334 Cepheus — Part 7: Starships & Space Combat


Design Philosophy

Space in 334 Cepheus is not a naval wargame. It is a pressure cooker —a fragile metal tube full of people, radiation, and bad decisions. Ship combat should feel like a submarine duel or a cockpit dogfight, not an accounting spreadsheet. We keep the drama, dump the bookkeeping.


Ship Characteristics

Every starship is defined by six core statistics.

Stat Measures
Hull Structural integrity. When Hull reaches 0, the ship is destroyed.
Structure The "pain threshold." When Hull drops to Structure or below, every hit risks a Critical.
Armor Damage reduction. Applied to every incoming hit.
Thrust Maneuverability and acceleration. Determines initiative and position changes.
Power Energy generation vs. demand. Running hot creates risks.
Jump Maximum parsecs per jump (1–6).

Derived Stats


The Ship Combat Card

Every ship in combat uses a Ship Combat Card —a single index card or digital tracker.

SHIP NAME: [Free Trader "Lucky Hand"]
HULL: [████████░░] 80/100
STRUCTURE: 50
ARMOR: 4
THRUST: 2
JUMP: 2
SYSTEMS: [ ] M-Drive [ ] Jump Drive [ ] Power [ ] Sensors [ ] Weapons [ ] Crew
WEAPONS:
Turret A: Twin Laser (3D6)
Turret B: Sandcaster (defensive)
CREW:
Pilot: [ ]
Gunner A: [ ]
Gunner B: [ ]
Engineer: [ ]
Sensors: [ ]
Captain: [ ]

Hull Boxes: Each box represents 10% of total Hull. When damage is taken, tick a box. When all boxes are ticked, the ship is destroyed.

System Boxes: When Hull ≤ Structure, every hit that penetrates armor rolls on the Critical table. Mark the affected system. A marked system is disabled until repaired.


Space Combat Sequence

Combat is divided into rounds of roughly 1 minute each.

1. Initiative

Each ship rolls 2D6 + Thrust + Pilot skill.

Ties: Higher Thrust wins. If still tied, simultaneous.

2. Position & Range

At the start of combat, the Referee establishes the starting range based on the encounter circumstances.

Range Band Typical Context
Adjacent Docked, boarding, ramming
Close Dogfight, point-blank
Short Visual range, effective for most weapons
Medium Missile optimal, beam degradation
Long Sniper duels, sensor locks only
Very Long Pursuit, escape attempts
Distant Out of effective weapon range

Changing Range: The ship with higher initiative may choose to:

If both ships want to close, range decreases by one. If one wants to close and the other to open, compare Thrust + Pilot 8+. Winner dictates the shift.

3. Crew Actions

Each station may take one Significant Action per round.

Pilot

Gunner

Engineer

Sensors

Captain / Command


Weapons

Beam Weapons (Lasers, Particle Beams, Meson Guns)

Instant hit. Roll to hit normally.

Weapon Damage Range Notes
Single Laser 2D6 Medium Reliable, low power.
Double Laser 3D6 Medium Standard turret.
Triple Laser 4D6 Medium High power draw.
Particle Beam 5D6 Long Ignores 2 Armor (radiation damage).
Meson Gun 6D6 Long Ignores armor entirely. Spinal mount only.

Missiles

Abstracted. No per-missile tracking.

Missile Type Damage Notes
Standard 4D6 Basic kinetic warhead.
Smart 4D6 +1 DM to hit. Cannot be evaded, only point-defended.
Nuclear 6D6
ECM — Disables sensors on hit for 1D6 rounds.

Kinetic Weapons (Railguns, Mass Drivers)

Weapon Damage Range Notes
Railgun 4D6 Long AP 4. High recoil.
Mass Driver 6D6 Very Long Spinal mount. Devastating vs. large targets.

Defensive Systems

System Effect
Sandcaster Fired as reaction. Reduces beam weapon damage by 3D6. One barrel per round.
ECM Suite Opposed Sensors vs. Sensors. Success breaks missile locks.
Point Defense Turret Dedicated to point defense. No penalty for defensive firing.

