334 Cepheus — Part 4: Personal Combat


Design Philosophy

Combat in 334 Cepheus is fast, brutal, and decisive. A trained marine with a rifle will drop an unarmored target in one burst. Armor is the difference between a bad day and a funeral. The goal is not tactical grid warfare—it is narrative tension with mechanical teeth. Every roll matters. Every bullet has a name.


Time & Scale

Combat is divided into rounds of approximately 6 seconds each.

Ranges are abstracted:

Range Distance Typical Weapons
Personal 0 m Grappling, touch
Close 1–3 m Pistols, blades, clubs
Short 4–25 m SMGs, shotguns, thrown
Medium 26–100 m Rifles, carbines
Long 101–300 m Sniper rifles, LMGs
Very Long 300+ m Heavy weapons, vehicle guns

Movement: A character can move one range band as a Minor Action. Moving two bands requires a Significant Action (sprinting).


Initiative

At the start of each round, every combatant rolls 2D6 + DEX DM.

Ties are broken by:

Hold Action: You may delay your turn to any later point in the round. You may act as an interrupt when a declared trigger occurs (e.g., "when they step into the doorway"). If the trigger never occurs, you act last in the round.


Actions

On your turn, you may perform one Significant Action and any number of Minor Actions.

Significant Actions

Minor Actions


Attack Resolution

Damage on Hit

Roll the weapon's damage dice, then apply armor as damage reduction plus Soak:

  1. Subtract Armor Rating (AR), the damage reduction.
  2. If the remainder is 0 or less, the armor stopped the hit. No Stamina and no Lifeblood.
  3. If the remainder is greater than 0 but no greater than Soak, the hit is a bruise. Apply 1 Stamina only.
  4. If the remainder is greater than Soak, apply that full remainder to Stamina, then overflow to Lifeblood.

Stamina & Lifeblood

334 Cepheus replaces characteristic damage with a dedicated health track.

Stamina

Stamina = END characteristic + Athletics skill level

Stamina represents fatigue, bruising, minor cuts, and shock. It is depleted first in combat.

Lifeblood

Lifeblood = END characteristic + STR DM

Lifeblood represents serious injury, blood loss, and structural damage.

Example: Kael has END 9, Athletics-1, STR 7 (DM +0). His Stamina is 10. His Lifeblood is 9. He is shot by a rifle for 8 damage. He loses 8 Stamina (now 2). He is winded and battered but still fighting. A second hit for 9 damage depletes his remaining 2 Stamina and does 7 Lifeblood. He is unconscious and will die in END rounds (9 rounds) without First Aid.


Armor

Armor has two numbers. Armor Rating (AR) is damage reduction. Soak is the bruise threshold: remainder at or under Soak is 1 Stamina, not a real wound. Full prices are in Part 5.

Armor Type AR Soak Notes
None 0 0 —
Cloth 3 1 Concealable, everyday
Mesh 5 2 Flexible, common for travelers
Combat Armor 10 4 Military grade, sealed
Battle Dress 15 6 Powered, vacuum-rated, +2 STR DM for carrying

Armor Degradation: When an attack rolls natural 12 on damage dice (before armor), the armor's AR is permanently reduced by 1. Ablative plates can be replaced for 10% of armor cost.

Vacuum & Environment: Combat Armor and Battle Dress are sealed against vacuum and toxic atmospheres. Other armor requires a Vacc Suit worn underneath.


Weapons

Weapon Skill Damage Range Notes
Unarmed Melee (Unarmed) 1D6 + STR DM Personal Non-lethal option available
Knife Melee (Blade) 2D6 + STR DM Close Concealable
Sword Melee (Blade) 3D6 + STR DM Close —
Club Melee (Bludgeon) 2D6 Close Stun damage option
Body Pistol Gun Combat (Slug) 2D6 Close Concealable
Revolver Gun Combat (Slug) 3D6 Close —
Auto Pistol Gun Combat (Slug) 3D6 Close Burst capable
Shotgun Gun Combat (Slug) 4D6 Short −1 DM per range band beyond Short
SMG Gun Combat (Slug) 3D6 Short Burst capable
Assault Rifle Gun Combat (Slug) 3D6+3 Medium Burst capable
Laser Carbine Gun Combat (Energy) 4D6 Medium No recoil; −1 DM in rain/smoke
Laser Rifle Gun Combat (Energy) 5D6 Long No recoil; −1 DM in rain/smoke
Plasma Rifle Gun Combat (Energy) 6D6 Medium Overheats on natural 2
Grenade Heavy Weapons 5D6 Short (thrown)

Weapon Notes

Burst Fire: Expend 3 rounds. Gain +1 DM to hit. If you hit, add +1D6 damage.

Autofire (Suppression): See Suppressive Fire below.

Stun Setting: Energy weapons and some slug weapons can be set to stun. Damage is applied only to Stamina (never Lifeblood). Target falls unconscious if Stamina reaches 0.


Special Combat Actions

Aim

Spend a Significant Action to line up a shot. Gain +1 DM on your next attack against the same target, provided you take it before the end of your next turn. If you take damage or are moved before firing, you lose the bonus.

Autofire / Burst

Expend 3 rounds from a capable weapon. Gain +1 DM to hit and +1D6 damage on a hit.

Suppressive Fire / Pin Down

As a Significant Action, spray an area or target with autofire. Do not roll to hit. All targets in the affected area (one range band wide) must make an END 8+ check or lose their next action—they are pinned, prone, or seeking cover.

Targets in the open with no cover who fail by 6 or more (Effect −6+) take 1D6 damage from ricochets, shrapnel, or sheer bad luck.

