334 Cepheus Supplement: Asymmetric

Militia, Mercenaries, Counter-Terrorism & Small-Unit Combat


Introduction: The Bullet Does Not Care About Your Story

This supplement covers combat at the human scale: not starship broadsides or planetary invasions, but the dirty work of patrols, raids, ambushes, and holding a street corner while your medic tries to keep someone's insides inside. It is for campaigns where the players are a fireteam, a mercenary crew, an insurgent cell, or a counter-terrorism unit hunting them.

Asymmetric combat in 334 Cepheus follows one rule: you are not the main character. The bullet that kills you does not check your backstory. Armor is heavy. Ammo is finite. Comms fail. Plans collapse in the first three seconds of contact. Victory goes to the side that makes fewer mistakes, not the side with better heroes.

This supplement integrates with the core rules (Part 4: Personal Combat), the Synthetics supplement (robots, drones, AI), and the Xenosophonts supplement. Psionics are included but limited—combat psionics is a scalpel, not a sledgehammer, and using it marks you as a priority target.


Part 1: The Warrior

Military Careers

These careers replace or supplement standard character creation for military-focused campaigns.

Militia / Irregular

Qualification: Automatic
Survival: END 5+
Advancement: INT 6+

Ranks: 0. Recruit

  1. Fighter (Gun Combat 1)
  2. Cell Member
  3. Cell Lead (Leadership 1)
  4. Commander
  5. Regional Commander (Tactics 1)
  6. Warlord

Skill Tables:

Mishaps:

  1. Wounded. Roll Injury table.
  2. Betrayed by informant. Reduce SOC by 1.
  3. Family targeted. Gain Enemy.
  4. Captured. Tortured. Reduce INT by 1 or gain 1 Dissonance.
  5. Unit wiped out. Sole survivor. Gain 1 Insight or 1 Dissonance (player choice).
  6. Forced to do terrible thing. Gain permanent Bane on Carousing with non-combatants.

Professional Soldier

Qualification: END 6+
Survival: END 6+
Advancement: INT 7+

Ranks: 0. Private

  1. Lance Corporal (Gun Combat 1)
  2. Corporal
  3. Sergeant (Leadership 1)
  4. Staff Sergeant
  5. Warrant Officer (Tactics 1)
  6. Lieutenant

Skill Tables:

Counter-Terrorism Operator

Qualification: DEX 7+, INT 7+
Survival: DEX 7+
Advancement: INT 8+

Ranks: 0. Candidate

  1. Operator (Gun Combat 1)
  2. Team Member
  3. Team Lead (Leadership 1)
  4. Senior Operator
  5. Squadron Commander (Tactics 1)
  6. Unit Commander

Skill Tables:

New Skill: Tactics

Tactics covers small-unit maneuver, ambush planning, defensive positioning, and reading terrain for advantage. It is not strategy (that is Leadership and Admin). It is the sergeant's art: where to put the machine gun, how to clear a room, when to retreat.

Uses:

New Skill: Demolitions (Profession)

Placement, timing, and safe handling of explosives. Covers IEDs, breaching charges, mines, and structural demolition.

Uses:

Stress & Combat Psychology

Combat is not a skill check. It is a physiological event. The Stress mechanic models this without "sanity loss."

Stress Track: Every character has a Stress Threshold = END + Leadership skill.

Gaining Stress:

Stress Effects:

Current Stress Effect
≤ Threshold / 2 Normal operation.
> Threshold / 2 Tense. −1 DM to all non-combat tasks. Difficulty sleeping.
> Threshold Shaken. −1 DM to all tasks. Must make END 8+ to advance toward known enemy position.
> Threshold + 3 Frozen. Cannot act for 1D3 rounds when first shot at each combat. Afterward, operates at −2 DM.
> Threshold + 6 Broken. Cannot participate in combat without a Leader making Leadership 10+ each round. If alone, will flee or freeze.

Reducing Stress:


Part 2: The Team

Fireteam Organization

The basic unit is the Fireteam: 3–4 fighters who train, move, and fight together.