Attack Resolution

Damage

Roll weapon damage. Subtract target's Armor. Apply remainder to Hull.

Critical Hits: Roll 1D6 on the Critical table only when the attack's Effect is 6+, or when the hit leaves Hull at or below Structure (the ship is breached). A natural 12 is Effect 6+ under Part 1. Ordinary hits above Structure only tick Hull.

Critical Table

Roll System Hit Effect
1 M-Drive Ship cannot change range or position. Thrust 0.
2 Jump Drive Cannot initiate jump. If in jump space, misjump risk.
3 Power Plant Lose 25% power. All ship rolls at Bane until repaired.
4 Sensors Blind. Cannot lock, jam, or scan. Attacks at Bane.
5 Weapons One random weapon system disabled.
6 Crew / Fuel Roll 1D6: 1–3, 1D6 crew are injured (Part 4); 4–6, lose 1D6 tons of fuel.

Repairing Criticals: Engineering 8+ and 1D6 rounds per system. Some damage requires dockyard repair.


Stealth, Sensors & Sensor Ghosts

Space is empty, but it is not honest.

Signature

Every ship has a Signature based on power output and size:

Ship Size Base Signature
≤ 100 tons −2
101–1,000 tons +0
1,001–5,000 tons +2
5,001+ tons +4

Modifiers: Running hot (+2), weapons fire (+2), active sensors (+1), damaged power plant (+1), silent running (−2).

Detection

To detect a ship, roll Sensors 8+ vs. target's Signature. Range modifies difficulty:

Range DM to Detect
Adjacent/Close Automatic
Short +2
Medium +0
Long −2
Very Long −4
Distant Impossible without specialized array

Sensor Ghosts

A ship may create a Sensor Ghost as a Significant Action (Pilot or Sensors). This requires:

Effect: All attacks against the ship suffer Bane for 1 round, or until the attacker makes a successful Sensors 10+ check to distinguish the ghost from the real target.

Silent Running: Reduce power to minimum. Signature reduced by 2. Cannot fire weapons or use active sensors. Thrust reduced by 1 (minimum 0).


Bridge Drama

Once per round, the Captain or any crew member may propose a Bridge Drama —a creative, narrative action that bends the rules.

Examples:

The Referee approves or modifies the request. Bridge Drama should be risky, clever, or desperate —not free bonuses for stating the obvious.


Squadron Rules (Large Ships)

For ships over 2,000 tons or fleet actions, use Squadron Rules:


Boarding & Close Actions

At Adjacent range, ships may:

Decompression: Firing weapons inside a ship at Adjacent range risks hull breach. Any damage roll of 12+ on internal weapons causes a localized breach. Unsuited crew take 1D6 Stamina per round until sealed.


Jump Travel

The Jump

A jump covers 1–6 parsecs in 1 week (168 hours ± 10%), regardless of distance. The ship enters jump space —a dimension where physics is suggestive and time is approximate.

Requirements

Misjump

If the jump is improperly plotted, the drive is damaged, or the 100-diameter rule is violated, roll 2D6:

Roll Result
2–3 Disaster. Ship arrives 1D6×10 parsecs off-target. 3D6 Hull damage. 1D6 crew take 2D6 damage. Jump drive destroyed.
4–5 Severe. Ship arrives 1D6 parsecs off-target. 2D6 Hull damage. Jump drive disabled.
6–8 Minor Error. Ship arrives 1D6×0.1 parsecs off-target. No damage.
9–12 Clean Jump. On target.

Emergency Exit: A ship may attempt to exit jump space early. Roll Engineering (Jump Drive) 10+. Success: exit at a random point along the route. Failure: misjump as above.

Jump Space Effects


Ship Economics

Ship Costs

Ship Tonnage Cost (MCr) Monthly Mortgage (1/300)
Small Craft (shuttle) 10–30 0.2–1 —
Scout/Courier 100 15 Cr 50,000
Free Trader 200 37 Cr 123,300
Far Trader 200 45 Cr 150,000
Subsidized Liner 300 80 Cr 266,700
Patrol Corvette 400 120 Cr 400,000
Mercenary Cruiser 800 300 Cr 1,000,000

Default mortgage: 1/300 of the cash price per month. That is the reduced pressure for a ship that is a home. The table uses this rate, rounded to the nearest Cr 100.

Optional harsh mortgage: 1/240 of the cash price per month after 20% down. Use this only for a Struggling campaign that wants the old squeeze.

Owned, needs repairs: The crew may instead start with the ship paid off and in need of work. See Part 8.

Maintenance: 0.1% of ship cost per year (divided monthly). Without maintenance, systems degrade: all rolls suffer Bane until repaired.

Life Support: Cr 1,000 per stateroom per month. Cr 100 per low berth per month.

Fuel: Cr 500 per ton (unrefined) or Cr 1,000 per ton (refined). Unrefined fuel increases misjump risk by 1 on the misjump table.

Crew Salaries (Monthly)

Position Salary (Cr)
Pilot 6,000
Astrogator 5,000
Engineer 4,000
Steward 2,000
Medic 3,000
Gunner 3,000
Captain +20% base

Example: The Ambush at Parsec''s End

The Lucky Hand (200-ton Free Trader, Hull 80, Structure 40, Armor 4, Thrust 2, 2× Laser Turrets) is jumped by a pirate Raider (100 tons, Hull 40, Structure 20, Armor 2, Thrust 3, Missile Rack + Single Laser) at Medium range.

Round 1 Initiative: Raider rolls 2D6+3 = 12. Lucky Hand rolls 2D6+2 = 9. Raider acts first. Raider Pilot: Closes to Short range (Thrust 3 > 2). Raider Gunner: Fires missile salvo at Lucky Hand . Standard range (Short), TN 8. Gunner skill +1. Rolls 2D6 = 7. Total 8. Marginal Success. Missiles will hit at end of Round 2. Lucky Hand Pilot: Evasive Maneuvers (Bane to be hit). Lucky Hand Gunner A: Fires double laser at Raider. Short range, TN 8. Evasive target (Bane). Gunner skill +1. Rolls 3D6 keep lowest 2 = 4. Total 5. Miss. Lucky Hand Sensors: Attempts lock on Raider. Sensors 8+, DEX +1, skill +0. Rolls 2D6 = 9. Total 10. Lock established (+1 DM next round).

Round 2 Initiative: Raider 11, Lucky Hand 10. Raider Pilot: Holds position at Short. Raider Gunner: Fires laser at Lucky Hand . Bane from evasion. Rolls 3D6 keep low = 6. +1 skill = 7. Miss. Missile Impact: Raider's missiles arrive. Lucky Hand Gunner B used Point Defense last round (declared). Gunnery 8+, +1 skill. Rolls 2D6 = 8. Total 9. Success. Reduces missile damage by 2D6. Missile damage 4D6 = 14. Point defense reduces by 7. 7 damage remaining. Armor 4. 3 Hull lost. Lucky Hand ticks 3 Hull boxes. Lucky Hand Pilot: Aggressive Positioning. Both sides gain Boon. Lucky Hand Gunner A (with lock): Double laser at Raider. Short, TN 8. Aggressive (Boon). Lock (+1). Gunner +1. Rolls 3D6 keep high = 11. +2 = 13. Effect +5. Damage 3D6 = 12. Raider Armor 2. 10 Hull lost. Raider is at 30/40 Hull. Not yet Critical. Lucky Hand Captain (Bridge Drama): "I broadcast their transponder ID to the local patrol frequency—let them know we see them." Referee approves: Gunner B gains +1 DM next round.

Round 3 Initiative: Lucky Hand 12, Raider 10. Lucky Hand Pilot: Opens to Medium (trying to escape). Lucky Hand Gunner B: Fires laser with Bridge Drama bonus. Medium range, TN 10. Lock still active (+1). Gunner +1. +1 Drama. Rolls 2D6 = 9. +3 = 12. Effect +2. Damage 3D6 = 11. Armor 2. 9 Hull lost. Raider at 21/40. Below Structure (20). Roll Critical: 1D6 = 3. Power Plant hit. Raider loses 25% power. All rolls at Bane until repaired. Raider: With power failing and outgunned, the Raider breaks off. Combat ends.


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