - - - -
D - 4 2 2 1 1 1 1 - - - - - - - - - -
10 E - 5 3 2 2 1 1 1 1 1 - - - - - - - -
F - 6 4 3 2 2 1 1 1 1 1 - - - - - - -
G - - 4 3 2 2 2 2 1 1 1 1 - - - - - -
H - - 5 4 3 2 2 2 2 2 1 1 1 - - - - -
11 J - - 6 4 3 3 2 2 2 2 2 1 1 1 - - - -
K - - - 5 4 3 3 3 2 2 2 2 1 1 1 - - -
L - - - 5 4 3 3 3 3 3 2 2 2 1 1 - - -
12 M - - - 6 4 4 3 3 3 3 3 2 2 2 1 - - -
N - - - 6 5 4 4 4 3 3 3 3 2 2 2 - - -
P - - - - 5 4 4 4 4 4 3 3 3 2 2 - - -
13 Q - - - - 6 5 4 4 4 4 4 3 3 3 2 1 - -
R - - - - 6 5 5 5 4 4 4 4 3 3 3 1 - -
S - - - - 6 5 5 5 5 5 4 4 4 3 3 1 - -
14 T - - - - - 6 5 5 5 5 5 4 4 4 3 2 - -
U - - - - - 6 6 5 5 5 5 4 4 4 4 2 - -
V - - - - - 6 6 6 5 5 5 5 4 4 4 2 1 -
15 W - - - - - - 6 6 6 5 5 5 4 4 4 3 1 1
X - - - - - - 6 6 6 6 5 5 5 3 3 3 1 1
Y - - - - - - 6 6 6 6 5 5 5 4 4 3 2 1
Z - - - - - - 6 6 6 6 6 5 5 5 4 4 2 2

FUEL The following table lists power plant fuel


consumption, in one-week increments, according to
A jump consumes an amount of fuel equal to 10% of the power plant’s code. Most ships carry 2 to 4
the ship’s volume per parsec jumped. For example, a weeks’ worth of fuel for in-system maneuvering and
single 2-parsec jump by a 200-ton ship requires 40 use during jump. The maneuver drive does not
tons of fuel. consume fuel in addition to the power plant.

Power Plant Code Fuel Tonnage Consumed per week


A 1
B 2
C 3
D 4
E 5
F 6
G 7
H 8
J 9
K 10
L 11
M 12
N 13
P 14
Q 15
R 16
S 17
T 18
U 19
V 20
W 21
X 22
Y 23
Z 24

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CEPHEUS LIGHT
BRIDGE
Any ship has a bridge based on its total tonnage. The
bridge costs MCr0.5 per 100 tons of ship. A ship may
have a larger bridge than the required minimum to
allow a larger bridge crew. See the table below for
bridge size and available sta�ons.
Ship Size Bridge Size Bridge Positions
200 tons or less 10 tons 4
300-1000 tons 20 tons 6
1100-2000 tons 40 tons 8
More than 2000 tons 60 tons 12

SHIP COMPUTERS AND ELECTRONICS neither perfect nor complete; see the radiation attack
rules in the Ship Combat section.
Each ship has a central computer. The computer core Starships need at least Model/1 computers. Small
itself is very small; even with hardening and craft may have baseline computers with minimal
redundancy, this mainframe is rarely larger than a electronics: this is covered by their cockpit costs and
small 21st century beer refrigerator. The actual tonnage. However, baseline computers are
tonnage includes various electronic systems: recommended only for non-combat craft.
terminals, sensors, and communication systems.
You may add a “bis” option to any computer. It
Computers are required for calculating interstellar increases its cost by 50% and allows a jump rating
jumps. The electronics included in a computer system higher by 1 than its standard rating. For example, a
grant a DM to sensor throws in and out of combat. Model/1bis computer is a Model/1 computer in
The computer may also assist in targeting, as noted in every respect, except that it is powerful enough to
the space combat chapter. compute Jump-2.
All computer systems are hardened against radiation
and electromagnetic pulses, though this hardening is
Computer TL Cost Electronics Tonnage Max. Jump Rating Sensor DM
Baseline - 0 0 - DM-4
Model/1 7 Cr45000 1 Jump-1 DM-2
Model/2 9 Cr290000 2 Jump-2 DM+0
Model/3 11 MCr4 3 Jump-3 DM+1
Model/4 12 MCr10 5 Jump-4 DM+2
Model/5 13 MCr20 6 Jump-5 DM+2
Model/6 14 MCr38 8 Jump-6 DM+3
Model/7 15 MCr50 10 Jump-6 DM+4

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ARMAMENT cargo space can accommodate 12 missiles. Loading a
rack from nearby ordinary cargo takes the gunner a
Military craft, as well as civilian craft operating on the full space combat round. A pre-designated missile
frontier, often carry weaponry. Each weapon requires magazine allows automatic loading but prevents that
one or more hardpoints to mount on a ship. There is space from being used for cargo when not carrying
one hardpoint available per 100 tons of hull size. Fire missiles.
control is subsumed in the turret or bay tonnage. Pulse lasers are ideal for point defense and hit
Ship weapons have the following stats: incoming missiles at a base throw of Gunnery 6+
rather than Gunnery 10+. They are powerful but
Weapon: weapon’s name. accurate, causing 2 hits on impact, but attacking at
TL: minimum tech level to construct the weapon. DM-2 to hit ordinary targets.

Damage: the weapon’s damage, that is its armor Sandcasters launch anti-laser sand canisters, as
penetration dice. described in the ship combat chapter. A single
sandcaster holds 6 sand canisters, and a single ton of
Hits: The number or damage table rolls the weapon cargo can hold 24 sand canisters. Magazines can
causes. Some may cause radiation table rolls as well. serve for sand just like for missiles, and a magazine
A turret occupies a single hardpoint and displaces 2 can be used for both interchangeably, at an exchange
tons, one ton for the turret itself, and one ton for fire rate of two canisters per missile.
control. There are single, double, and triple turrets Particle Beams blast enemies with beams of charged
carrying 1, 2, and 3 weapons each, respectively. A particles, causing both structural and radiation
single turret costs MCr0.2; a double turret, MCr0.5; damage. This is the lightest military-grade energy
and a triple turret, MCr1. weapon available, and many polities restrict its use to
military and paramilitary ships.
A fixed mount holds one weapon and does not cost
anything beyond the weapon's cost. However, the Beam Lasers are weak but accurate lasers firing
weapon cannot be used to attack unless the ship has continuous beams. Beam lasers ignore the penalty
Advantage in a given combat round (see the ship for firing turret weapons when the ship has no
combat rules) Advantage.

Turrets may mount the following weapons: Plasma Beams: beam weapons firing superheated
plasma.
Regular missiles cost Cr1200 each; h, Cr2500 each;
nuclear missiles, Cr50000 each but are not normally Fusion Beams: beam weapons emitting plasma
available to civilians. Smart missiles hit on a throw of undergoing a fusion reaction.
6+ regardless of the gunner’s skill, and if they miss
their target, they may re-roll this throw once the
following round. Nuclear missiles cause 3D damage
and 2 hits + 1 radiation hit. The Space Combat
chapter explains the missile attack procedure.
A single missile rack holds 3 missiles and each ton of

Turret Weapons
Weapon TL Damage Hits Cost
Missile Rack 6 2D per missile 2 MCr0.75
Pulse Laser 7 1D 2 MCr0.5
Sandcaster 7 Special Special MCr0.25
Particle Beam 8 2D 1 + 1 radiation MCr4
Beam Laser 9 1D 1 MCr1
Plasma Beam 12 3D 2 MCr6
Fusion Beam 14 4D 3 MCr10

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CEPHEUS LIGHT
BAYS Gravitic lances send a focused wave of intense gravity
at a target, causing incredible damage due to gravity
A bay weapon is a massive, military-scale gun shear.
emplacement designed for large-scale naval warfare.
Each bay displaces 50 tons.
The following bay weapons are available: SCREENS
Missile banks launch a salvo of 12 missiles per attack. A meson screen forces incoming meson beams to
They may use specialized missiles as described above. throw 9+ on 2D to penetrate it. TL12. Costs MCr60
Note that one ton of cargo-hold or missile magazine and displaces 50 tons. (put this in the weapons
may hold 12 missiles. section)

Particle cluster are a heavier, bay-mounted version of A nuclear damper reduces the damage of incoming
the turret-mounted charged-particle weapon nuclear missiles to 2D and negates radiation hits by
all weapons. TL12. Costs MCr50 and displaces 50
Meson guns fires beams of mesons – particles tons.
capable of penetrating any other matter, calculated
to decay and release energy at the designated target. Each screen requires a single gunner. Note that
This weapon ignores regular armor but is susceptible multiple screens do not stack, and their effects are
to meson screens. not cumulative. However, some large ships may carry
multiple screens for redundancy.
Fusion guns blast a powerful beam of superheated
gas, undergoing gravitically-controlled fusion, at the
target, causing massive structural damage.

Weapon TL Damage Hits Cost


Missile Bank 6 2D per missile 2 per missile MCr12
Particle Cluster 8 4D 2 + 1 radiation MCr20
Meson Gun 11 Ignores armor 3 + 1 radiation MCr50
Fusion Gun 12 6D 3 MCr80
Gravitic Lance 15 8D 5 MCr100

70
STELLAGAMA PUBLISHING
SHIP CREW is ideal for combat vessels and required on all military
vessels.
All vessels require a crew to operate and maintain the
ship. A single person can run a 100-ton ship if they
have the requisite skills, though a larger crew is ACCOMMODATIONS
advisable. A larger ship will require a larger crew.
The standard accommodations for ship crews are one
Any ship or small craft requires a pilot to fly and steer
stateroom per crew member. A stateroom displaces
the ship, as well as plot its course and calculate
4 tons and costs MCr0.5.
jumps. Military ships often have 3 pilots, working in
four or eight hour shifts for constant monitoring of Military ships and more rugged freighters often
the flight controls and sensors, when not in jump institute a policy of double occupancy: housing two
space. crew members or passengers in each stateroom. This
does not increase the life support cost but is quite
Some civilian ships and all military ships have a
cramped. Highly-skilled (skill 2 or higher) civilian crew
sensor operator, using the Computer skill. On smaller
members usually demand their own staterooms.
civilian ships, the pilot often fulfills this role, though
Double occupancy for all crew except for the bridge
this limits the utility of sensors in emergency or
crew or even for just the captain is standard practice
combat. Thus, all military ships carry a sensor
on smaller military ships.
operator, and sometimes at least three of them to
ensure round-the-clock sensor monitoring. Note that High and middle passengers require their own
the sensor operator replaces the navigator given in staterooms. Steerage passengers always travel in
the Cepheus Engine SRD. double occupancy, unless the ship takes off with an
odd number of Steerage passengers, in which case
All ships require one engineer per 35 tons of drives
the captain will organize a draw and one Steerage
and power plant. Ships with less than 35 tons of
passenger will have their own stateroom
drives and power plant, as well as small craft, do not
require dedicated engineers, as their drives are small Low berths (cryotubes) carry passengers in cold
enough for the Pilot to handle during flight. However, sleep. This also serves for emergency transport and
even then an Engineer may be beneficial in ship for carrying prisoners or captured life-forms. A low
combat. berth displaces 0.5 tons and costs MCr0.05.
Any ship carrying passengers requires one or more Emergency low berths carry four persons each, who
stewards. See the discussion of Stewards in the Ship all share the same risky revival throw as noted in the
Revenue section. Passage Section. They serve in emergencies, as well
as for transporting large livestock. Most polities
Any ship must have a medic to tend to the
forbid carrying passengers in emergency low berths.
passengers' and crew’s health needs. Even ships
Each displaces 1 ton and costs MCr0.1
without passengers often carry a medic to maintain
the crew's health and handle medical emergencies.
There must be one medic per 50 crew and passengers
carried, including low passengers.
Each gun turret requires a gunner to operate it,
weapons bays require two gunners, and each screen
requires one gunner. Ships with Model/2 or better
computers may automate one turret per Sensor DM
(including DM+0); the computer has a Gunnery-1
skill. Military craft often prefer living gunners for all
guns.
Military ships often carry marines, as well as flight
crew – one pilot and one support crew per small craft
on board. Larger civilian ships often have a purser and
security staff aboard as well. Note that small craft
pilots and service personnel are optional – many
civilian starships do not have such dedicated
personnel for their small craft.
All ships have a captain, though on smaller ships this
is usually a part-time job performed by the pilot in
addition to their regular duties. A dedicated captain

71
CEPHEUS LIGHT
OTHER COMPONENTS AND SMALL The following table describes small craft and vehicles
often carried on ships.
CRAFT
Tonnage and costs include hangar space and thus are
Military ships often carry an armory, providing greater than those of the individual craft or vehicles.
military-grade small arms, armor, and equipment. The Equipment chapter describes vehicles. The
Each 2-ton block of armory costs MCr0.5 and equips Common Space Craft chapter describes small craft.
10 marines.
Escape pods cover rescue bubbles and interplanetary
Fuel processors can refine unrefined fuel into refined escape vehicles.
fuel. A ton of fuel processing equipment can refine 5
tons of liquid hydrogen per day. Processors cost Mining Drones allow a ship to mine asteroids. Each
MCr0.1 per ton. set of mining drones takes up ten tons and allows the
ship to process 1Dx10 tons of asteroid per working
All streamlined ships have built-in fuel scoops for day. The tonnage allocated includes ore handling
collecting hydrogen fuel from gas giants. For a machinery, allowing the ship to take on ore and
standard hull, fuel scoops cost MCr1 and do not transfer it to the cargo bay.
displace any tonnage.
Probe Drones are designed for planetary surveying.
Every ship has a galley (kitchen and lounge) and a The ship drops them from orbit in disposable re-entry
medbay. These are subsumed in the stateroom capsules; they must be recovered manually.
tonnage and costs. A medbay counts as a medical Alternatively, a probe drone in orbit can serve as a
facility for purposes of healing wounds. A basic survey and communication satellite.
medbay accommodates up to 2 patients. A dedicated
medlab, costing MCr2 and displacing 8 tons, Repair drones allow the ship to make one repair
represents better, hospital-grade care, and grants attempt per space combat round. Cost includes
DM+2 to all Medicine tasks and halving wound software.
recovery times (round up). Each additional 2 tons and
MCr0.25 allocated allows another patient.
A laboratory can be used for various scientific CARGO AND FINAL COST
research purposes and comes in 4-ton blocks, each
costing MCr1. A laboratory provides DM+1 to Science The designer can now allocate any remaining
throws by the scientist using it. At the Referee's tonnage to the ship’s cargo bay.
discretion, certain scientific investigations of Add up the cost of various components for the ship’s
processes will require a laboratory to perform. final cost. Mass-produced ships enjoy a 10% discount
Every ship includes a ship locker containing various to the final cost.
technical and survival supplies, vacc suits, and civilian The question whether a ship is mass-produced is left
small arms such as pistols and shotguns. We to the Referee. Custom ships designed by players
recommend that the Referee determine the exact should not be mass-produced, as compared to
contents of the ship’s locker only when the players standard models pre-designed by the Referee.
wish to access it. In any case, it should include vacc
suits and various useful items and supplies.

Small Craft and Vehicles


Craft or Vehicle Tons Cost (MCr)
ATV 10 MCr0.09
Air/Raft 4 MCr0.6
Dropship 65 MCr20.3
Escape Pods 0.5 per passenger MCr0.1 per passenger
Fighter 13 MCr10.3
Gig 13 MCr5.3
Mining Drones 10 MCr2
Launch 26 MCr5.4
Pinnace 52 MCr17.4
Probe Drones (5) 1 MCr0.2
Repair Drones 1% of ship’s hull 0.5 per ton of drones
Ship’s Boat 39 MCr17.4
Shuttle 122 MCr32.6

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STELLAGAMA PUBLISHING
SMALL CRAFT DESIGN
SMALL CRAFT HULL AND ARMOR
Small craft are those ships that displace less than 100
tons. Designing small craft works just like designing The following table lists small craft hulls. Calculate
ships: they use the same checklist, with a few streamlining, distributed, or stealth configurations as
exceptions noted below. usual. If desired, add armor using the regular rules
above.
Hull Price (MCr) Construction Time (Weeks)
10 tons MCr1.1 28
20 tons MCr1.2 29
30 tons MCr1.3 30
40 tons MCr1.4 31
50 tons MCr1.5 32
60 tons MCr1.6 32
70 tons MCr1.7 33
80 tons MCr1.8 34
90 tons MCr1.9 35
95 tons MCr1.95 35

Small craft drives Note that small cra� use their own drives and cannot
Small cra� drives work like ship drives but uses much mount ship-grade drives due to the need of
smaller and weaker engines. Unlike ship drives, there addi�onal support structures, leading to a larger
is no TL limita�on on small cra� drives – they are all engine size.
available from TL9 and on. Note that small cra� are
unable to carry or use Jump drives.

Small Craft Drives


Drive Code M-Drive Tonnage MCr P-Plant Tonnage MCr
sA 0.5 1 1.2 3
sB 1 2 1.5 3.5
sC 1.5 3 1.8 4
sD 2 3.5 2.1 4.5
sE 2.5 4 2.4 5
sF 3 6 2.7 5.5
sG 3.5 8 3 6
sH 4 9 3.3 6.5
sJ 4.5 10 3.6 7
sK 5 11 3.9 7.5
sL 6 12 4.5 8
sM 7 14 5.1 9
sN 8 16 5.7 10
sP 9 18 6.3 12
sQ 10 20 6.9 14
sR 11 22 7.5 16
sS 12 24 8.1 18
sT 13 26 8.7 20
sU 14 28 9.3 22
sV 15 30 9.9 24
sW 16 32 10.5 26

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CEPHEUS LIGHT
Small Craft Performance
Code 10 20 30 40 50 60 70 80 90 95
sA 2 1 - - - - - - - -
sB 4 2 1 1 - - - - - -
sC 6 3 2 1 1 1 - - - -
sD - 5 3 2 2 1 1 1 - -
Se - 6 5 2 2 1 1 1 1 1
Sf - 6 5 3 2 2 1 1 1 1
sG - - 5 4 3 3 2 2 1 1
sH - - 6 5 4 3 2 2 1 1
sJ - - 6 5 4 3 3 2 2 1
sK - - 6 5 4 3 3 2 2 2
sL - - - 6 4 3 3 3 2 2
sM - - - - 5 4 4 4 3 2
sN - - - - 6 5 4 4 3 2
sP - - - - - 6 5 4 4 3
sQ - - - - - 6 5 5 4 4
sR - - - - - - 6 5 4 4
sS - - - - - - 6 6 5 5
sT - - - - - - - 6 5 5
sU - - - - - - - - 6 5
sV - - - - - - - - 6 6
sW - - - - - - - - - 6

SMALL CRAFT FUEL SMALL CRAFT COCKPIT AND ACCOMMODATIONS


The following table shows small craft fuel A small craft control cabin or cockpit costs MCr0.1 per
requirements in one-week increments. 20 tons of craft. A cockpit is cramped and will be
uncomfortable for more than 24 hours of continuous
Power Plant Code Fuel Tonnage Consumption use. A control cabin is far more comfortable for
per week longer journeys.
sA 0.4
sB 0.5 In addition, small craft may also mount acceleration
sC 0.6 couches, allowing it to carry passengers for short
sD 0.7
flights of 12 hours or less. These accommodate a
Se 0.8
single person each for short-term flight, displace 0.5
Sf 0.9
sG 1 tons and cost Cr25000 (MCr0.025) per person. It is
sH 1.1 possible to install staterooms in small craft as well.
sJ 1.2 Note that small craft do not require additional
sK 1.3 computers beyond the baseline model, though
sL 1.5
military and exploration craft greatly benefit from
sM 1.6
them.
sN 1.9
sP 2.1 Each extra person in a Control Cabin adds 2 tons and
sQ 2.3 MCr0.05 (twice the cost of an acceleration couch
sR 2.5 because they also have some control capability). Only
sS 2.7
control cabins can have this added feature. Each
sT 2.9
cockpit or cabin includes Acceleration Couches for
sU 3.1
sV 3.3
each occupant.
sW 3.5 Controls Tonnage
1-Person Cockpit 1.5 tons
2-Person Cockpit 3 tons
1-Person Control Cabin 3 tons
2-Person Control Cabin 6 tons

74
STELLAGAMA PUBLISHING
SMALL CRAFT CREW STARSHIP DESIGN EXAMPLE
Each small craft requires a pilot, who can also fire the
small craft's weapons. A dedicated gunner allows Aaron, a Referee, is looking for an interesting ship to
performing more complex gunnery actions, as given give to his players. While one of them – Jenny - rolled
in the Starship Combat chapter below. a Free Trader four times, allowing for a fully-paid-for
40-years-old rustbucket of a trader, Aaron has a more
interesting idea in mind. What if, in lieu of the trader,
SMALL CRAFT ARMAMENT Jenny's character will get an old, decommissioned
military transport? However, looking at the Common
All small craft have 1 hardpoint and may carry one Space Craft chapter, he can't quite find a suitable
turret. However, the power plant’s output limits the ship. So, he'll have to make one.
number of energy weapons it may carry. There is no
power plant requirement for mounting missiles or First, Aaron needs a full concept in mind for the ship.
sandcasters. This would be an old light military transport. Not a
warship by any means, but a light freighter used to
Small Craft Maximum Energy Weapons "fill holes" in the Wartime logistics networks and
Power Plant Energy Weapons
fulfill light transport duties. It wasn't fit for front-line
sA-sF 0
space-combat duty but could defend itself when
sG-sK 1
needed. This means something tougher than a trader,
sL-sR 2
even if it falls within the typical trader-merchant
sS-sW 3
tonnage range. Now that the War is over, the military
had no need of so many old light transports and
decommissioned them, selling them on the open
REFITTING SPACECRAFT market. Jenny's character, Maraella Worthbuckle,
managed to get her hands on one through her old
It is possible to refit an existing starship or small craft,
military contact. The ship's tech level was at the
removing or installing different components. The
lower end of Terran Wartime military tech, as these
total ship tonnage in unchangeable and it is
ships were designed to be repaired anywhere, even
impossible to change the configuration of a ship.
on low-tech backwaters.
Anything else is open to modification. Removing a
component costs Cr10000 (MCr0.01) and takes 12 A 300-ton hull will suffice – this is a light ship, after all,
hours per ton of equipment. Installing a component but not a fully-fledged bulk freighter. A 300-ton hull
costs 125% of the component’s base price and takes costs MCr12, but Aaron wants a ship that can go
1 week per MCr1 of base price. For example, anywhere – a streamlined ship – so this costs 110% of
installing a stateroom (4 tons, MCr0.5 base price that, at MCr13.2. As a ship expecting some enemy
takes 3.5 days to install and costs MCr0.625). Refitting fire, for example when landing at a hot LZ, having
any system except for Jump drives requires at least a armor would be prudent; 4 points of TL10 Crystaliron
B-Class Starport. Refitting a Jump drive requires an A- will do the trick. This requires 5% of ship tonnage (15
Class Starport. tons) and costs 20% of the hull's base cost (which is
MCr12), that is – MCr2.4.
Now, on to the engineering compartment. The Light
STARPORT CAPACITY AND CONSTRUCTION TIME
Military Transport does not need fully-fledged Naval
The construction and refit times given above assume speeds, but it does need reasonably good legs; this
a relatively standard-sized crew working 12-hours per means 2-G acceleration and Jump-2 capability. Cross-
day. Buyers may pay extra to have a larger crew referencing these performances with the ship's hull
assigned to their project, thus reducing the on the Drive Performance by Hull table, Aaron finds
construction time of any build or refit. out that he needs C-rated engines for all three drives.
This means Jump Drive C (20 tons, MCr30 – J-Drives
If desired, the construction time can be reduced by
are expensive!); Maneuver Drive C (5 tons, MCr12);
25% by doubling the cost of the project. This
and Power Plant C (10 tons, MCr24). Now, the
increased priority can be done twice on any single
engines need fuel – for a single Jump-2 capability, the
project, thus construction time can be reduced by
ship needs 20% of its tonnage in liquid hydrogen fuel
50% (half the listed time) for four-times the total cost
to form the jump bubble. That means 60 tons jump
of the project.
fuel. The Transport needs a relatively good endurance
Only Class A starports can construct Jump-capable due to its frontier and wartime use, so Aaron elects to
ships, Class A or B starports can construct non-jump- add power plant fuel for 4 weeks; a Power Plant C
capable ships. requires 3 tons of fuel per week, so for four weeks
this is 12 tons. Together, the fuel tank holds 72 tons.

75
CEPHEUS LIGHT
The ship needs a bridge. At 300 tons, the bridge Finally – other components. Aaron installs a 1-ton
displaces 20 tons; Aaron also notes that it affords 6 magazine for the sandcaster, holding 24 sand
bridge positions, even though this won't be canisters. That doesn't cost Credits, only space. He
necessary on this ship. The bridge costs MCr0.5 per also adds 16 escape pods, to supply a measure of
100 tons of ship, so MCr1.5 for a 300-ton ship. safety to all occupants even when all staterooms are
Adjacent to the bridge is a computer and its in double occupancy; this displaces 0.5 tons per
associated (and bulky) electronics. As Aaron wants escape pods, for a total of 8 tons, and costs MCr0.1
reasonable sensor capabilities, he chooses a Model/2 per escape pod, for a total of 1.6. As a frontier vessel,
Computer, costing MCr0.29 and having 2 tons of the Light Military Transport can benefit from fuel
electronics and avionics. processors for frontier refueling; Aaron installs 4 tons
of fuel processors, capable of processing 20 tons a
On to the fun part – guns! As Aaron noted above, this
day – it will take almost 4 days to fill the entire fuel
isn't a warship, so there is no need for heavy
tank from unrefined or skimmed fuel. This displaces,
weapons, but a bunch of lasers and some defensive
obviously, 4 tons – and costs MCr0.1 per tons, for a
sandcasters will provide some protection in times of
total of 0.4.
need. This is especially important as Aaron plans to
introduce pirates as primary antagonists in his There are 95 tons remaining out of the Transport's
campaign, so the group will need some lasers to blast 300, so Aaron designates them as cargo space.
at them! He chooses to install 3 triple turrets. Each
Now it is time to sum up the costs. The Light Military
turret requires a ton by itself and another ton of fire-
Transport costs MCr99.62; however, Aaron decides
control equipment, so 2 tons per turret – 6 tons in
that it was mass-produced during the War, so it
total. Triple turrets cost MCr1 each themselves. One
enjoys a 10% mass-production discount, for a final
turret will have 3 beam lasers – accurate but weak
price tag of MCr89.66. For a final ship, it is customary
weapons; each costing another MCr1, so, together
to round the price to the nearest whole number,
with the turret, MCr4 in total. The second turret will
which is MCr90.
have 3 pulse lasers – inaccurate but powerful and
great for point-defense fire; each costing another A fine ship for frontier adventuring!
MCr0.5, so, together with the turret, MCr2.5. The
third turret will carry 3 sandcasters; each costing
MCr0.25, together with the turret this means
MCr1.75.
Now is a good time to determine the ship's crew, as it
affects the number of accommodations and other
components. The ship needs a Pilot, who, due to its
small size, is also the Captain; it requires a Sensor
Operator and a Medic; its 35 tons of engines require
one Engineer; one turret is automated (thanks to
Computer/2) and the two other guns require a
gunner each. In total, 6 crewmembers
It would have been simplest to install 6 staterooms to
accommodate this crew. However, it would be handy
to be able to carry some occasional passengers – such
as military officers needing transport and unable to
get an available berth on a larger troop transport – so
he installs 8 staterooms instead, as well as 20 Low
Berths for additional operational flexibility. If you
cram the crew (except for the Pilot/Captain) into
double occupancy (i.e. 2 crewmembers per
stateroom), you can have 4 available staterooms for
passengers. However, when carrying passengers, the
ship will require an added Steward, potentially
forcing the Pilot/Captain to share their stateroom
with another crewmember.
The staterooms displace 4 tons and cost MCr0.5 each,
so it is 32 tons and MCr4 together; the low berths
displace 0.5 tons each and cost MCr0.05, so all the
berths together displace 10 tons and cost MCr1.

76
STELLAGAMA PUBLISHING
TL10 300-ton Light Military Transport Design Sheet
Component Notes Tonnage Cost (MCr)
Hull Streamlined, construction time 52 weeks 13.2
Armor 4 points Crystaliron 15 2.4

Maneuver Drive Maneuver-C; 2-G acceleration 5 12


Power Plant Power Plant C 10 24
Jump Drive Jump-C; Jump-2 20 30

Fuel 1-Jump-2 and 4 weeks of operation 72

Bridge 6 positions 20 1.5


Computer Model/2 2 0.29

Armament Hardpoint #1: triple beam laser turret 2 4


Hardpoint #2: triple pulse laser turret 2 2.5
Hardpoint #3: triple sandcaster turret 2 1.75

Other components Sand Magazine; 24 sand canisters 1


16 Escape Pods 8 1.6
4 tons fuel processers; 20 tons/day 4 0.4

Accommodations 8 staterooms 32 4
20 Low Berths 10 1

Cargo 95
Crew: 6 Pilot/Captain, Sensor Ops, Engineer, Medic, 2 Gunners
Total before discount 300 99.64
Total after discount 10% mass-production discount 300 89.67

Its compact stat block will look like this:


TL10 300-TON LIGHT MILITARY TRANSPORT
The subsidized merchant is a common interstellar merchant vessel, financed by the government to provide
services on the less profitable frontier routes.
Light Military Transport Tonnage: 300 Armor: 4 Crystaliron Streamlined
Maneuver: C Jump: C P-Plant: C Thrust: 2 G
Jump Rating: 2 Fuel: 72 tons for: 1x Jump 2, 4 weeks endurance
Model/2 computer Armament: 3x triple turrets; 1x beam laser, 1x pulse laser, 1x sandcaster
Fittings: 16 escape pods, 8 staterooms, 20 low berths, 95 tons cargo
Crew: 7 total – pilot, sensor operator, engineer, medic, 2 gunners
Cost: MCr90; Construction Time: 52 weeks

77
CEPHEUS LIGHT
COMMON SPACE CRAFT
Some ship classes are common in a typical Cepheus Light setting. Many other classes and designs certainly exist,
but the following are very useful for a typical campaign.
These designs provide the minimum tech level required to construct each ship; in many cases, more advanced
shipyards often construct them. However, lower tech guarantees universal production and maintenance across
many worlds with varied technological capabilities.

COMMON SMALL CRAFT


Below are a few common small craft. In all cases, power plant endurance is 2 weeks. All prices include the mass-
production 10% discount

TL11 50-TON DROPSHIP


The dropship is a military ground-assault craft designed to deploy a platoon of troops – approximately 40
commanded by a Lieutenant - into contested territory.
Dropship Tonnage: 50 Armor: 4 Crystaliron Streamlined
Thrust: 4 G
Fuel: 2.2 tons of fuel, 2 weeks endurance
Model/2 computer Armament: double turret w/sandcaster and pulse laser
Fittings: 42 acceleration couches
Crew: 2 in total – pilot and gunner, in a 2-person cockpit
Cost: MCr20.3; Construction Time: 32 weeks

TL11 10-TON FIGHTER


The fighter is a light attack craft and interceptor.
Fighter Tonnage: 10 Armor: None Streamlined
Thrust: 6 G
Fuel: 2 tons of fuel, 2 weeks endurance
Model/1 computer Armament: 1 ton reserved for weapons; may only mount one energy weapon and up to 2
non-energy weapons
Fittings: None
Crew: Pilot in a 1-person cockpit
Cost: MCr10.3; Construction Time: 28 weeks

TL9 10-TON GIG


The gig is a general-purpose utility runabout.
Gig Tonnage: 10 Armor: None Streamlined
Thrust: 2 G
Fuel: 0.8 tons of fuel, 2 weeks endurance
No computer Armament: None
Fittings: None
Crew: Pilot in a 1-person cockpit
Cost: MCr5.3; Construction Time: 28 weeks

TL9 20-TON LAUNCH


The Launch often serves as a lifeboat or small transport craft.
Launch Tonnage: 20 Armor: None Streamlined
Thrust: 1 G
Fuel: 0.8 tons of fuel, 2 weeks endurance
No computer Armament: None
Fittings: 16 tons of cargo space (other fittings are usually added as required)
Crew: Pilot in a 1-person cockpit
Cost: MCr5.4; Construction Time: 289weeks

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STELLAGAMA PUBLISHING
TL9 40-TON PINNACE
The pinnace is a medium-sized fast shuttle craft.
Pinnace Tonnage: 40 Armor: None Streamlined
Thrust: 5 G
Fuel: 2.2 tons of fuel, 2 weeks endurance
Model/1 computer Armament: 1 ton reserved for weapons; may only mount one energy weapon and up to 2
non-energy weapons
Fittings: 27 tons of cargo space
Crew: Pilot in a 1-person cockpit
Cost: Mcr17.3; Construction Time: 31 weeks

TL9 50-TON CUTTER


The cutter carries a sealed 30-ton module from surface to orbit, allowing for a wide range of customized uses,
depending on the contents of the module, as noted in the table below.
Cutter Tonnage: 50 Armor: None Streamlined
Thrust: 4 G
Fuel: 2.2 tons of fuel, 2 weeks endurance
Model/1 computer Armament: 1 ton reserved for weapons; may only mount one energy weapon and up to 2
non-energy weapons
Fittings: cutter module, 6.5 tons of cargo space
Crew: Pilot in a 1-person cockpit
Cost: Mcr17.4; Construction Time: 32 weeks

Common Cutter Modules


Module Type Cost (MCr) Notes
Cargo 1.5 Cargo (29 tons), 1 airlock
Commuter 2.5 Acceleration couches (18 people), 1 airlock, 1 small fresher/kitchenette
Fuel 1.25 Fuel tankage (30 tons),
Laboratory 8 Laboratory (7 scientists), 2 airlocks
Low Berth Transport 4 58 low berths, 1 airlock
Luxury Suites 4.5 7 staterooms, 2 airlocks
Vehicular Transport 6.75 Hangar (23 tons of vehicles), allows repairs/maintenance

TL9 30-TON SHIP’S BOAT


The ship’s boat is a small multi-use vessel with powerful engines.
Ship’s Boat Tonnage: 30 Armor: None Streamlined
Thrust: 6 G
Fuel: 2.2 tons of fuel, 2 weeks endurance
Model/1 computer Armament: 1 ton reserved for weapons; may only mount one energy weapon and up to 2
non-energy weapons
Fittings: 15.5 tons of cargo space
Crew: Pilot in a 1-person cockpit
Cost: Mcr17.4; Construction Time: 30 weeks

TL9 95-TON SHUTTLE


The shuttle is a heavy transport craft often used to ferry passengers and cargo between surface and orbit.
Shuttle Tonnage: 95 Armor: None Streamlined
Thrust: 3 G
Fuel: 4.2 tons of fuel, 2 weeks endurance
No computer Armament: None
Fittings: 69.5 tons of cargo space. Some of the cargo space is often traded for acceleration couches.
Crew: Pilot in a 2-person cockpit (allowing another crewmember)
Cost: Mcr32.6; Construction Time: 35 weeks

79
CEPHEUS LIGHT
STARSHIPS
The following are common and archetypal starships useful in the typical Cepheus Light universe.

TL11 800-TON ASSAULT SHIP


The assault ship is a front-line troop carrier capable of deploying a platoon (42 troopers including the
commanding Lieutenant) of marines across interstellar distances.
Assault Ship Tonnage: 800 Armor: 8 Crystaliron Standard
Maneuver: K Jump: K P-Plant: K Thrust: 3 G
Jump Rating: 3 Fuel: 260 tons for 1x Jump-3, 2 weeks endurance
Model/3 computer Armament: 3x pulse laser turrets, 2x P-Beam turrets, 2x Missile rack, 1x Sandcaster (all turrets
are triple turrets)
Fittings: Dropship, 60 escape pods, armory for 50 marines, fuel scoops, fuel processor (65t/day), 31 staterooms, 15
emergency low berths, 71 tons of cargo space
Crew: 61 total - captain, 3 sensor operators, 3 pilots, 3 engineers, 1 medic, 8 gunners, 42 marines. All crew double occupancy
except captain.
Cost: MCr430; Construction Time: 92 weeks

TL11 300-TON CORSAIR


The corsair is a light attack vessel intended for raiding enemy commerce and now often employed by
independent pirates and mercenaries.
Corsair Tonnage: 300 Armor: 4 Crystaliron Streamlined
Maneuver: F Jump: E P-Plant: F Thrust: 4 G
Jump Rating: 3 Fuel: 260 tons for 1x Jump-3, 2 weeks endurance
Model/3 computer Armament: 3x triple turrets: 1 missile and 2 pulse lasers
Fittings: 60 escape pods, armory for 10 marines, fuel scoops, fuel processor (25t/day), 10 staterooms, 5 emergency low
berths, 35 tons of cargo space
Crew: 19 total – captain, pilot, sensor operator, medic, 2 engineers, 3 gunners, 10 ship's troops. All crew at double occupancy
except for the captain.
Cost: MCr158; Construction Time: 52 weeks

TL13 1000-TON CRUISER


The cruiser is a ship-of-the-line capable of extended independent operations. It carries two squads (total 16
troopers) of marines.
Cruiser Tonnage: 1000 Armor: 10 Superdense Standard
Maneuver: P Jump: N P-Plant: P Thrust: 4 G
Jump Rating: 3 Fuel: 356 tons for 1x Jump-3, 2 weeks endurance
Model/4 computer Armament: meson bay, 5x triple turrets: 2x plasma beam, 2x pulse laser, and 1x sandcaster
Fittings: Dropship, 36 escape pods, meson screen, armory for 20 marines, fuel scoops, fuel processor (90t/day), 36
staterooms, 15 emergency low berths, 22 tons of cargo space
Crew: 36 total - captain, 3 sensor operators, 3 pilots, 4 engineers, 1 medic, 8 gunners, 16 marines. All crew enjoy individual
staterooms.
Cost: MCr650; Construction Time: 108 weeks

TL11 400-TON EXPLORER


The explorer is a long-range survey vessel equipped for prolonged excursions to unknown stars.
Explorer Tonnage: 400 Armor: None Streamlined
Maneuver: F Jump: F P-Plant: F Thrust: 3 G
Jump Rating: 3 Fuel: 168 tons for 1x Jump-3, 8 weeks endurance
Model/3 computer Armament: none; 4 tons reserved for weapon systems
Fittings: 6 escape pods, laboratory unit, 20 probe drones, 10 tons of mining drones, ATV, fuel scoops, fuel processor (45t/day),
6 staterooms, 10 low berths, 71 tons cargo
Crew: 6 total – pilot, sensor operator, 2 engineers, medic, science officer.
Cost: MCr164; Construction Time: 60 weeks

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TL10 600-TON FREIGHTER
The freighter carries goods between orbital starports without entering planets' atmospheres.
Freighter Tonnage: 600 Armor: None Dispersed
Maneuver: C Jump: F P-Plant: F Thrust: 1 G
Jump Rating: 2 Fuel: 132 tons for 1x Jump-2, 2 weeks endurance
Model/1bis computer Armament: none; 4 tons reserved for weapon systems
Fittings: gig, 4 escape pods, 4 staterooms, 353 tons cargo
Crew: 4 total – pilot, sensor operator, and 2 engineers.
Cost: MCr174; Construction Time: 60 weeks

TL12 400-TON FRIGATE


The frigate is a light naval ship used for anti-piracy patrols and customs inspections.
Frigate Tonnage: 400 Armor: 10 Superdense Standard
Maneuver: H Jump: F P-Plant: H Thrust: 4 G
Jump Rating: 3 Fuel: 356 tons for 1x Jump-3, 2 weeks endurance
Model/3 computer Armament: 4x triple turrets: 2 particle beam, 1 pulse laser, 1 sandcaster
Fittings: ship's boat, 23 escape pods, armory for 10 marines, fuel scoops, fuel processor (140t/day), 12 staterooms, 10
emergency low berths, 9.5 tons of cargo space
Crew: 21 total – captain, 3 pilots, sensor operator, medic, 3 engineers, 4 gunners, and 8 marines. All crew at double occupancy
except for the captain.
Cost: MCr245; Construction Time: 60 weeks

TL12 100-TON PROSPECTOR


The prospector is a light asteroid mining vessel often operated by independent belters.
Prospector Tonnage: 100 Armor: None Standard
Maneuver: A Jump: A P-Plant: A Thrust: 2 G
Jump Rating: 2 Fuel: 24 tons for 1x Jump-2, 4 weeks endurance
Model/2 computer Armament: 1x single beam laser turret
Fittings: Gig, 2 escape pods, 10 tons of mining drones, fuel scoops, fuel processor (5t/day), 2 staterooms, 12 tons cargo
Crew: 2 total - pilot and gunner.
Cost: MCr35; Construction Time: 36 weeks

TL9 400-TON SUBSIDIZED MERCHANT


The subsidized merchant is a common interstellar merchant vessel, financed by the government to provide
services on the less profitable frontier routes.
Subsidized Merchant Tonnage: 400 Armor: None Streamlined
Maneuver: D Jump: D P-Plant: D Thrust: 2 G
Jump Rating: 2 Fuel: 88 tons for 1x Jump-2, 2 weeks endurance
Model/1bis computer Armament: none; 2 tons reserved for weapon systems
Fittings: 14 escape pods, 14 staterooms, 10 low berths, 179 tons cargo
Crew:6 total – pilot, sensor operator, 2 engineers, medic, steward.
Cost: MCr113; Construction Time: 60 weeks

TL12 200-TON RESEARCH VESSEL


The research vessel allows scientists to carry their laboratories to the stars and conduct interstellar studies.
Research Vessel Tonnage: 200 Armor: None Standard
Maneuver: B Jump: B P-Plant: B Thrust: 2 G
Jump Rating: 2 Fuel: 48 tons for 1x Jump-2, 4 weeks endurance
Model/2 computer Armament: none; 2 tons reserved for weapon systems
Fittings: gig, 10 escape pods, 6 laboratory units, 10 staterooms, 12 low berths, 13 tons cargo
Crew: 10 total – pilot, sensor operator, engineer, medic, 6 scientists.
Cost: MCr71; Construction Time: 44 weeks

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CEPHEUS LIGHT
TL9 100-TON SCOUT SHIP
The scout ship is a small exploration and courier vessel operable by a single scout but often operated by a team
of 3 or 4 explorers.
Scout Ship Tonnage: 100 Armor: None Streamlined
Maneuver: A Jump: A P-Plant: A Thrust: 2 G
Jump Rating: 2 Fuel: 24 tons for 1x Jump-2, 4 weeks endurance
Model/2 computer Armament: 1 ton reserved for weapon systems
Fittings: 4 escape pods, 15 probe drones, ATV, fuel scoops, fuel processor (5t/day), 4 staterooms, 1 emergency low berth, 14
tons cargo
Crew: 1 Pilot; optionally, also sensor operator/science officer, engineer, and gunner
Cost: MCr28; Construction Time: 36 weeks

TL9 200-TON TRADER


The trader is a light, often independent, commercial vessel.
Trader Tonnage: 200 Armor: None Standard
Maneuver: B Jump: B P-Plant: B Thrust: 2 G
Jump Rating: 2 Fuel: 44 tons for 1x Jump-2, 42weeks endurance
Model/1bis computer Armament: 2 ton sreserved for weapon systems
Fittings: 10 escape pods, 10 staterooms, 20 low berths, 53 tons cargo
Crew: 5 total – pilot, sensor operator, engineer, medic, steward.
Cost: MCr61; Construction Time: 44 weeks

TL9 100-ton Yacht


The yacht is a plaything and a transport for people of wealth and power.
Yacht Tonnage: 100 Armor: None Streamlined
Maneuver: A Jump: A P-Plant: A Thrust: 2 G
Jump Rating: 2 Fuel: 24 tons for 1x Jump-2, 4 weeks endurance
Model/2 computer Armament: 1 ton reserved for weapon systems
Fittings: 8 escape pods, fuel scoops, 8 staterooms (2 of them joined together to form a luxurious suite), 3 emergency low
berth, 10 tons cargo
Crew: 4 total – pilot, sensor operator, engineer, steward.
Cost: MCr30; Construction Time: 36 weeks

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SPACE COMBAT
The spacelanes can be dangerous. Pirates lurk near Space Combat Advantage
gas giants and jump points. Vessels belonging to Effect DM
enemy interstellar polities might raid a system and 0 DM-2
prey on the player characters’ ship. The player 1 or 2 DM-1
characters might decide to engage in some piracy 3 or 4 DM+0
themselves, or they may be the crew of a patrol
5+ DM+1
frigate that has found some pirates or raiders. Use
the following rules to run the combats in such
The loser of the Advantage throw suffers DM-3 to
occasions.
attack anyone with a higher Advantage number than
them, for the round. This penalty applies to turrets
and bays. Weapons in fixed mounts cannot attack
SPACE COMBAT BASICS without Advantage. Note that two vessels that have
the same result for their Advantage throw can still
Ships typically fight at a range of several thousand, or attack each other, albeit at DM-2 to their attack
tens of thousands, kilometers. However, Cepheus throws.
Light abstracts ranges in ship combat. There is no
need to track ranges, though creative Referees and Vessels with disabled Maneuver drives automatically
players might describe their maneuverings and lose Advantage. Note that fixed space stations roll
tactics in terms of range. Advantage normally. They simply do not have a bonus
from maneuver drives. Instead of Piloting, station
Space combat typically occurs in 6-minute rounds. commanders throw 2D + Gunnery for Advantage. It is
This time accounts for weapon recharge cycles and difficult, but not impossible, to stay in the blind spot
long-range missile travel, as well as emergency of a station-mounted turret.
repairs. Since range is abstracted using the Advantage
mechanic (below), it is possible to run space combats It is possible to have multiple ships engaged in
at different time frames. This allows for furious combat. Simply record the different Advantage
dogfights between fighters, intense chases as results in descending order. The ships higher on the
smugglers attempt to run blockades, as well as nail- “ladder” have Advantage on any ship below them.
bitingly slow cat-and-mouse actions between pirates The battle ends either when one participant is
and patrol frigates, all using the same basic rules. disabled or destroyed, or if one participant
However long a round is in space combat, each disengages.
round, every crew member may take one action, as
detailed below. This means that crew members
staffing two posts – such as a pilot also serving as a ACTIONS
captain – must choose only one post they are filling in
each round. This is the main reason most larger ships, Each character may act once in each combat round.
and all military vessels, have a dedicated captain and There are five positions aboard a ship: Captain, Pilot,
specialized personnel for each crew position. A Sensor Operator, Gunner, and Engineer, each with its
character may man two positions at once, but in each own actions. There may, of course, be multiple
given turn, they may only act in one position. For characters acting as gunners or engineers. The same
example, smaller civilian starships often have the goes to pilots, but only in the case of jump calculation
pilot double as the captain. In such cases, the – one character with the Pilot skill, at the helm, may
character must choose every round if they take a perform evasive maneuvers while the other plots the
piloting action or a captain's command action. jump from another bridge position.
No matter how large or small the crew of a ship is,
during a combat situation, all hands are working and
ADVANTAGE can take actions

There is no initiative or range to track in space A ship with Advantage may choose when to take its
combat. Each space combat round, all participating turn – before or after its opponents. All characters on
ships' pilots throw 2D + Piloting + the ship's a ship act on its turn.
maneuver drive acceleration. The winner of this
opposed throw has Advantage and may attack with
the following modifiers:

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CEPHEUS LIGHT
CAPTAIN ACTIONS two rounds, they may, albeit at a DM-4 penalty on a
Pilot 4+ throw.
The ship’s captain may engage in the following
actions: Emergency Jump: throw Piloting 6+ to initiate an
emergency jump while under fire; if successful, the
Support Crew: throw Leadership 8+. If successful, ship’s engineer must throw Engineering 8+ to power
gain a pool of positive DM points equal to the Effect the jump. Failures may be retried in the next round.
(minimum 1) that the captain may distribute as they See the Ship Operations chapter above for the jump
see fit for the next round. For example, a roll of 12 procedure itself. Note this applies DM-2 to the Jump
generates a pool of 4 points, which can be given to Throw, increasing the chance of misjump. This
one crewmember for a DM+4, or to four separate requires a jump plot, as noted above – either
crewmembers, for a DM+1 each. prepared beforehand or generated during combat.
Outmaneuver: the captain throws Tactics 10+. If
successful, apply a DM+2 to the ship's next round's
Advantage throw. SENSOR OPERATOR ACTIONS
The ship’s sensor operator may act as follows:
PILOT ACTIONS Spoof Missiles: Electronic warfare can defeat
incoming missiles; throw Computer 8+ to spoof an
The pilot may also engage in the following actions, in incoming missile due to impact that round, or the
addition to the Advantage throw. next round. The sensor operator must roll to
Attack Vector: the pilot may throw Piloting 8+ and successfully spoof each missile. Multiple missiles may
apply the Effect to a single gunner’s attack throws for be spoofed each round.
the round. If the Effect of the throw is 2 or greater, Jam Sensors: Electronic warfare can provide “cover”
the pilot may distribute the Effect "points" as +DMs to a ship. Roll Opposed Computer against one enemy
to various gunners. If the ship does not have vessel. If successful, the target of the Jamming suffers
Advantage, this action allows firing fixed weapons at a DM equal to the skill level of the sensor operator (to
the enemy, albeit at DM-3 to hit. a DM-3 cap) to any attack throw made against the
Dock: Docking is only possible with a friendly ship, or jamming ship. This is cumulative with a pilot's Evasive
with an enemy ship without a functional maneuver Maneuvers.
drive. You may not dock with an actively maneuvering Scan: throw Computer 6+ to detect vessels and other
enemy ship. objects; this is modified by the ship’s sensor DM and
Disengage: To disengage from ship combat, a ship can by stealth.
use their Pilot action that round to throw Piloting Target Systems: throws Computer 10+. If successful,
10an+ opposed Pilot skill throwing roll vs. the a single gunner in the crew may choose to target a
pursuer's Pilot, adding each ship’s thrust rating. Add specific system on the enemy ship with one attack. If
a DM+2 for having Advantage. The quarry escapes if that gunner’s next attack is successful and does
its pilot wins the opposed throw. In a situation where damage, they may select which system the attack has
a ship is attempting to escape multiple targets, use hit.
the Pilot skill and thrust rating from the fastest ship of
the pursuing side and subtracting the highest thrust
rating of the enemy. Alternatively, a jump-capable GUNNER ACTIONS
ship may jump out of combat, as described below.
Each gunner may take one of the following actions –
Evasive Maneuvers: the pilot throws Piloting 12+, one action per weapon in the turret they control:
modified by the ship’s available maneuver drive
Thrust. On a success, apply a negative DM equal to Fire Energy Weapons: throw Gunnery 8+ to hit a
the Pilot’s skill (to a maximum of DM-2) to all target with an energy weapon such as a laser, particle
incoming attacks. This does not require Advantage. beam, meson gun, or fusion gun in their turret or bay.

Plot Jump: Plotting a jump requires the pilot's Launch Missiles: the gunner launches one missile per
attention (they may still make Advantage throws) for rack in the turret; a missile bank shoots a salvo of 12
6 – (Pilot Skill) space combat rounds. As well, the pilot missiles. Throw Gunnery 5+ before launch to lock the
must succeed at a Piloting 4+ throw. It is also possible missile on its target. Failure to lock prevents
to plot a jump faster, but this imposes a DM-2 per launching but keeps the missile intact (and it may be
round reduced, to a minimum of 1 round. A failed attempted launch again in future rounds).
throw means that the jump must be plotted again.
Example: A pilot with Pilot-3 skill can plot a jump in 6
– 3 = 3 combat rounds. If they want to reduce that by

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Missiles ignore Advantage modifiers but are OPTIONAL RULE: STREAMLINED TURRET FIRE
vulnerable to point-defense fire and electronic
warfare spoofing. Missiles will hit their target the To reduce the amount of die rolls in ship combat, we
next round after their launch, allowing the target to recommend that for ships with over 3 turrets, each
target the missile with point-defense and spoofing, if double or triple turret should carry the same type of
desired. On the round missiles reach their target, weapons. This allows all weapons to share the same
throw 4+ to hit the target, unmodified by any skill. attack throw, causing a single hit but attacking at
The Evasive Maneuvers Pilot action affects this DM+1 for a double turret or at DM+2 for a triple
missile attack throw. Smart missiles may retry this turret. Under this optional rule, all weapons in such a
throw once at 8+, in the following round. turret must attack the same target. If launching
missiles, all missiles in the same turret share a single
Point Defense: any energy weapon can perform point locking throw but hit their target individually. We
defense fire against incoming missiles, though pulse recommend that when using the streamlined turret
lasers are the most effective for this task. Throw fire rules, you should also use the streamlined point
Gunnery 10+ to destroy an incoming missile, or defense rules (see below) for the sake of simplicity.
Gunnery 6+ when using a pulse laser. The gunner may
make multiple point defense attacks with the same
turret in the same action, but each attack after the OPTIONAL RULE: STREAMLINED POINT DEFENSE
first suffers from a cumulative DM-1, so the third
In large battles involving large numbers of missiles
shot, for example, will suffer DM-2 to hit the missile.
and lasers, attacking each missile individually by
Using this basic rule, throw against each incoming
point defense fire is quite impractical. To simplify
missile, but note that unlike regular attacks, here the
such combat, use the following rule. At the beginning
gunner may try to gun down multiple missiles per
of each round, the defender decides how many, if
combat round, with the penalty noted above. If a
any, energy weapons will be dedicated to point
turret has multiple energy weapons in a turret being
defense. This applies a -DM to all incoming missiles'
used for Point Defense, each weapon is rolled for
hit throws, per the following table.
separately – negative DMs for multiple attacks to not
transfer between weapons. However, all weapons in Streamlined Point Defense
a turret must be used for point defense against Weapons DM to incoming missiles
missiles coming from the same enemy ship. 1 -1
2-4 -2
Launch Sand: throw Gunnery 6+. If successful, all 5-7 -3
incoming laser and particle beam fire from a single 8+ -4
target suffer DM-2 to hit. Sand clouds last for one
round. Each sand canister can block fire from one
ship, so a double or triple sandcaster turret can help ENGINEER ACTIONS
the ship defend against multiple threats at once or
Any character with the Engineering skill can perform
provide a denser defense against multiple threats.
Damage Control – emergency repairs of damaged
Note that this modifier does not stack; each ship can
systems and breaches. Multiple characters with this
be affected only once by a given target's sand clouds.
skill may perform damage control at the same time,
Note: each weapon in a double or triple turret has its each on a different system. Throw Engineering 8+ to
own attack throw. However, energy weapons repair a damaged system or to jury-rig a single
mounted on the same turret may only attack the disabled system back into operation. Success
same target. The gunner may launch missiles and temporarily repairs one hit on the system. The
sand at any desired target. Also note that weapons damage will reappear in 1D hours.
mounted on a fixed mount cannot be used to attack
Characters without the Engineering skill but with the
unless the vessel has Advantage. Each weapon within
Repair skill may assist an engineer in damage control;
a given turret can only be used once per combat
each such assistant grants DM+1 to the engineer’s
round, but the gunner may fire all or part of the
damage control throw per level of skill, to a maximum
weapons in the same turret at the same round. In a
of DM+2 per throw. A person with a Repair skill above
triple turret, a gunner can fire all three weapons
1 can assist on multiple Engineering repairs up to
every turn – so the actions are not per weapon, but
their maximum skill level; or they may attempt
per turret.
repairs on their own, as if they have Engineering-0.
Also note that, for the sake of simplicity, a missile bay
Repair drones can make one damage control check
must fire all its missiles against a single target each
per combat round.
round.

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Overcharge Weapon: the engineer can disable the Critical Hits
safeties on an energy weapon for extra damage. 1D Starship Critical Hit Small Craft Critical Hit
Throw Engineering 8+ to boost a single energy 1 Power Plant Destroyed M-Drive Destroyed
weapon’s Hits rating by +1. 2 M-Drive Destroyed M-Drive Destroyed
Redline Engines: the ship’s chief engineer throws 3 Jump Drive Destroyed Power Plant Destroyed
Engineering 8+. On a success, the ship’s thrust 4 Critical Crew Hit Critical Crew Hit
increases by 1 for next round (including the 5 Computer Destroyed Computer Destroyed
Advantage throw). 6 Ship Destroyed Ship Destroyed

DAMAGE AND HITS PENETRATION DESCRIPTIONS


When an attack hits an armored ship, throw the The following is a description of ship system
weapon’s damage dice. If the throw is equal to the penetration hits. Note that if a system is destroyed,
target’s Armor rating or higher, the attack penetrates any further damage on the same system has no
and causes damage. Attacks always penetrate further effect.
unarmored ships. For example, when a beam laser Armor
hits a ship with Armor 4, throw 4+ on the laser’s 1D
damage to penetrate. The armor will block any lower Reduce the ship’s armor rating by 1. Ignore if the ship
roll. Note that meson weapons ignore armor and has no armor.
always penetrates and causes damage. Breach
For each weapon that Penetrates, make one throw on The ship suffers a hull breach and is exposed to
the following table. Each "hit" a weapon causes (see vacuum. On larger ships, each Breach depressurizes
the weapon description) brings a separate roll on this 1000 tons of the ship. Anyone not wearing a Vacc Suit
table. So, for example, a weapon causing two "hits" or in a sealed compartment suffers exposure to
will roll twice on the damage table when it penetrates vacuum per the environmental hazard chapter.
a target. Staterooms are considered sealed for the purposes of
this damage.
Starship Combat Penetration Location Bridge
2D Starship Penetration Small Craft Penetration
The bridge is hit.
2 Breach Breach
3 Power Plant Power Plant First Hit: the crew suffers a Crew Hit (see below). DM-
4 J-Drive Hold 2 on all future Advantage rolls.
5 Weapons M-Drive
6 M-Drive Fuel Second Hit: bridge disabled; Captain, Pilot, and
7 Armor M-Drive Sensor Operator actions are impossible until the
8 Hold Armor bridge is repaired, and Gunnery throws suffer DM-2.
9 Crew Weapons The crew suffers a Crew Hit (see below).
10 Computer Computer Third Hit: bridge irreparably destroyed, and each
11 Bridge Crew
bridge crew member suffers 4D damage.
12 Critical Critical
Crew
Certain weapons cause Radiation damage, as noted 1D crew members and passengers suffer 2D damage
below. each. If there are fewer people than the number
rolled, one or more of them, randomly determined,
Radiation Penetration will receive multiple hits. This damage can be
1D Radiation Penetration
1 Lucky escape – no radiation damage
reduced by personal armor.
2 Crew Critical Crew Hit
3 Crew
4 Computer All crew and passengers suffer 4D damage each. This
5 Computer damage can be reduced by personal armor.
6 Critical Crew Hit

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Computer term power supply.
The ship’s computer is hit. Weapons
First Hit: computer's sensor DM reduced by -2. The ship's weapon systems are hit.
Second Hit: computer disabled. Jumps and sensor use First Hit: disable one weapon (random turret or bay)
are impossible.
Second Hit: disable 1DX10% of all weapons (round up
Third Hit: computer irreparably destroyed. turrets or bays)
Fuel Third Hit: All weapons are disabled.
The fuel tank is hit.
First Hit: 1Dx5% of fuel tank capacity is destroyed. REPAIRING DAMAGE
Second Hit: 1Dx10% of the fuel tank capacity is A jury-rigged system will fail within 1D hours. After
destroyed. This fuel loss is in addition to the losses of that, the system requires full repairs. Throw
the first hit. Engineering 6+ to repair a damaged system; this takes
1D hours and requires 0.02 ton of spare parts per ton
Third Hit: Fuel tanks destroyed.
of repaired system. A successful throw returns the
Hold system to full functioning. A failed throw may be
repeated but will require additional spare parts.
The cargo hold is hit.
Spare parts cost Cr100,000 per ton, and may be
First Hit: 1Dx5% of the cargo is destroyed. stored in the ship's cargo bay.
Second Hit: 1Dx10% of cargo is destroyed. This cargo Replacing a destroyed system requires a shipyard and
loss is in addition to the losses of the first hit. costs 2Dx10% of the system’s original cost.
Third Hit: the cargo hold and all its contents are
destroyed.
J-Drive
The ship’s jump drive is hit.
First Hit: DM-2 to any attempt to jump.
Second Hit: jump drive disabled.
Third Hit: jump drive irreparably destroyed.
M-Drive
The maneuver drive is hit.
First Hit: halve the ship’s remaining thrust (round
down).
Second Hit: maneuver drive disabled. The ship is
adrift and will always lose Advantage.
Third Hit: maneuver drive irreparably destroyed.
Power Plant
The power plant is hit.
First Hit: halve the ship’s thrust and jump rating
(round down).
Second Hit: power plant disabled. The ship is
functioning on emergency power. Energy weapons
fire is impossible. The ship will always lose
Advantage.
Third Hit: power plant irreparably destroyed.
Emergency power remains for 1D hours; afterwards,
life support systems will fail. Low berths are
unaffected by this as they have their integral long-

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CEPHEUS LIGHT
SPACE COMBAT EXAMPLE goods, and the captain’s safe has documents worth
millions in secure loans for purchasing arms. The
The Zorya is attempting to run the blockade of the Zorya is a standard TL9 200-ton Trader with the
planet Tirna, the home of a nascent rebellion that has following combat-relevant stats:
hired the ship and its crew to purchase weapons and
equipment. The Zorya’s hold is filled with trade
Zorya Tonnage: 200 Hull: Standard
Armor: 0 Thrust: 2G Computer DM: -2
Jump Rating: 2
Weapons: 1 Double Turret
2x Pulse Lasers:
1D Penetration, 2 hits
Crew DM: +2

The Reaper is a TL11, 300-ton Corsair being used as a


blockade ship. Its combat-relevant stats are as
follows:
Reaper Tonnage: 300 Hull: Streamlined
Armor: 4 Thrust: 4G Computer DM: +1
Jump Rating: 3
Weapons: 3 Triple Turrets
Turret 1 Turret 2 Turret 3
3x Pulse Lasers 3x Pulse Lasers 3x Missile Launchers
1D Damage, 2 hits 1D Damage, 2 hits 2D Damage, 2 hits
Crew DM Modifier: +1

Note that in both cases the crew skill modifiers are The Sensor Operator attempts to Jam the Sensors on
simplified to better illustrate the ship combat board the Reaper, rolling a 9 + 2 (Crew skill) – 2
example. In a real combat with a player character (Computer DM) = 9 vs. the Reaper’s sensor operator’s
crew, use the different PC skills. roll of 3 + 1 (Crew skill) + 1 (Computer DM) = 5.
Success! The Reaper is penalized by DM-2 (Sensor
The GM rules that the Zorya is going to have to avoid
Operator’s skill level) on all attack rolls against the
getting captured for four rounds and will be able to
Zorya this round.
attempt a rushed Jump in the fifth round of ship
combat, or later. The Reaper will have at least four The Gunner takes careful aim and fires, despite the
rounds to disable the Zorya and board it. Fortunately sub-optimal conditions.
for the crew of the Zorya, they possess a pre-plotted Pulse Laser 1: 7 + 2 (Crew skill) – 1 (Advantage DM) =
Jump course to the star system nearby. 8, a hit!
Round 1: Pulse Laser 2: 5 + 2 (Crew skill) – 1 (Advantage DM) =
6, a miss.
Both ships roll for Advantage:
To do damage, the pulse laser must roll 1D and get a
Zorya: 12 + 2 (Crew Skill) +2 (Thrust) = 16
result of 4+, equal to or greater than the Reaper’s
Reaper: 10 + 1 (Crew skill) + 4 (Thrust) = 15 armor rating. With a result of 6, the shot penetrates
the corsair’s armor, and does two hits. Two separate
The Zorya gains the Advantage this round and will be
location rolls are made: the first being 7, Armor. This
able to attack with a DM-1 to hit. The Reaper can
reduces the Reaper’s Armor Rating by 1 to 3. The
attack with a DM-3 to hit.
second is a Crew hit, which affects 1D crew for 2D6
damage each. Three of the Reaper’s crew are hit for
7, 7, and 8 points of damage, which is reduced by
The Zorya opts to go first:
whatever armor the DM might rule they are wearing.
The Captain attempts to Outmaneuver the enemy
Finally, the Engineer decides to Redline the Engines
ship, rolling a 7 + 2 (Crew skill) = 9, and fails to gain
to squeeze out a bit more thrust for next round’s
any tactical advantage.
Advantage roll. He rolls 7 + 2 (Crew skill) = 9, which is
The Pilot would like to Disengage, but the GM has enough for a +1 to the Zorya’s thrust rating (3G total).
ruled that the Zorya has to survive for at least four
rounds before attempting to Jump out. Instead, the
pilot will attempt Evasive Maneuvers, rolling 5 + 2
(Crew skill) + 2 (Thrust) = 9, and fails to fool the
Reaper’s gunners.

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Now, the Reaper acts. 12 + 1 (Crew skill) = 13, which provides a total of
DM+5 to divide up among different attack rolls.
The Captain decides to Support the Crew, rolling 8 +
1 (Crew skill) = 9, for an Effect of 1, giving a DM+1 to The Sensor Operator chooses to Target Systems, in
one roll. This modifier must be declared before the the hope of disabling the Zorya’s M-Drive. Rolling a 9
dice are rolled. + 1 (Crew skill) + 1 (Computer DM) = 11, he sends the
sensor data to one of the laser turrets.
The Pilot must mitigate the DM-3 penalty for
attacking without Advantage, so she chooses to fly an The Engineer Redlines the Engine, rolling 9 + 1 (Crew
Attack Vector, rolling 8 + 1 (Crew skill) + 1 (Support skill) = 10, for a +1 to Thrust (5G total) next round.
Crew DM) = 10, which provides a DM+2 to one attack
The Gunners attack with their pulse lasers. The first
roll, or DM+1 to two attack rolls.
shot is aimed at the Zorya’s maneuver drive. The rolls
The Sensor Operator chooses to Target Systems, in are as follows:
the hope of disabling the Zorya’s M-Drive. Rolling a 7
Pulse Laser Turret A:
+ 1 (Crew skill) + 1 (Computer DM) = 9, the bid fails.
Laser 1: 4 + 1 (Crew skill) + 5 (Attack Vector DM) – 1
The Engineer Redlines the Engine, rolling 8 + 1 (Crew
(Advantage DM) = 9, a hit on the Zorya’s M-Drive! We
skill) = 9, for a +1 to Thrust (5G total) next round.
will resolve this after all the other attacks are made.
The Gunners know to not use missiles, since the goal
Laser 2: 6 + 1 (Crew skill) – 1 (Advantage DM) = 6, a
is to capture the Zorya, not destroy it, so only the
miss.
gunners in the two triple pulse laser turrets open fire.
The rolls are as follows: Laser 3: 9 + 1 (Crew skill) – 1 (Advantage DM) = 9,
another hit.
Pulse Laser Turret A:
Pulse Laser Turret B:
Laser 1: 9 + 1 (Crew skill) + 2 (Attack Vector DM) – 2
(Sensor Jamming DM) – 3 (Attacking without Laser 1: 4 + 1 (Crew skill) – 1 (Advantage DM) = 4
Advantage) = 7, a miss.
Laser 2: 6 + 1 (Crew skill) – 1 (Advantage DM) = 6
Laser 2: 3 + 1 (Crew skill) – 2 (Sensor Jamming DM) –
Laser 3: 7 + 1 (Crew skill) – 1 (Advantage DM) = 7,
3 (No Advantage) = -1, a miss.
three misses.
Laser 3: 10 + 1 (Crew skill) – 2 (Sensor Jamming) – 3
The first pulse laser automatically penetrates, as the
(No Advantage) = 6, miss.
Zorya has no armor. Two hits are applied on the ship’s
Pulse Laser Turret B: Maneuver Drive, disabling it!
Laser 1: 7 + 1 (Crew skill) – 2 (Sensor Jamming) – 3 (No The second pulse laser’s two hits are rolled randomly:
Advantage) = 3 8, Hold and 7, Armor. Since the Zorya has no armor,
the second hit location is ignored. The hit in the old
Laser 2: 10 + 1 (Crew skill) – 2 (Sensor Jamming) – 3
destroys 1D x 5% of the contents, in this case 1 x 5%
(No Advantage) = 6
= 5%.
Laser 3: 9 + 1 (Crew skill) – 2 (Sensor Jamming) – 3 (No
The Zorya now may act.
Advantage) = 5
The Captain swallows hard, and attempts to
The crew of the Zorya breathe a sigh of relief. The first
Outmaneuver the enemy ship, rolling a 9 + 2 (Crew
round of combat is over.
skill) = 11. This will provide a DM+2 bonus to the next
Advantage roll, assuming the Engineer can get the M-
Drive operational. Ships without functioning M-
Round 2:
Drives do not roll Advantage!
Both ships roll for Advantage:
The Engineer performs Damage Control! The roll is 8
Zorya: 8 + 2 (Crew Skill) + 3 (Thrust) = 13 + 2 (Crew skill) = 10, which restores the M-Drive to
some functionality (half thrust is 1G). The crew
Reaper: 9 + 1 (Crew skill) + 5 (Thrust) = 15
breathes a much heavier sigh of relief than last
The Reaper has the Advantage this round, and will round’s!
attack with a DM-1 penalty to hit.
The Pilot performs Evasive Maneuvers, rolling a 4 + 2
Now, the Reaper acts first. (Crew skill) + 1 (Thrust) = 7, which is insufficient to
provide any benefit.
The Captain decides to Support the Crew, rolling 7 +
1 (Crew skill) = 8, for an Effect of 0, no effect.
The Pilot plots a very effective Attack Vector, rolling

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The Sensor Operator attempts to Jam the Sensors on second hit disables 1Dx10% of all weapons (in
board the Reaper, rolling a 6 + 2 (Crew skill) – 2 addition to the first weapon hit), 20% of all weapons,
(Computer DM) = 6 vs. the Reaper’s sensor operator’s which accounts for two more weapons (rounded to
roll of 3 + 1 (Crew skill) + 1 (Computer DM) = 5. the nearest whole number). The referee determines
Success! The Reaper is again penalized by DM-2 that another missile rack and a pulse laser are
(Sensor Operator’s skill level) on all attack rolls knocked out.
against the Zorya in the next round.
The second pulse laser’s hits are 8: a hit on the Hold,
The Gunner opens fire, despite being in a which destroys 25% of the contents of the Reaper’s
disadvantaged position: hold, and 7—another point of armor loss, reducing
the Reaper’s armor to 2.
Pulse Laser 1: 7 + 2 (Crew skill) – 3 (Advantage DM) =
6 Now, the Reaper acts:
Pulse Laser 2: 8 + 2 (Crew skill) – 3 (Advantage DM) = The Captain Supports the Crew, rolling 7 + 1 (Crew
7, both shots miss. skill) = 8, for an Effect of 0, no effect.
The Pilot plots an Attack Vector, rolling 3 + 1 (Crew
skill) = 4, which fails horribly.
Round 3:
The Sensor Operator chooses to Target Systems,
The ships roll for Advantage:
rolling 4 + 1 (Crew skill) + 1 (Computer DM) = 6. The
Zorya: 9 + 2 (Crew Skill) + 1 (Thrust) +2 sensors are totally ineffective.
(Outmaneuver) = 14
The Engineer carries out Damage Control, fixing a
Reaper: 3 + 1 (Crew skill) + 5 (Thrust) = 9 missile rack, rolling 9 + 1 (Crew skill) = 10, which
successfully brings a single missile rack back on line.
The Zorya regains the Advantage this round by an
effect of 5! This means that its attacks against the The Gunners attack with their pulse lasers, though
Reaper will gain a DM+1 bonus to hit. they are very unlikely to make a successful attack,
given both the sensor jamming and the
The Zorya opts to act first.
disadvantaged position they’re in.
The Captain decides to Support the Crew: rolling an
Pulse Laser Turret A:
8 + 2 (Crew skill) = 10. This provides a 2-point pool of
dice modifiers for one or two rolls this round. Laser 1: 4 + 1 (Crew skill) – 3 (Advantage DM) – 2
(Sensor jamming) = 0,
The Engineer performs Damage Control again this
round: The roll is 9 + 2 (Crew skill) = 11, which Laser 2: 7 + 1 (Crew skill) – 3 (Advantage DM) – 2
restores the M-Drive to full functionality. Note that (Sensor jamming) = 3,
these are temporary repairs that will have to be
Laser 3: 5 + 1 (Crew skill) – 3 (Advantage DM) – 2
reinforced and fully repaired after combat is over.
(Sensor jamming) = 1, all misses.
The Pilot performs Evasive Maneuvers, rolling a 3 + 2
Pulse Laser Turret B:
(Crew skill) = 5, which is not enough to make the
Zorya harder to hit. Laser 1: 9 + 1 (Crew skill) – 3 (Advantage DM) – 2
(Sensor jamming) = 5
The Sensor Operator maintains the Sensor Jamming
this round. The roll was made last round, but since Laser 2: 11 + 1 (Crew skill) – 3 (Advantage DM) – 2
there were no attacks after the Sensor Jamming (Sensor jamming) = 7, almost a hit!
began, the referee decides to allow last round’s roll to
Laser 3: Currently offline.
cover this round.
The Gunner opens fire, despite their disadvantaged
position: All the laser attacks miss, while the captain of the
Reaper refuses to authorize any missile launches.
Pulse Laser 1: 9 + 2 (Crew skill) +1 (Advantage DM) =
12, a hit. Rolling for damage, a 6 means that the shot
has penetrated.
Round 4:
Pulse Laser 2: 5 + 2 (Crew skill) +1 (Advantage DM) =
The ships roll for Advantage:
8, another hit. The damage roll is a 3, which
penetrates the Reaper’s reduced armor of 3. Zorya: 8 + 2 (Crew Skill) + 2 (Thrust) = 12
The first Pulse laser’s two hits are rolled: both results Reaper: 7 + 1 (Crew skill) + 4 (Thrust) = 12
are 5—weapon hits. The first disables one randomly
determined weapon, in this case, a missile rack. The

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A Tie! Both ships are jockeying for position and do Laser 2: 7 + 1 (Crew skill) – 2 (Advantage DM) = 6,
not gain advantage on each other. This means that both misses.
they are both penalized by DM-2 to hit each other.
Laser 3: Currently offline.
To determine which ship goes first, the referee rolls
off randomly using a 1D6, highest chooses. The The Reaper’s captain authorizes the missile turret to
Zorya rolls a 2, and the Reaper, a 2! Another tie! Re- open fire!
roll: The Zorya rolls 4, the Reaper 1, and the Zorya
Missile rack 1: 3 + 1 (Crew skill) = 4 no lock, no
opts to go first.
launch.
The Captain Supports the Crew: rolling a 6 + 2 (Crew
Missile rack 2: 8 + 1 (Crew skill) = 9 a lock! The
skill) = 8, no effect.
missile flies off and will make its own attack at the
The Engineer returns to Redlining the Engine for end of next round.
extra thrust: The roll is 10 + 2 (Crew skill) = 12, which
Missile rack 3: 8 + 1 (Crew skill) = 9, another lock and
grants a +1 bonus to thrust this round (and for the
launch!
next Advantage roll).
The two pulse lasers hits each damage the Zorya.
The Pilot performs Evasive Maneuvers. Rolling a 2 +
Three 7s are rolled, for – 3 to the Zorya’s non-
2 (Crew skill) = 4, the Pilot curses his lousy luck!
existent armor rating. The ship has a lot of surface
The Sensor Operator begins a new round of Sensor scarring and damage though. However, the fourth
Jamming: 8 + 2 (Crew skill) – 2 (Computer DM) vs. hit location is 8—the Hold. This is the Hold’s second
the Reaper’s 8 + 1 (Crew skill) + 1 (Computer DM) = hit, which means that it destroys 1Dx10% of the
10. The sensor jamming is ineffective. hold’s contents, in addition to the first hit: another
20% of the Zorya’s cargo is destroyed.
The Gunner opens fire:
Pulse Laser 1: 5 + 2 (Crew skill) – 2 (Advantage DM)
= 5, a miss. Round 5:
Pulse Laser 2: 7 + 2 (Crew skill) – 2 (Advantage DM) The final round. The Zorya is now free to Jump out
= 7, another miss. of this system. Nearly a half-hour of combat (24
minutes) has occurred at this point. The ships roll for
Now, the Reaper acts:
Advantage:
The Captain Supports the Crew, rolling 5 + 1 (Crew
Zorya: 10 + 2 (Crew Skill) + 3 (Thrust) = 15
skill) = 6, no effect.
Reaper: 4 + 1 (Crew skill) + 4 (Thrust) = 9
The Pilot plots an Attack Vector, rolling 6 + 1 (Crew
skill) = 47, no effect. The Zorya now has the advantage by an effect of 6.
All attacks against the Reaper will be at DM+1.
The Sensor Operator chooses to Target Systems,
hoping to disable the Zorya’s Jump drive. The Zorya opts to act first.
The roll is 8 + 1 (Crew skill) = 9, which is not enough The Captain decides to Support the Crew: rolling an
to target the Jump drive. 8 + 2 (Crew skill) = 10. He gives the DM+2 to the
Engineer, who will act accordingly.
The Engineer attempts to repair the disabled pulse
laser: 4 + 1 (Crew skill) = 5, a failure. The Pilot performs an Emergency Jump, rolling a 9 +
2 (Crew skill) = 11, which is an Effect of 5 for this roll.
The Gunners attack with their pulse lasers, though
they are very unlikely to make a successful attack, The Sensor Operator begins Spoofing the two
given both the sensor jamming and the missiles that are incoming! The roll for the first
disadvantaged position they’re in. missile is 10 + 2 (Crew skill) – 2 (Computer DM) = 10,
which spoofs the first missile. The second roll is 6 +
Pulse Laser Turret A:
2 (Crew skill) – 2 (Computer DM) = 6. The missile is
Laser 1: 4 + 1 (Crew skill) – 2 (Advantage DM) = 3, not disabled and will attack at the end of the round.
Laser 2: 12 + 1 (Crew skill) – 2 (Advantage DM) = 11, The Engineer must Power the Emergency Jump,
a hit. which involves pulling lots of levers and crossing his
fingers. The roll is 7 + 2 (Crew skill) + 2 (Captain’s
Laser 3: 10 + 1 (Crew skill) – 2 (Advantage DM) = 9, a
Support Crew DM bonus) = 11, a success with an
hit.
Effect of 3.
Pulse Laser Turret B:
Laser 1: 7 + 1 (Crew skill) – 2 (Advantage DM) = 6,

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Now the Jump Roll, as per the standard rules, though fire to shoot down the incoming missile. The combat
penalized by DM-2: 7 +3 (Power Emergency Jump is over as the Zorya disappears in a flash of high-tech
effect) – 2 (Emergency Jump DM) = 7, which is physics.
successful!
The Captain of the Reaper fumes, but then orders the
The Gunner is openly disappointed, but secretly pilot to plot a Jump to the nearest system over. The
relieved that he does not have to try Point Defense chase has just begun!