Role Primary Task Secondary Task Ideal Skills
Team Lead Command, tactics, communication Heavy weapons, medic Leadership, Tactics, Gun Combat
Rifleman Engage and suppress Grenades, close assault Gun Combat, Athletics, Melee Combat
Gunner Heavy firepower, suppression Anti-armor, overwatch Heavy Weapons, Gun Combat, Recon
Medic / Support Treat casualties, maintain gear Rear security, navigation Medicine, Mechanic, Recon

Larger Units:

Player characters typically operate at the fireteam or squad level.

Team Mechanics

Buddy System: Every team member has a designated Buddy. If a Buddy is wounded, the other may move to them as a free action once per round. If a Buddy goes down, gain +1 Stress immediately.

Fire & Maneuver: One element suppresses while another advances.

Bounding Overwatch: The team moves in alternating bounds. Half moves while half covers. No penalties if led by someone with Tactics-1+.

Stack: Before breaching a door or corner, the team forms a stack (line). The first fighter through is exposed; the second has +1 DM to hit any target the first reveals. The third handles rear security.

Command & Control

Comms Discipline: Radio traffic is a liability. Every transmission can be triangulated. Every call for help reveals position.

Protocol Effect
Silent Hand signals only. No electronic emissions. −2 DM to detection by sensors.
Tight Short burst transmissions only. Pre-arranged code words. Normal detection.
Open Continuous comms. Full coordination. +1 DM to all team rolls. +2 DM to enemy detection/tracking.

Broken Comms: If comms fail (jamming, damage, distance), each fireteam operates independently. The leader cannot use Tactics for team initiative. Fire & Maneuver requires line-of-sight hand signals (Recon 6+ to interpret under fire).


Part 3: Combat Rules

Extended Combat Rules

These rules layer onto Part 4: Personal Combat.

Suppression (Revised)

Suppressive fire forces targets to keep their heads down. It is the most important action in infantry combat.

Action: Significant Action. Weapon must be capable of automatic fire or have a capacity of 10+ rounds.

Effect: Designate a zone (one range band wide, up to weapon range). All targets in the zone must make an END 8+ check each round suppression continues.

Result Effect
Failure Target is Pinned. Cannot move or attack. Only action: take cover or return fire at Bane.
Marginal Success (0–2) Target is Suppressed. Can move at half speed or attack at −2 DM.
Success (3–5) Target can act normally but suffers Bane on attacks out of the zone.
Exceptional Success (6+) Target ignores suppression entirely.

Maintaining Suppression: The suppressing gunner must spend a Significant Action each round to maintain. They cannot move while suppressing.

Ammo: Suppressive fire consumes 10 rounds per round.

Overwatch

Action: Significant Action. Declare a fire zone (cone or corridor).

Effect: If any target enters or acts within the zone before your next turn, you may interrupt and attack them with +1 DM. You cannot take your normal turn if you fire in overwatch.

Bounding & Covering Fire

When a team uses Fire & Maneuver or Bounding Overwatch (see Part 2), the covering element may use Covering Fire instead of full suppression.

Covering Fire: Fire at a specific target who threatens the advancing element. Normal attack roll. If you hit, the target cannot react to the advancing element this round (they are busy ducking).

Room Clearing (CQB)

Close Quarters Battle is its own environment.

Initiative in CQB: Roll 2D6 + DEX DM each round as normal, but ties are resolved by weapon length: shorter weapon wins (pistol beats rifle, knife beats pistol). In extremely tight spaces (maintenance tunnels, vents), long weapons suffer −2 DM.

The Fatal Funnel: The doorway is the most dangerous place. Anyone passing through a doorway into an uncleared room is exposed.

Corners: Moving around a corner into unknown space requires a Recon 8+ or you are briefly exposed (no cover bonus for that movement).