Grenades

Thrown weapons use Athletics (Throwing) or DEX 8+. Grenades affect all targets in a Short radius. Targets may dive for cover (DEX 8+) to reduce damage by half.

Grappling

To initiate a grapple, make a Melee Combat (Unarmed) attack. If you hit, both you and the target are grappled. On subsequent turns, make opposed Melee Combat (Unarmed) or STR 8+ rolls.

Winner chooses one:

To break free, the target must win an opposed roll and choose to escape.

Fighting from Prone


Damage Effects

Wound Conditions

Condition Trigger Effect
Winded Stamina ≤ half No mechanical penalty, but obvious exertion.
Wounded Lifeblood < full Visible bleeding, pain. No penalty yet.
Seriously Wounded Lifeblood ≤ half maximum −1 DM to all physical tasks. Movement halved.
Critically Wounded Lifeblood ≤ 3 −2 DM to all tasks. Must make END 8+ each round to remain conscious.
Unconscious Lifeblood 0 Collapse. Dying. See Death & Dying.
Dead Lifeblood ≤ negative END No recovery.

Death & Dying

A character at Lifeblood 0 is unconscious and loses 1 Lifeblood per round until stabilized.

Stabilization: A character with Medicine-1+ can attempt First Aid (Significant Action, Medicine 8+). On success, the patient stops losing Lifeblood. On Exceptional Success (6+), restore 1D6 Stamina.

Surgery: Requires Medicine-2+, proper facilities, and 1D6 hours. Restores 1D6 Lifeblood. One attempt per set of injuries. Failure means no restoration; Exceptional Failure means 1D6 additional Lifeblood lost.


Healing & Recovery

First Aid

Recovery Checks

After 8 hours of rest, roll END 8+:

Surgery

Natural Healing

Without surgery, Lifeblood recovers at 1 point per week of rest under medical supervision. Without supervision, recover 1 point per two weeks.

Medical Technology

Tech Level Equipment Effect
TL 8 Medkit +1 DM to First Aid. 5 uses.
TL 10 Advanced Medkit +2 DM to First Aid. Includes auto-injectors.
TL 12 Auto-Doc Automated surgery. Medicine check at Boon.
TL 14 Fast Drug Patient heals at 60× normal rate for 1 day.
TL 15 Slow Drug Patient experiences 1 hour as 1 minute. Emergency use only.

Morale

NPCs and hirelings are not suicidal. When a group of NPCs suffers first blood (first member down) or loses 50% of their number, they must make a Morale check.

Morale Check: Roll 2D6 against the leader's Leadership skill or INT DM + SOC DM, whichever is higher.

Result Effect
Failure Surrender, flee, or panic (Referee's choice based on NPC type).
Success Hold position.
Exceptional Success (6+) Rally. Allies within Short range gain +1 DM for 1 round.

Player characters never make morale checks. Their courage or cowardice is entirely their choice.


Example Combat

The Ambush Kael (Agent, DEX +2, Gun Combat (Slug Pistol)-2, Stamina 9, Lifeblood 8, Mesh armor AR 5) and Mira (Merchant, DEX +1, Gun Combat (Energy Pistol)-1, Stamina 7, Lifeblood 7, Cloth armor AR 3) are walking through a cargo bay when two thugs open fire from behind crates at Medium range. Round 1 Initiative: Kael rolls 2D6+2 = 10. Mira rolls 2D6+1 = 8. Thug A rolls 7. Thug B rolls 5. Kael's turn: He drops prone behind a support pillar (Minor) and draws his revolver (Minor). He aims at Thug A (Significant). +1 DM waiting. Mira's turn: She sprints to Short range (Significant), drawing her laser pistol (Minor), seeking the cover of a cargo container. Thug A's turn: Fires a revolver at Kael. Range Medium (−1), Kael is prone (−1 to be hit), behind light cover (−1). Total DM to hit: DEX +0, skill +1, −3 situation = −2. He needs 10+. Rolls 2D6 = 7. Total 5. Miss. The round sparks off the pillar. Thug B's turn: Fires at Mira. Range Short (+0), Mira in medium cover (−2). DM: +0 DEX, +1 skill, −2 cover = −1. Needs 9+. Rolls 2D6 = 9. Total 8. Miss by 1. The shot tears through the crate inches from Mira's head. Round 2 Kael's turn: He fires at Thug A with his aim bonus. Range Medium (−1), cover (−1), aim (+1). DM: +2 DEX, +2 skill, +1 aim, −2 cover = +3. Rolls 2D6 = 7. Total 10. Effect +2. Success. Revolver damage: 3D6 = 12. Thug A has Cloth armor (AR 3). 9 damage. Thug A's Stamina is 6. He takes 6 Stamina and 3 Lifeblood. Seriously Wounded. Thug A drops his gun and slumps. Mira's turn: She fires her laser pistol at Thug B. Range Short (+0), cover (−1). DM: +1 DEX, +1 skill, −1 cover = +1. Rolls 2D6 = 10. Total 11. Effect +3. Success. Laser pistol: 4D6 = 14. Thug B has no armor (AR 0). 14 damage to Stamina. Thug B has Stamina 7. He loses 7 Stamina and 7 Lifeblood. Unconscious and dying. Thug A's turn: Seriously Wounded, he makes a Morale check. His leader is down. He rolls 2D6 = 5 vs INT DM +0. Failure. He raises his hands. "Don't shoot!" Combat ends. Kael and Mira advance, weapons ready. Two down, one surrendering. Kael's Stamina is full; Mira's is full. No Lifeblood lost. A good day.


334 Cepheus Copyright © 2026, 334 Cepheus Authors. Derived from Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp.