334 Cepheus — Part 5: Equipment & Gear


Currency & Economy

The standard currency is the Imperial Credit (Cr). Prices assume a Tech Level 12 economy. At lower TLs, advanced gear may be unavailable or cost 2×–10×. At higher TLs, basic gear is cheaper but cutting-edge tech carries a premium.

Starting Funds: Most characters begin with Cr 1,000–5,000 in personal gear plus any cash from mustering out. The Referee may adjust for campaign tone.


Weapons

Melee Weapons

Weapon Skill Damage Cost (Cr) Mass (kg) Notes
Knife Melee (Blade) 2D6 + STR DM 10 0.5 Concealable. Tool.
Dagger Melee (Blade) 2D6 + STR DM 20 0.5 Concealable. +1 DM to hit in grapple.
Sword Melee (Blade) 3D6 + STR DM 100 1 —
Cutlass Melee (Blade) 3D6 + STR DM 150 1 −1 DM in tight corridors.
Club Melee (Bludgeon) 2D6 5 1 Stun damage option.
Stun Baton Melee (Bludgeon) 2D6 200 1 Stun only. Recharge 50 shots.
Spear Melee (Blade) 3D6 + STR DM 20 2 Reach. +1 DM when braced vs. charge.
Unarmed Melee (Unarmed) 1D6 + STR DM — —

Slug Weapons

Weapon Skill Damage Range Cost (Cr) Mass (kg) Magazine Notes
Body Pistol Gun Combat (Slug) 2D6 Close 300 0.5 6 Concealable. −2 DM to detect.
Snub Pistol Gun Combat (Slug) 2D6 Close 150 0.5 6 Low recoil. Popular on stations.
Revolver Gun Combat (Slug) 3D6 Close 200 0.5 6 Reliable. No jam on natural 2.
Auto Pistol Gun Combat (Slug) 3D6 Close 250 0.75 15 Burst capable.
Shotgun Gun Combat (Slug) 4D6 Short 300 3 8 −1 DM per range band beyond Short.
Auto Rifle Gun Combat (Slug) 3D6+3 Medium 1,000 4 30 Burst capable.
Assault Rifle Gun Combat (Slug) 3D6+3 Medium 800 3.5 30 Burst capable.
Battle Rifle Gun Combat (Slug) 4D6 Long 1,200 4.5 20 −1 DM at Close range.
LMG Gun Combat (Slug) 3D6+3 Long 2,500 8 100
Gauss Rifle Gun Combat (Slug) 4D6+4 Long 3,000 4 40 No recoil. AP 2 (ignores 2 AR).

Energy Weapons

Weapon Skill Damage Range Cost (Cr) Mass (kg) Power Notes
Stunner Gun Combat (Energy) 3D6 Close 400 0.5 20 Stun only. Target unconscious at Stamina 0.
Laser Pistol Gun Combat (Energy) 3D6 Close 1,500 0.5 20 No recoil. −1 DM in rain/smoke/dust.
Laser Carbine Gun Combat (Energy) 4D6 Medium 3,000 2.5 30 No recoil. −1 DM in adverse atmo.
Laser Rifle Gun Combat (Energy) 5D6 Long 5,000 4 40 No recoil. −1 DM in adverse atmo.
Plasma Pistol Gun Combat (Energy) 4D6 Short 4,000 1.5 10
Plasma Rifle Gun Combat (Energy) 6D6 Medium 8,000 5 20
Fusion Gun Heavy Weapons 8D6 Long 50,000 12 5

Heavy & Explosive Weapons

Weapon Skill Damage Range Cost (Cr) Mass (kg) Notes
Rocket Launcher Heavy Weapons 8D6 Long 5,000 8
Grenade Launcher Heavy Weapons By grenade Medium 2,000 4 6-round drum.
Grenade, Frag Heavy Weapons 5D6 Short (thrown) 50 0.5
Grenade, Smoke Heavy Weapons — Short (thrown) 30 0.5 Obscures Short band for 1D6 rounds.
Grenade, Flash Heavy Weapons 2D6 (Stamina only) Short (thrown) 40 0.5 Blindness 1 round on failed END 8+.
Grenade, Plasma Heavy Weapons 8D6 Short (thrown) 200 0.5

Weapon Notes

Concealable: Can be hidden under loose clothing. Detection requires an opposed Insight 8+ or physical search.

Burst Fire: Expend 3 rounds/3 power. +1 DM to hit. +1D6 damage.

Autofire: Expend 10 rounds/10 power. Suppressive fire (see Part 4). Cannot aim.

Armor Piercing (AP): Ignores the listed amount of Armor Rating.

Stun: Damage applies only to Stamina. At Stamina 0, target is unconscious. No Lifeblood damage.

Reloading: Most weapons reload as a Minor Action. Heavy weapons and drums require a Significant Action.


Armor

Armor uses Armor Rating (AR) as damage reduction and Soak as the bruise threshold. See Part 4 for the four-step damage procedure.

Armor AR Soak Cost (Cr) Mass (kg) TL Notes
Cloth 3 1 200 2 8 Concealable under clothing.
Mesh 5 2 500 2 9 Flexible. Common for spacers.
Ballistic Weave 6 2 800 3 10 +1 DM to resist knockdown.
Combat Armor 10 4 10,000 8 10 Sealed vs. vacuum/toxins 1 hour.
Combat Armor, Heavy 14 5 20,000 12 12 Sealed 6 hours. −1 DEX DM.
Battle Dress 15 6 150,000 20 13 Powered. Sealed 24 hours. +2 STR DM (carrying/lifting only). Built-in comms.
Ablat 8 2 300 1 10 Laser damage halved. Degrades 1 AR per laser hit.
Reflec 12 4 1,000 1 10 Lasers only (Soak 4). Soak 0 vs. slug or plasma.

Sealed Suits: Combat Armor and Battle Dress include 1–24 hours of life support. Without power or refills, the seal fails.

Dexterity Penalty: Heavy Combat Armor and Battle Dress may impose −1 DEX DM on delicate tasks (picking locks, fine repair) at Referee discretion.

Vacuum Exposure: Without sealed armor or a Vacc Suit, a character in vacuum takes 1D6 Stamina damage per round and 1D6 Lifeblood per minute.


General Equipment

Communications

Item Cost (Cr) Mass (kg) TL Notes
Hand Radio 50 0.5 5
Comm Unit 200 0.5 8
Neural Comm 2,000 — 12
Laser Comm 500 1 10

Computers & Electronics

Item Cost (Cr) Mass (kg) TL Notes
Hand Computer 100 0.1 8 Basic data, maps, comms.
Portable Computer 1,000 1 10 +1 DM to Computer checks.
Computer Terminal 5,000 10 10 Fixed station. +2 DM to Computer checks.
Electronic Toolkit 1,000 8 8 Required for Electronics repair.
Sensor Pack 2,000 2 10 +1 DM to Recon and Sensors.
Lockpick Set 100 0.5 5 Required for mechanical lock bypass.
Electronic Lockpick 1,500 0.5 10 +1 DM vs. electronic locks.

Medical

Item Cost (Cr) Mass (kg) TL Notes
Medkit 100 1 8 5 uses. +1 DM to First Aid.
Advanced Medkit 500 2 10 10 uses. +2 DM to First Aid. Auto-injectors.
Surgical Kit 1,000 4 10 Required for Surgery.
Auto-Doc 50,000 50 12 Automated surgery. Medicine checks at Boon.
Fast Drug (dose) 500 — 14 Heals at 60× rate for 24 hours. Unconscious.
Slow Drug (dose) 1,000 — 15 1 minute = 1 hour subjective. 1 use.
Anagathics (month) 10,000 — 15 Halts aging. Addictive. Illegal in many jurisdictions.
Combat Drug (dose) 500 — 10

Survival & Field

Item Cost (Cr) Mass (kg) TL Notes
Vacc Suit 2,000 4 8 4 hours life support. AR 2, Soak 1.
Vacc Suit, Advanced 5,000 3 10 12 hours. AR 3, Soak 1. +1 DM to movement.
Survival Kit 200 4 8 Tent, filter, rations (1 week), firestarter.
Cold Weather Gear 150 3 5 Survive to −40°C.
Filter Mask 50 0.5 6 Filters toxins. Not sealed.
Respirator 200 1 8 4 hours canned air.
Rope (20m) 20 2 0 Climbing, binding.
Climbing Gear 100 3 5 +1 DM to Athletics (climbing).
Light Source 10 0.2 5 10 hours.
IR Goggles 500 0.5 9 See in darkness. Flash blinds for 1 round.
Motion Sensor 1,000 1 10 Detects movement in Medium range.
Binoculars 100 0.5 5 ×10 magnification.
Neural Scrambler 5,000 0.5 13 Blocks neural comms in Short range. Illegal.

Tools & Trade

Item Cost (Cr) Mass (kg) TL Notes
Engineering Toolkit 2,000 12 8 Required for Engineering repairs.
Mechanical Toolkit 1,000 8 6 Required for Mechanic repairs.
Scientific Equipment 5,000 20 10 Required for Science checks above Level 2.
Survey Equipment 10,000 50 10 Planetary surveying. Vehicle-mounted.

Encumbrance

334 Cepheus uses a slot-based encumbrance system rather than precise kilogram tracking.

Carrying Capacity = STR + END

Load Effect
Light (≤ Capacity) No penalty. Normal movement.
Medium (Capacity +1 to +50%) −1 DM to DEX-based tasks. Move one band less per round.
Heavy (> 150% Capacity) −2 DM to all physical tasks. Move halved. Cannot sprint. Endurance checks every hour or lose 1D6 Stamina.

Slot Values:

Example: A character with STR 9 and END 8 has Capacity 17. They could carry:


Tech Levels (TL)

Technology availability shapes what gear characters can acquire, repair, or even comprehend.

TL Era Typical Capabilities
0–3 Primitive Slug pistols, melee, cloth armor, animal transport.
4–5 Industrial Early firearms, radio, basic medicine, combustion engines.
6–7 Atomic Fission power, early spaceflight, ballistic armor, antibiotics.
8–9 Spaceflight Jump-1, Vacc Suits, laser weapons, mesh armor, hand computers.
10–11 Interstellar Jump-2, combat armor, neural comms, advanced medicine.
12–13 Advanced Jump-3, battle dress, plasma weapons, anagathics, AI assistance.
14–15 High Jump-4, fusion weapons, molecular manufacturing, near-immortality.

Repair & Maintenance: You can maintain and repair gear up to your Education TL (based on homeworld/career). To repair higher-TL gear, you need the appropriate skill and a workshop of matching TL.


Example Loadouts

The Spacer (Light, Mobile)

The Mercenary (Combat-Ready)

The Explorer (Self-Sufficient)


Maintenance & Upkeep

Monthly Living Expenses:

Standard Cost (Cr) Effect
Destitute 0 −2 DM to all SOC checks. Malnutrition risk.
Poor 200 −1 DM to SOC checks.
Average 500 No effect.
Good 1,000 +1 DM to SOC checks in appropriate contexts.
High 5,000 +2 DM. Expected for nobles and executives.
Luxury 20,000+ +3 DM. Status symbol.

Weapon & Armor Maintenance: Cr 10 per weapon, Cr 50 per armor, per month of active use. Without maintenance, weapons jam on natural 2–3; armor AR degrades by 1.

Ship Maintenance: See Part 7: Starships.


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