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WORLDS
Countless worlds await the hardy adventurer or
intrepid explorer. This chapter provides quick and
STAR MAPPING
simple rules for the generation of worlds and These rules greatly abstract astrography by using
subsectors of space with several worlds in them. two-dimensional star maps to represent three-
dimensional space. The standard map is a
“subsector”, 10 hexagons long and 8 hexagons wide.
UNIVERSAL WORLD PROFILE (UWP) Each hexagon represents a parsec (3.26 light years). 2
by 2 subsectors are a “quadrant” and 4 by 4
The Cepheus Engine and most compatible OGL 2D6 subsectors (2 by 2 quadrants) are a “sector”.
Sci-Fi games use a shorthand method to easily record
When randomly generating a subsector, a world is
planetary data. This works like the shorthand
normally present in each subsector hex on a throw of
Universal Personal Profile (UPP) given in the
4+ on 1D. If a world is present, it has a gas giant in its
character generation chapter. This encoding uses
system on a throw of 5+ on 2D. Gas giants are
pseudo-hexadecimal codes (as given below) for the
important for exploration as they allow accessible
numbers 10-16.
frontier refueling. The Referee is free to increase or
Pseudo-Hexadecimal Notations decrease the target number to represent denser or
Rating Letter
sparser regions of space, but remember, ships must
10 A
have a star at each end of their jump, so a very sparse
11 B
region of space might represent an unpassable
12 C
boundary.
13 D
14 E
15 F
16 G WORLD SIZES
Throw 2D-2 and consult the following table to
A UWP is a string of hexadecimal numbers presenting
determine the world’s size code.
basic information about a world in eight digits.
Surface gravity is an approximation using Earth
It lists the world’s characteristics in the following
standard gravity (9.8m/s2) as one “g”.
order:
1. Starport type. World Size
Rating Diameter Surface gravity
2. World size. 0 Asteroid belt Negligible
1 1600km 0.05g
3. Atmosphere. 2 3200km 0.15g
4. Hydrographics. 3 4800km 0.25g
4 6400km 0.35g
5. Population. 5 8000km 0.45g
6 9600km 0.7g
6. Government. 7 11200km 0.9g
8 12800km 1.0g
7. Law Level.
9 14400km 1.25g
8. Tech level. A (10) 16000km 1.4g

For example, a world with the UWP of E617311-8 has


the following characteristics:
1. Starport E (frontier starport).
2. World Size 6 (slightly smaller than Terra).
3. Atmosphere Code 1 (Trace)
4. 70% surface covered by water (in this case –
ice).

5. A population of 1,000 to 9,999 residents.


6. Government type 1 (Corporation)
7. Law Level 1 (minimal law enforcement)
8. Tech level 8

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ATMOSPHERE deadly pressure at ground level; atmosphere is
breathable and habitable at high altitude, such as on
Throw 2D-7 and add the world’s Size rating to tall mountains. At lower altitudes, the pressure
determine the world’s atmosphere. If a world’s size is causes 1D damage per round to unprotected
0, the atmosphere is also 0. The atmosphere rating characters.
cannot be higher than F (15).
Thin, Low: a thin atmosphere which is only
Atmosphere breathable at low altitudes, where pressure is
Rating Atmosphere Survival Gear Required
sufficient to support unprotected human life. At
0 Vacuum Vacc Suit
1 Trace Vacc Suit
higher altitudes, treat as a Very Thin atmosphere.
2 Very Thin, Tainted Breather Unusual: left to the Referee’s discretion.
3 Very Thin Breather
4 Thin, Tainted Breather
5 Thin
HYDROGRAPHICS
6 Standard
7 Standard, Tainted Breather Throw 2D-7 and add the world’s size to determine the
8 Dense world’s hydrographic rating. The following DMs apply.
9 Dense, Tainted Breather A planet’s hydrographic rating cannot exceed A.
A (10) Exotic Air Supply Multiply this figure by ten to determine the
B (11) Corrosive Vacc Suit
percentage of the world’s surface that is covered by
C (12) Insidious Vacc Suit
water. For example, a planet with a hydrographics
D (13) Dense, High
E (14) Thin, Low rating of 2 would have 20% of its surface covered by
F (15) Unusual Varies water.
Hydrographics DMs
Vacuum: no atmosphere. Organic beings require a Condition DM
Size 0 or 1 Hydrographics must be 0
vacc suit to survive.
Atmosphere 0, 1, A, B, or C DM-4
Trace: extremely low atmospheric pressure. Requires Atmosphere E DM-2
a vacc suit.
Tainted: an otherwise breathable atmosphere, POPULATION
except that it contains some elements harmful to Throw 2D-2 to determine the world’s population
humans. Breathing this atmosphere without a rating. This represents the order of magnitude of the
breather-mask causes 1D damage every 10 minutes. world’s population. For example, Population 3 is
Very Thin: low air pressure; humans require a thousands of inhabitants, population 7 is tens of
Breather to condense the atmosphere to a millions, and Population 9 is billions of inhabitants.
breathable pressure. A Very Thin, Tainted Maximum population is A (tens of billions of
atmosphere uses both the breather's condenser inhabitants) per world, except for extreme cases at
function and filtration function. the Referee's discretion
Thin: low-pressure breathable atmosphere. Requires Apply the following DMs:
no protection gear but will be unpleasant for
Population DMs
unaccustomed humans.
Condition DM
Standard: Terra-like atmospheric pressure and Atmosphere A or greater DM-2
composition. Best environment for humans. Atmosphere 6 DM+3
Atmosphere 5 or 8 DM+1
Dense: high-pressure breathable atmosphere. Hydrographics 0 and Atmosphere less than 3 DM-1
Requires no protection gear but will be unpleasant
for unaccustomed humans.
Exotic: unbreathable by humans but otherwise
harmless to them. Humans require an air supply to
survive in Exotic atmospheres.
Corrosive: causes 1D damage per round to
unprotected characters.
Insidious: as Corrosive, but powerful enough to
breach a vacc suit within 2D hours. A Hostile
Environment Vacc Suit is immune to this corrosion.
Dense, High (D): thick N2/O2 atmosphere with

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GOVERNMENT Captive Government (6): government answerable to
external authority.
Throw 2D-7 plus the world’s population rating to
determine its government type, as described below. Balkanized (7): several governments exist on the
same world. 21st century Terra is an example.
World Government
Rating Government Civil Service Bureaucracy (8): government by agents
0 None selected for their competence.
1 Corporation
2 Participatory Democracy Impersonal Bureaucracy (9): government by complex
3 Self-Perpetuating Oligarchy agencies insulated from the population.
4 Representative Democracy
5 Technocracy Charismatic Dictatorship (A): governed by a single
6 Captive Government leader who enjoys popular support.
7 Balkanized
8 Civil Service Bureaucracy Non-Charismatic Dictatorship (B): governed by a
9 Impersonal Bureaucracy single ruler who lacks popular support.
A (10) Charismatic Dictator
B (11) Non-Charismatic Dictator Charismatic Oligarchy (C): rule by a select group or
C (12) Charismatic Oligarchy organization enjoying popular support.
D (13) Religious Dictatorship
Religious Dictatorship (D): governed by a religious
E (14) Religious Autocracy
F (15) Totalitarian Oligarchy organization.
Religious Autocracy (E): rule by a single religious
None (0): no government, small family or loose clan
leader.
structure
Totalitarian Oligarchy (F): governed by a clique
Corporation (1): rule by a corporation or other
controlling every facet of the population's lives.
commercial enterprise.
Participatory Democracy (2): direct democratic rule
by the entire population. LAW LEVEL
Self-Perpetuating Oligarchy (3): a small, self- Throw 2D-7 plus the government rating to determine
contained group of people are in control. the world’s law level, as described below. This
represents how strict are the world’s laws and their
Representative Democracy (4): rule by elected enforcement. If the world’s government rating is 0,
officials. A republic. then its Law Level is also 0. The Law Level should
Technocracy (5): rule by unelected experts and never be less than 0 or greater than 10 (A).
professionals.
Law Level
Rating Commonly Forbidden Weapons
0 Lawless. All weapons allowed. Candidate for Amber Zone status.
1 Poison gas, explosives, undetectable weapons, weapons of mass destruction
2 Portable energy weapons (unless mounted on ships)
3 Heavy Weapons
4 All automatic weapons
5 Personal concealed weapons
6 All firearms except for shotguns and stunners. Carrying weapons is discouraged.
7 Shotguns.
8 All bladed weapons, stunners.
9 Any weapons outside one’s residence. Candidate for Amber Zone status.
A (10) Highly restrictive government. All weapons forbidden. Candidate for Amber Zone status.

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STARPORT A note on orbital facilities: starports A, B, and C
include both ground and orbital facilities, with
Most inhabited worlds have starports allowing travel regular shuttle service between them. This allows use
and interstellar commerce. Throw 2D-7 plus the by unstreamlined ships. Starports D, E, and X lack
world’s population rating to determine the starport such facilities.
class, as detailed below.

Starports
Throw Class Description Best Fuel Annual Maint. Shipyard Possible Bases
2 or less X No Starport None No None None
3-4 E Frontier None No None None
5-6 D Poor Unrefined No None Scout
7-8 C Routine Unrefined No Can perform reasonable repairs Scout
9-10 B Good Refined Yes Can construct non-jump-capable Naval, Scout
craft
11 or more A Excellent Refined Yes Can construct starships Naval, Scout

TECH LEVEL cost. On isolated worlds, however, all or most local


technology will be according to the worlds TL.
Throw 1D, modified by the following DMs, to
determine the world’s Tech Level, as discussed in the Humans and human-like aliens require a minimal
Equipment chapter. A world’s tech level cannot be technological level to live on certain worlds. If a
below 0. On a world enjoying significant interstellar world’s Tech Level is below the minimum required for
trade, the tech level denotes local manufacturing survival on that world, increase it to the minimum
capacity; higher TL gear should be available at double value.

Tech Level DMs


Rating Starport Size Atmosphere Hydro. Population Gov.
0 +2 +1 +1 +1
1 +2 +1 +1
2 +1 +1 +1
3 +1 +1 +1
4 +1 +1
5 +1 +1
6
7 +2
8
9 +1 +1
A (10) +6 +1 +2 +2
B (11) +4 +1 +3
C (12) +2 +1 +4
D (13) +1 -2
E (14) +1 -2
F (15) +1
X -4

Minimum Tech Levels


Conditions Minimum TL
Hydrographics 0 or A (10) and population 6 or more 4
Atmosphere 4, 7, or 9 5
Atmosphere 3 or less, or A (10) to C (12) 7
Atmosphere D (13) or E (14) and hydrographics A (10) 7

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TRADE CODES High Technology: an advanced world capable of
interstellar-era technology.
Use the following table to determine the world’s
trade codes from the world’s UWP, as described and Ice-Capped: a world where surface water exists as ice
used in the Speculative Trade chapter. If a planet deposits near the poles.
fulfills all the characteristics listed in a row below, Industrial: a world capable of truly massive-scale
then it gains the trade code for that row. For example, industrial production.
a planet with Atmosphere 5, Hydrosphere 7 and
Population 4 would not gain the Agricultural Trade Low Population: an outpost or other sparsely-
Code (it would need a population between 5 and 7). populated world.
Apply all trade codes for which the world qualifies. Low Technology: a primitive world with pre-industrial
Agricultural: a world with an environment fit for technology.
large-scale agricultural production. Non-agricultural: a world incapable of feeding its
Asteroid: an asteroid belt devoid of life but rich in population by regular agriculture. May use synthetic
minerals. food, hydroponics, and other techno-agricultural
methods, or it may rely heavily on agricultural
Barren: an uninhabited world. imports.
Desert: a world with a significant atmosphere but no Non-industrial: a world lacking a significant industrial
surface water. base.
Non-Water Fluid Oceans: a world with seas of liquids Poor: a marginally-habitable world.
other than water, such as methane or more complex
hydrocarbons. Rich: a comfortable world with a breathable
atmosphere and no overcrowding.
Garden: a perfect world for Terran (or similar) life.
This world is populated enough for agricultural Water world: a world completely or almost
production, but with a population small enough to completely covered by water.
avoid significant ecological disruption. Vacuum: a world with no atmosphere.
High Population: a world with billions (or more!) of
residents.

Trade Codes
Classification Code Size Atmo. Hydro. Pop. TL
Agricultural Ag 4-9 4-8 5-7
Asteroid As 0 0 0
Barren Ba 0
Desert De 2+ 0
Non-Water Fluid Oceans Fl A+ 1+
Garden Ga 5, 6, 8 4-9 4-8
High Population Hi 9+
High Technology Ht C+
Ice-Capped Ic 0-1 1+
Industrial In 0-2, 4, 7, 9 9+
Low Population Lo 1-3
Low Technology Lt 5-
Non-Agricultural Na 0-3 0-3 6+
Non-Industrial Ni 4-6
Poor Po 2-5 0-3
Rich Ri 6, 8 6-8
Water World Wa A
Vacuum Va 0

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BASES A Red Zone is deemed so dangerous it is forbidden
for non-military vessels to visit. The navy interdicts
Some systems have naval or scout bases. Others are such worlds to prevent unauthorized landings.
pirate havens. Bases can help establish the Marking worlds as red zones is up to the Referee’s
subsector’s politics, as naval bases tend to appear discretion, and the Referee should usually use this
along borders or on important core worlds, while designation sparingly.
scout bases are often established near borders or on
an open frontier.
A Naval Base is a military base or depot serving an ALLEGIANCES
interstellar navy. Naval craft can refuel and resupply Depending on the setting, worlds may be
at a naval base. On an independent world, a Naval independent, or may belong to larger interstellar
Base indicates significant naval might. Naval bases polities. Examples of interstellar states run the gamut
exist on worlds with starports rated A or B on a throw from very loose confederations to mighty empires.
of 8+. The referee should mark the borders of such polities
A Scout Base is an exploration and communications on the map, as well as any sub-divisions (districts,
outpost operated by a scout service. A scout base on provinces, duchies, etc.) within.
an independent world represents well-organized
exploration capabilities and efforts. Scout bases exist
on worlds with starport D or better on a throw of 7+; COMMUNICATION AND TRADE ROUTES
DM-1 for a C-class starport, DM-2 for B-class starport, Interstellar governments always try to establish lines
and DM-3 for A-class starport. Player characters with of regular communication between their member
detached-duty Scout Ships can obtain fuel and worlds. As well, commercial activity will create
repairs at a 50% discount at scout bases. regular trade routes that connect viable trading
A Pirate Base harbors raiders, corsairs, and other worlds in a given subsector. Such connections should
criminals. This is usually an independent hive of scum encompass only some of the worlds in the subsector.
and villainy, but sometimes governments tolerate the There should also be some unconnected, less
existence of such bases to encourage raids against frequently visited worlds for characters to explore.
enemy shipping. A pirate base exists in a system Communication Lines: The Referee should connect
without a naval base or A-class starport on a throw of any worlds with A-class Starports, as well as B-class
12+. Starports with any naval bases, using the shortest
The following table lists shorthand codes for bases possible routes. These represent the main arteries of
present in a star-system. interstellar administration and naval activity. Thus,
they enjoy highly frequent courier and passenger
Base Codes
services, both military and civilian. Distances should
Bases Code
Naval Base N
not exceed the Jump capability of the highest TL
Pirate Base P world in the network.
Scout Base S Trade Routes represent strong and profitable
commercial ties. There are a few criteria that two
TRAVEL ZONES worlds need to meet to establish a Trade Route
between them: 1. A pair of worlds that have Trade
Most worlds are nominally civilized, though dangers Tags that appear in the same rows of the following
still lurk even on the safest core world. However, table; 2. The two worlds are within 4 hexes of each
some worlds are far more dangerous than most. other; and 3. It is possible to connect the two worlds
Interstellar organizations, such as the Navy, the Scout by a series of Jump-1 or Jump-2 routes. If the pair of
Service, and the Explorers’ Society, issue travel worlds meets all these criteria, then a trade route
warnings regarding these worlds. Such warnings take connects them. The Referee should mark any trade
the form of travel zones. routes in the subsector on the map.
A world marked as an Amber Zone is unsafe. It might
have a hostile environment or a particularly
dangerous government; or it might be experiencing a Trade Routes
First End Point Second End Point
period of instability and strife. The Referee should
High Tech or Industrial Asteroid, Desert, Ice-
consider worlds as amber zones if they have Capped, Non-Industrial
Atmosphere A+; government 0, 7, or A; or a law level High Population or Rich Agricultural, Garden, Water
of 0 or 9+. The Referee may also designate worlds as World
amber zones for other reasons.

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STELLAGAMA PUBLISHING
WORLD GENERATION EXAMPLE yield a 8, for a final result of 4. Liza refers to the
Starports table and notes the Starport-E – a very basic
Liza, a Referee, wants to generate a new world for her frontier landing pad with no fuel, bases, or shipyard
next Cepheus Light session. She does not have an services available. Very suitable for a beyond-frontier
idea in mind for this world and lets the dice roll – she colony with a tiny population. After all, a few
will interpret the results afterwards. This method is thousand people, probably with local hydroponics to
common in Cepheus Light and similar games – using feed themselves, only need a periodic supply ship
procedural generation to get your creative juices and will not attract much starship traffic.
flowing and stimulate your imagination. Last is the tech level. This is a 1D throw modified by
First, Liza throws 2D-2 for the world's size. She rolls an several DMs based on the world's characteristics. This
8, so the world's size is 6. This is slightly smaller than turns out as a 6 – the maximum possible! The world
Earth, but not by much – the gravity will be does not benefit from DMs for its starport (E), size (6)
comfortable for humans and similar organisms. or hydrographics (7), or government (1), but it gets
DM+1 each from the atmosphere (1) and population
Second, she throws 2D-7 for the world's atmosphere. (3) for a total of 8. This isn't very advanced, but, after
The dice come up with 2; so, the result is -5; the all, a colony of a few thousand people can hardly
world's size serves as a +DM to this throw, so, at size support a local tech base. The Company has to import
6, the result is 1: a trace atmosphere (like Mars' all advanced tech from elsewhere, but for such a tiny
atmosphere). This means that the world won't be population, even the meager Starport E will suffice
habitable, but a rock with a trace atmosphere can still for this.
harbor significant surprises for the players!
Looking at the trade codes table, Liza notes that the
Next is hydrographics – how much water does this world is Ice Capped (Ic; atmosphere 1 and
world have? The throw is, again, 2D-7, plus the hydrographics 7) and Low Population (Lo; population
world's size. Liza throws a 12, which means 5, 3). Cross-referencing with the trade goods table in
modified by the world's size of 6, this becomes 11. the Trade and Smuggling chapter, she sees that, for
However, the atmosphere is 1 (Trace), so this is example, precious metals are cheap here (maybe
modified by DM-4, for a final hydrographic rating of 7 there are some preliminary mining operations in
– 70% of the world's surface is covered with water! place?).
Without a significant atmosphere, this water is
probably not liquid, at least not on the surface. Is it a There is no reason for this world to be an Amber
sheet of ice covering much of the world? Or Zone.
underground glaciers and oceans? Liza notes these Liza names the world Skadi (Skaði), after a Norse
possibilities and moves on to the world's social winter goddess, appropriate for its frigid nature. She
characteristics. decides that this world is cold, its surface an endless
The world's population is thrown at 2D-2. The dice cold desert of rock and ice. However, deep beneath
turn up a 5, which yields a final result of 3. This means its glaciers, where thermal springs still maintain a
thousands of inhabitants – a tiny population for a warm environment, there are vast (and dark) liquid
large world covered in ice (or having massive oceans teeming with life. The corporate colony on
underground oceans?). The atmosphere is less than Skadi studies that life, hoping to find interesting – and
3, but hydrographics are 7, so the world does not profitable - biological and chemical compounds and
suffer from the DM-1 for having a thin atmosphere useful life-forms. However, one thing lurks under the
and no hydrographics. surface – a vast cephalopod-like alien beast, as large
as a 300-ton ship, ready to tackle and eat research
Government is 2D-7 + the world's population digit. submarines when they go too deep into the
The dice turn out a 5, which yields a final government subterranean oceans. In fact, one has already gone
digit of 1. This is a corporate world! Liza starts to have missing a few weeks ago…
an idea in mind about this world – a tiny corporate
colony researching something beneath the vast ice The final world, Skadi, has the following UWP:
sheets. Could be interesting… Skadi E617311-8 Ic Lo
Law level is 2D-7 plus the government digit. She
throws a 7, for a final result of 1. This is very
permissive – hardly any law enforcement, and almost
all weapons allowed. Could be fun for her trigger-
happy players, who can bring there their sizeable
arsenal of small (and not so small) arms.
What starport should this world have? The starport
throw is 2D-7 plus the world's population. The dice

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CEPHEUS LIGHT
ENVIRONMENTAL HAZARDS
Not all threats carry weapons. Starfarers must the disease damages the character’s END according
consider disease, radiation, and extreme to the listed damage. The infected character must
environments when exploring distant stars. This repeat this throw after the pathogen’s listed interval.
chapter provides simple rules for these hazards. Success means recovery and failure causes the listed
damage, again. If this damage reduces the character’s
END to zero, additional damage applies to STR or DEX
DISEASE AND POISON (player’s choice). The character cannot heal this
damage until they recover from the illness or
When a character is exposed to a disease or poison, poisoning. Note that most poisons do not have an
they must make an Endurance throw. The target is interval, but rather cause their damage immediately
the pathogen’s Virulence number. If successful, the upon poisoning and only once.
character shrugs off the effect. If the throw is failed,

Sample Pathogens
Pathogen Virulence Damage Interval
Pneumonia 6+ 1D 1D weeks
Anthrax 9+ 1D 1D days
Biological Weapon 12+ 3D 1D hours
Arsenic 8+ 2D -
Tranq Gas 10+ Unconscious -

EXTREME TEMPERATURES
Extreme environments damage unprotected
characters, as noted in the table below.

Extreme Temperatures
Temperature Damage Example
-100° or less 1D/round Deep space
-50° 2D/hour Mars
-25° 1D/hour Arctic
-10° to 40° None Typical Terra
50° 1D/hour Searing desert
100° 2D/hour Boiling point
200° or more 1D/round Mercury

FIRE FALLING
When attacked by fire, characters must throw DEX 8+ A character suffers 1D damage per 2m fallen, up to
to avoid catching fire. A burning character takes 2D 6D at terminal velocity. Multiply this damage by the
damage per round. Make another DEX 8+ throw each world’s gravity rating in Gs. For example, falling 10
subsequent round; if successful, the character puts
out the fire. If failed, the character suffers another 2D
damage. Putting out the fire by other means, such as
an extinguisher, also stops this continuous damage.

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STELLAGAMA PUBLISHING
RADIATION significant exposure will cause more severe sickness
as any new exposure is added to all previous
A character exposed to radiation accumulates rads. exposures before determining damage.
Unless treated with anti-radiation medication, this Exposure to radiation might lead to radiation
radiation exposure remains forever. Even after a sickness, which follows the disease and poison rules
character has recovered from radiation sickness (see described above.
below), accumulated radiation remains. Additional
Radiation
Source Instant (rads) Extended (rads) Example
Constant, low - 1D/hour Cosmic radiation
Constant, moderate - 1Dx10/hour Nuclear fallout
Constant, severe - 1Dx100/hour Solar flare
Acute, low 3D - Far nuclear blast
Acute, moderate 1Dx10 - Particle Weapon
Acute, severe 1Dx100 - Near nuclear blast

Radiation Sickness
Irradiation Total rads Throw Damage Interval
Mild 99 or less None None None
Low 100-199 5+ 1D 1D weeks
Moderate 200-599 6+ 1D 2D days
High 600-999 7+ 2D 1D days
Severe 1000-10000 8+ 3D 1D hours
Extreme 10000 or more 12+ 6D 1 hour

STARVATION AND DEHYDRATION SUFFOCATION


A character requires two liters of water and 0.5kg of In cases of insufficient oxygen, such as on a ship with
food per day to stay healthy. failing life support, characters suffer 1D damage per
minute. If the character has no access to any oxygen
A character may go without water for 20 hours +
whatsoever, such as when a character is being
twice their END score with no ill effect. After that
strangled, or has been sucked out into space, this
time has passed, the character must throw END 6+
becomes 1D damage per round instead.
per hour without water or suffer 1D damage. There is
a cumulative DM-1 per each check.
A character may go without food for 3 days. After VACUUM EXPOSURE
that, the character must throw END 6+ per day
without food or suffer 1D damage. There is a Contrary to popular belief, vacuum does not kill
cumulative DM-1 per each previous check. immediately. A character exposed to vacuum suffers
The character can recover this damage only after regular suffocation damage (above). While exposed
drinking and eating. to space they also suffer 3Dx10 rads of radiation per
round. Additionally, beginning from the third round
of vacuum exposure, the character must throw END
10+ per round or fall unconscious from
aeroembolisms – the forma�on of air bubbles in their
blood stream.

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CEPHEUS LIGHT
APPENDIX A: ALIENS AND PSIONICS
The Cepheus Light rules encourage gri�y, yet ac�on- REPTILOIDS
packed, sci-fi roleplaying. They cater to
anthropocentric, semi-hard science fic�on where These warm-blooded reptile-like aliens bring the
gravi�cs and faster-than-light travel exist, but might of the monitor lizard and the agility of the
sen�ent aliens and psionic powers are uncommon or gecko to the stars. Males are taller and stronger than
even non-existent. For a more space-opera flavored humans, while females are human-sized. Civilization
game, we present the following rules for three transformed the male reptiloid’s murderous
sample alien species, as well as psionic powers. territorial instincts into a less destructive, but always
present, competitive streak. A male reptiloid lives
and dies for glory - constantly proving his mettle to
his peers and vying for higher spots in his social
ALIENS pecking order. Females, on the other hand, consider
the big picture issues important to reptiloid tribal
Grand interstellar drama often calls for sentient society: government, commerce, and technical
aliens. Unlike the unfathomable alien life of a hard- development. The males, and to a lesser degree the
science universe, the following three species follow females, are excellent warriors, though many try their
common space-opera tropes. They are humanoid, hand in commerce (and piracy!) as well.
reminiscent of Terran animals, and in one case –
inspired by pop-culture UFO lore. These aliens are Reptiloids have the following traits:
close enough to humans to be playable without much • See twice as far as humans in low-light
work. conditions.
Under these rules, aliens use the same careers as • DM+2 to all Athletics throws to climb. May cling
humans do, but have alien traits that set them apart to walls and ceilings on a successful throw of
from humanity. Athletics 8+ per round of clinging.
For more detailed alien species and cultures, as well • Reptiloids do no suffer hourly damage from hot
as advanced alien character generation, we weather exposure up to 50°C.
recommend our grand space-opera setting: These
Stars Are Ours! available from Stellagama Publishing • Males enjoy a +1 bonus to STR and a penalty of -
in PDF and print-on-demand formats. 2 to INT; females enjoy a +1 bonus to EDU and a
penalty of -2 to STR. This cannot bring INT or STR
to less than 1.
GRAYS
Short in stature but intellectually powerful, the gray
aliens are a staple of science fiction and popular
culture. Common lore has them flying in saucers and
abducting people for horrific scientific
experimentation. All grays are biologically female.
They reproduce asexually, each daughter being a
clone of her mother with minimal variation. Curiosity
drives the grays and they value rationality; they are
excellent scientists and strategists. They are,
however, poor fighters, and prefer to use technology
and the slave races they have subjugated to fight
their battles.
Grays have the following traits:
Injured or sick grays require a medical facility (or
tools) of TL10 or better, otherwise they suffer DM-2
to any related medical throws.
Grays do not need to acclimatize to low-gravity
environments.
At character generation, grays roll 1D for STR and 1D
for END, but 3D for DEX and INT.

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STELLAGAMA PUBLISHING
INSECTOIDS • Telepathy – involving the reading of minds and
mental communication.
The Insectoids were once the pests living in the
detritus of another more advanced civilization. But • Teleportation – moving from one point to
that civilization fell, and the Insectoids soon thrived in another instantly in open defiance of physics.
their precursors’ ruins. Opportunistic and hardy,
these bug-folk quickly learned how to bring their
world’s old masters’ technology back to life. This has USING A PSIONIC POWER
enabled them to skip many millennia of cultural To activate a talent, the psion must spend the listed
evolution. They are expert tinkers, peddlers of number of PSI points, which are taken directly from
trinkets, and boundless opportunists. Terrans may the PSI characteristic. If this cost brings them below
deride them as space cockroaches, but still enjoy zero Psionic Strength, then any excess points are
their trade and diplomatic neutrality nonetheless. applied to their Endurance score as damage. A
Insectoids have the following traits: character with no Psionic Strength points remaining
cannot activate a power. Using a psionic power in
• Fast-growing. Start their career at the age of 10 combat is a significant action. Each power notes a PSI
and start aging after their third term, at the age level required for its activation, which is also the cost
of 22. May use career tables for up to 5 terms. in PSI points to activate. It also notes the power’s
• 2 points of natural armor. Non-cumulative with range. Characters regain their full PSI points after an
worn armor heavier than Jack. 8-hour rest.

• Insectoids do not need to acclimatize to low-


gravity environments. AWARENESS
• -2 penalty to EDU. This cannot bring EDU to less Awareness is the psionic talent which allows greater
than 1. control over one's own body.
• DM+2 to any throw to avoid poison or disease; Enhanced Characteristic (PSI 1+, Personal): the
DM+2 to any throw to cure an insectoid from a character may add psionic points to their STR, END, or
poison or a disease. DEX as desired. This costs 1 PSI point per
• As an action, an insectoid may throw Athletics 6+ characteristic point added and lasts for 10 minutes.
to jump 6m in any direction. Suspended Animation (PSI 3, Personal): enter a
meditative state for 7 continuous days without
requiring food or water or a breathable atmosphere.
PSIONICS The psion may terminate this power at will during this
period.
One day, science may unlock the powers of the mind,
Regeneration (PSI 9 but see below for cost;
allowing tangible psychic effects. Note that psionics
Personal): the psion can immediately (within 1
are rare and potentially very powerful and their use
combat round) heal their own STR, DEX, or END
in the campaign world is subject to the Referee’s
points lost due to combat damage. This requires 2 PSI
discretion.
point per characteristic point healed but requires a
minimum of PSI 9 to use.
PSIONIC TRAINING
The Referee may decide to allow one or more psionic CLAIRVOYANCE
characters. In that case, roll 2D to determine the
Clairvoyance allows the character to sense events at
character’s Psionic Strength (PSI) characteristic. Then,
a location away from the viewer. It usually cannot be
the character chooses one of the following talents.
blocked.
They may also attempt to gain further talents. For
each additional talent, throw PSI 8+ to receive that Sense (PSI 1, 50m): the character learns the
talent, DM-1 per talent the character already has. The rudimentary characteristics of a nearby location
talents are: when applying this ability.
• Awareness – powers that allow the psion’s mind Clairvoyance/Clairaudience (PSI 5, 25km): this ability
to control the psion’s body. allows the character to view (clairvoyance) or to hear
(clairaudience) at a specific displaced point up to Very
• Clairvoyance – these powers permit perception
Distant range (up to 500km range).
at a distance.
Clairsentience (PSI 7, 5km): the psion can both hear
• Telekinesis – mind over matter.
and see from any point within Very Distant range.

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CEPHEUS LIGHT
TELEKINESIS Emotion (PSI 6, 50m): causes one target to feel a very
strong emotion (such as fear) for 1D combat rounds.
Telekinesis allows the psion to manipulate objects
without physically touching them. Suggestion (PSI 7, 5km): plants a simple hypnotic
suggestion in the target. Note that targets will not
Lift 1 gram (PSI 1, 50m): lift and maneuver up to a obey suggestions which may physically harm
1gm object for 1 minute (10 combat rounds) themselves; if the suggestion is that the character will
Lift 1kg (PSI 2, 50m): lift and maneuver up to a 1kg harm a friend, they may throw INT 6+ to resist the
object for 1D combat rounds. Can cause 1D damage effect.
if hurled at a target. Probe (PSI 9, 1m): reads deep thoughts and long-
Lift 100kg (PSI 5, 50m): lift and maneuver up to a term memories.
100kg object for 1D combat rounds. This will cause Assault (PSI 10, 250m): a brute-force telepathic
3D damage if hurled at a target. assault, causing 4D damage to the target. Apply
damage first to the target’s PSI, then INT, and finally
Choke (PSI 8, 10m): Grab a single humanoid by its
END. Characters who are reduced to 0 in all these
throat, or equivalent, and suffocate them for 1D
characteris�cs die from brain hemorrhage. Lost INT
damage per round, for a maximum number of rounds
regenerates at a rate of one point per day.
equal to the character's full PSI score.
Domina�on (PSI 12, 5km): mind-control one target
Microkinesis (PSI 10 but see below for cost, for 2D combat rounds. The control is complete and
Personal): Manipulate microscopic objects. may include harming the target's friends. Only when
Microkinesis may be used for subtle, but highly the dominated target is forced to harm itself, it may
effective attacks on internal organs, causing 1D throw INT 8+ to shake off the mind control.
damage per 2 PSI points invested. Alternatively, this
power may aid microsurgery by DM+1 per 3 PSI Shields and Telepathic Combat: all telepaths can
points invested. Finally, the psion may assist shield themselves, and other individuals in a 3m
Engineering and Repair skill throws by DM+1 per 3 PSI radius from telepathic intrusion. Attempting to use a
points invested in microkinesis. telepathic power against a shielded target requires an
opposed PSI throw. The defender wins on a tie. If the
intruder wins, they may use their power as desired at
TELEPATHY the usual cost, and the defender loses one point of
Psionic Strength. If the intruder loses, they fail to
Telepathy is the talent of establishing mind-to-mind penetrate the shield and expend one point of Psionic
contact. It is usually subtle but can also be used to Strength. Note that this uses both characters' current
bluntly crush the wills of those who oppose the PSI DMs: an exhausted telepath is more exposed to
telepath. mental intrusion.
Note that thoughts are universal, and thus psionic
communications ignores language barriers. However,
psionic scan or communication with a target TELEPORTATION
significantly different from the user (such as an Teleportation allows instant travel between locations.
insectoid alien scanned by a human) incurs double The psion may only teleport their body, clothes, and
PSI cost). personal equipment. Characters cannot teleport over
Life Detection (PSI 1, 20m): detect the presence of a height differential of over a kilometer, as the
other minds, their general type (human, alien, difference in potential energy heats or cools the user,
animal, etc.), and location. and beyond one kilometer, the user's body
temperature will change to a lethal degree.
Telempathy (PSI 2, 20m): read and communicate
basic emotions; may influence the behavior of Blink (1 PSI, 5m): teleport 3m in any direction while
others, both sentient beings and aliens, subject to carrying up to a light encumbrance load.
Referee discretion. Teleport Self (PSI 7, 5000km): teleport up to 5000km
Read Surface Thoughts (PSI 3, 20m): read active, with light encumbrance load.
current thoughts. A non-Psionic target cannot notice Heavy Teleport (PSI 11, 500km): as teleport self, but
this power being used on them, but a Telepathic allows up the teleporter to teleport while carrying up
Shield (see below) blocks the attempt. to a heavy encumbrance load, including carrying
Communicate (PSI 5, 5km): communicate another living being.
telepathically with one individual. The target does
not have to be a telepath to communicate with the
psychic.

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PSIONIC EQUIPMENT regeneration. This drug lasts for 4D hours, but the
character can throw END 6+ each hour to shrug off its
The following psionic equipment is available in influence.
settings using psionics.
Psionic Shield (TL13, MCr1): as a psionic shield
Psionic Booster: restores up to 6 points of PSI. If helmet (below) but implanted and invisible to the
taken at full PSI, it temporarily increases PSI by 4. casual observer.
Whenever taking more than one dose per week,
throw END 6+ or suffer 3D damage and permanently The Psionic Shield Helmet fully protects its wearer
lose one point of PSI. from telepathic intrusion. However, a character
wearing this helmet cannot use psionics. This helmet
Psionic Inhibitor: forces the subject to make a PSI 9+ does not protect its wearer from the effects of other
throw to use any psionic power and prevents PSI psionic powers, such as telekinetic attacks

Item TL Cost
Psionic Booster 9 Cr500
Psionic Inhibitor 9 Cr4000
Psionic Shield Helmet 8 Cr8000
Psionic Shield 13 MCr1

OPEN CONTENT ENDS HERE

105
CEPHEUS LIGHT
APPENDIX B: SOURCES OF INSPIRATION
Science fiction may deal with space, but no work of
science fiction exists in vacuum. Many works of art
VIDEO GAMES
and human creation – literature, film, television Dead Space Trilogy
programs and video games, among others – inspired
the writing of this book. They may also serve the Elite and its sequels Elite: Frontier, Frontier: First
player and Referee as excellent sources of inspiration Encounters and Elite: Dangerous
for their games. Therefore, we provide a short list of FTL: Faster Than Light
such sources of inspiration for your reading, viewing
and playing pleasure – as well as for inspiration for Mass Effect Trilogy
your own games. Red Faction and Red Faction: Guerrilla
S.T.A.L.K.E.R: Shadows of Chernobyl and its sequels,
Clear Sky and Call of Pripyat
LITERATURE
Star Control 2 and its free remake, The Ur-Quan
Heinlein, Robert – Starship Troopers Masters
Longyear, Barry B. – Enemy Mine Starflight and its sequel, Starflight 2
Niven, Larry – Known Space stories such as A Gift System Shock and its sequel, System Shock 2
from Earth, Ringworld and the Man-Kzin Wars
UFO: Aftermath
Robinson, Kim Stanley - Mars Trilogy (Red Mars,
Wing Commander and its various sequels
Green Mars, Blue Mars)
X-Com: UFO Defense (also known as UFO: Enemy
Scalzi, John – Old Man's War
Unknown), and its modern remake XCOM: Enemy
Silverberg, Robert – Across a Billion Years Unknown – and their sequel, XCOM 2
Simmons, Dan – Hyperion Cantos Xenonauts
Strugatsky, Arkady and Boris – Roadside Picnic

FILM
Alien and its sequels
Enemy Mine
Outland
Serenity
Television
Andromeda
Babylon 5
Dark Skies
Firefly
Space: Above and Beyond

106
STELLAGAMA PUBLISHING
LEGAL
IMPORTANT NOTICE THE CEPHEUS LIGHT COMPATIBILITY-STATEMENT
LICENSE (CSL)
This Product is derived from the Traveller System 1. You must state on the first page where you
Reference Document and other Open Gaming mention Cepheus Light that “Cepheus Light and
Content made available by the Open Gaming License Stellagama Publishing are the trademarks of
and does not contain closed content from products Stellagama Publishing” and that you are not
published by either Mongoose Publishing or Far affiliated with Stellagama Publishing.
Future Enterprises. This Product is not affiliated with
either Mongoose Publishing or Far Future 2. If you’re using the license to commit legal fraud,
Enterprises, and it makes no claim to or challenge to you forfeit the right to continue using the
any trademarks held by either entity. The use of the license: specifically, if you are claiming
Traveller System Reference Document does not compatibility with the rules of Cepheus Engine,
convey the endorsement of this Product by either the claim must not constitute legal fraud, or
Mongoose Publishing or Far Future Enterprises as a fraud in the inducement, under the laws of the
product of either of their product lines. State of Israel. Note that this requirement is
almost impossible to violate unintentionally—it’s
largely intended to keep us out of trouble, not to
restrict legitimate statements of compatibility.
PUBLISHING YOUR OWN MATERIALS
3. You must comply with the terms of the OGL if the
As you can see at the beginning of this System terms apply.
Reference Document, all of the text in this document
4. Your cover must include the words “House
is designated as Open Gaming Content, except for the
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titles of products published by Stellagama Publishing
Light Universe" near the title if the document is
– the names “Cepheus Light” and “Stellagama
a full, free-standing game that includes
Publishing”; and the introductory chapter. The name
modifications. Feel free to contact Stellagama
“Cepheus Engine” is copyrighted by “Samardan
Publishing if you wish to use a different form of
Press” and used in this product with their permission.
disclaimer.
This means you can copy whatever parts of Cepheus
5. Selling a full version of this game with your house
Light you want, add your own content, change the
rules incorporated into it is perfectly permissible,
content around, and publish the result. Note that you
but you may not sell an effectively unchanged
will have to comply with the Open Gaming License, as
copy of the rules for money.
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mention any of the trademark elements, you don't 6. If your document is a private house rules
need to do anything else. document, not being sold for profit or general
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However, you can use the "Cepheus Light"
printed version, if such version shall be published
trademark, under certain circumstances, to indicate
in print under the title of Cepheus Light,
compatibility with this rules system. You have to
provided that the cover contains the words
follow the requirements of the Cepheus Light
“House Rules,” near the title. All other art used in
Compatibility-Statement License (CSL), but if you do,
this book is strictly Public Domain.
you can state that your published material “is
compatible with the rules of Cepheus Light” or, “with 7. Your rights under this CSL cannot be revoked,
the Cepheus Light rules” or, “with the Cepheus Light and are perpetual, unless you breach the terms
game.” Here are those requirements: of the license, in which case your rights
terminate.
8. If you comply with the above, you may state that
your resource is “for use with Cepheus Light”, or
“compatible with Cepheus Light”.

If you have questions about the license, feel free to


contact Stellagama Publishing at
golan2072@gmail.com.

107
CEPHEUS LIGHT
OPEN GAME LICENCE VERSION 1.0A (h) ‘You’ or ‘Your’ means the Licensee in terms of this
agreement.
The following text is the property of Wizards of the 2. The Licence: This Licence applies to any Open
Coast, Inc. and is Copyright 2000 Wizards of the Game Content that contains a notice indicating that
Coast, Inc. („Wizards‟). All rights reserved. the Open Game Content may only be Used under and
1. Definitions: in terms of this Licence. You must affix such a notice
to any Open Game Content that you Use. No terms
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trademark owners who have contributed Open Game except as described by the Licence itself. No other
Content; terms or conditions may be applied to any Open
(b) ’Derivative Material’ means copyrighted material Game Content distributed using this Licence.
including derivative works and translations (including 3. Offer and Acceptance: By Using the Open Game
into other computer languages), potation, Content You indicate Your acceptance of the terms of
modification, correction, addition, extension, this Licence.
upgrade, improvement, compilation, abridgment or
other form in which an existing work may be recast, 4. Grant and Consideration: In consideration for
transformed or adapted; agreeing to use this Licence, the Contributors grant
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(c) ‘Distribute’ means to reproduce, Licence, rent, exclusive Licence with the exact terms of this Licence
lease, sell, broadcast, publicly display, transmit or to Use, the Open Game Content.
otherwise distribute;
5. Representation of Authority to Contribute: If You
(d) ’Open Game Content’ means the game mechanic are contributing original material as Open Game
and includes the methods, procedures, processes Content, You represent that Your Contributions are
and routines to the extent such content does not Your original creation and/or You have sufficient
embody the Product Identity and is an enhancement rights to grant the rights conveyed by this Licence.
over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, 6. Notice of Licence Copyright: You must update the
and means any work covered by this Licence, COPYRIGHT NOTICE portion of this Licence to include
including translations and derivative works under the exact text of the COPYRIGHT NOTICE of any Open
copyright law, but specifically excludes Product Game Content You are copying, modifying or
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(e) ‘Product Identity’ means product and product line COPYRIGHT NOTICE of any original Open Game
names, logos and identifying marks including trade Content you Distribute.
dress; artefacts; creatures characters; stories,
storylines, plots, thematic elements, dialogue, 7. Use of Product Identity: You agree not to Use any
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themes and graphic, photographic and other visual or another, independent Agreement with the owner of
audio representations; names and descriptions of each element of that Product Identity. You agree not
characters, spells, enchantments, personalities, to indicate compatibility or co-adaptability with any
teams, personas, likenesses and special abilities; Trademark or Registered Trademark in conjunction
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equipment, magical or supernatural abilities or expressly Licenced in another, independent
effects, logos, symbols, or graphic designs; and any Agreement with the owner of such Trademark or
other trademark or registered trademark clearly Registered Trademark. The use of any Product
identified as Product identity by the owner of the Identity in Open Game Content does not constitute a
Product Identity, and which specifically excludes the challenge to the ownership of that Product Identity.
Open Game Content; The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest
(f) ‘Trademark’ means the logos, names, mark, sign, in and to that Product Identity.
motto, designs that are used by a Contributor to
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products contributed to the Open Game Licence by Content You must clearly indicate which portions of
the Contributor; the work that you are distributing are Open Game
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(g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute,
copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content;

108
STELLAGAMA PUBLISHING
The following are classified as Open Content: All Tynes, Andy Collins, and JD Wiker.
material in this product except for the introduction
Swords & Wizardry Core Rules, Copyright 2008,
text, Appendix B, and the text of the Open Game
Matthew J. Finch
License. These are also explicitly marked as “The
following is Open Game Content”. System Reference Document, Copyright 2000,
Wizards of the Coast, Inc.; Authors Jonathan Tweet,
The following are not Open Content and are © 2018
Monte Cook, Skip Williams, based on original
Stellagama Publishing: Introduction text and
material by E. Gary Gygax and Dave Arneson.
Appendix B.
System Reference Document Copyright 2000-2003,
The text of the Open Game Licence © 2000 Wizards
Wizards of the Coast, Inc.; Authors Jonathan Tweet,
of the Coast, Inc.
Monte Cook, Skip Williams, Rich Baker, Andy Collins,
9. Updating the Licence: Wizards or its designated David Noonan, Rich Redman, Bruce R. Cordell, John
Agents may publish updated versions of this Licence. D. Rateliff, Thomas Reid, James Wyatt, based on
You may use any authorised version of this Licence to original material by E. Gary Gygax and Dave Arneson.
copy, modify and distribute any Open Game Content
T20 - The Traveller’s Handbook Copyright 2002,
originally distributed under any version of this
Quiklink Interactive, Inc. Traveller is a trademark of
Licence.
Far Future Enterprises and is used under license.
10. Copy of this Licence: You MUST include a copy of
Traveller System Reference Document Copyright ©
this Licence with every copy of the Open Game
2008, Mongoose Publishing.
Content You Distribute.
Traveller is © 2008 Mongoose Publishing. Traveller
11. Use of Contributor Credits: You may not market or
and related logos, character, names, and distinctive
advertise the Open Game Content using the name of
likenesses thereof are trademarks of Far Future
any Contributor unless You have written permission
Enterprises unless otherwise noted. All Rights
from the Contributor to do so.
Reserved. Mongoose Publishing Ltd Authorized User.
12. Inability to Comply: If it is impossible for You to
Outer Veil, Copyright 2011 © Spica Publishing:
comply with any of the terms of this Licence with
Authors Omer Golan-Joel and Richard Hazlewood.
respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation Cepheus Engine System Reference Document,
then You may not Use any Open Game Material so Copyright © 2016 Samardan Press; Author Jason
affected. "Flynn" Kemp
13. Termination: This Licence will terminate Cepheus Engine’s ‘70s 2D6 Retro Rules’, Copyright ©
automatically if You fail to comply with all terms 2017 Zozer Games, author Paul Elliott
herein and fail to cure such breach within 30 days of
Clement Sector Core Setting Book 2.0 Copyright
becoming aware of the breach. All Sub-Licences shall
2016, Gypsy Knights Games LLC
survive the termination of this Licence.
These Stars Are Ours! Copyright © 2016, Stellagama
14. Reformation: If any provision of this Licence is
Publishing; Authors Omer Golan-Joel, Josh Peters,
held to be unenforceable, such provision shall be
and Richard Hazlewood.
reformed only to the extent necessary to make it
enforceable. Cepheus Light © 2018, 2019, Stellagama Publishing;
Authors Omer Golan-Joel and Josh Peters.
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

109

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