Night & Limited Visibility

Condition Effect
Moonlight / starlight −1 DM to all attacks. Recon 8+ to detect targets beyond Short range.
Total darkness −2 DM to all attacks. Melee only at Personal range without sensors.
NVG / thermal Negates darkness penalties. However, NVG users suffer −1 DM in bright light (muzzle flash, explosion). Thermal cannot see through thick walls.
Active illumination (flashlight, laser) User can see normally but is visible to everyone. +2 DM to be hit by anyone not using the same light source.

Armor & Penetration (Expanded)

Armor Type AR Coverage Notes
Civilian clothing 0 All —
Concealable vest 3 Torso only Under clothing. −1 DM to detect.
Tactical vest 5 Torso, groin Military standard. Pockets for magazines.
Plate carrier 8 Torso, back Ceramic or composite plates. Heavy. −1 DEX DM.
EOD suit 12 Full body Bomb disposal. −2 DEX DM. Move halved.
Battle Dress 15 Full body Powered. See core rules.

Called Shots:

Armor-Piercing Rounds:

Explosives & Heavy Weapons

Weapon Skill Damage Blast Notes
Frag grenade Heavy Weapons 5D6 Short Standard anti-personnel.
Flashbang Heavy Weapons 1D6 (Stamina) Personal Blindness/deafness 1D3 rounds on failed END 8+.
Thermobaric Heavy Weapons 8D6 Short Devastating in enclosed spaces. Double damage in buildings.
Claymore mine Demolitions 6D6 Cone (Medium) Command-detonated. Directional.
IED, crude Demolitions 4D6–8D6 Varies Unreliable. 1-in-6 chance of partial detonation or dud.
IED, sophisticated Demolitions 8D6 Short Shaped charge. Can target vehicles.
RPG / LAW Heavy Weapons 8D6 Short Anti-armor. AP 6.
Recoilless rifle Heavy Weapons 10D6 Short Crew-served. 2-person team.
Mortar, light Heavy Weapons 6D6 Medium Indirect fire. Requires spotter.
Mortar, heavy Heavy Weapons 10D6 Long Indirect fire. Squad-level support.

Blast Mechanics:


Part 4: Equipment & Vehicles

Small Arms (Expanded)

Weapon Skill Damage Range Mag Notes
Holdout pistol Gun (Slug) 2D6 Close 6 Concealable. −2 to detect.
Service pistol Gun (Slug) 3D6 Close 15 Standard military sidearm.
Machine pistol Gun (Slug) 3D6 Short 30 Burst capable. Poor accuracy.
Submachine gun Gun (Slug) 3D6+3 Short 30 Burst. Compact. CQB favorite.
Carbine Gun (Slug) 3D6+3 Medium 30 Short barrel. Good for vehicles/CQB.
Assault rifle Gun (Slug) 3D6+3 Medium 30 Burst. The standard.
Battle rifle Gun (Slug) 4D6 Long 20 Full-power round. −1 DM at Close.
Designated marksman Gun (Slug) 4D6+3 Very Long 20 Semi-auto. +1 DM if stationary 1 round.
Sniper rifle Gun (Slug) 5D6 Very Long 5 Bolt or semi. +2 DM if stationary 2 rounds.
Squad automatic Gun (Slug) 3D6+3 Long 100 Belt-fed. Suppression only (no single shots).
Machine gun Heavy Weapons 4D6+3 Long 200 Tripod or vehicle mount.
Shotgun, combat Gun (Slug) 4D6 Short 8 Buckshot. Spread: +1 DM at Close, −1 DM at Medium+.
Shotgun, breaching Gun (Slug) 3D6 Personal 5 Destroys locks. Fragments safe 2m behind target.
Laser carbine Gun (Energy) 4D6 Medium 20 Silent. No recoil. Traceable signature.
Laser rifle Gun (Energy) 5D6 Long 40 Silent. No recoil.
Plasma carbine Gun (Energy) 5D6 Short 15 Overheats on burst. Sets fires.
Stun rifle Gun (Energy) 3D6 Medium 20 Stamina only. Unconscious at 0.

Military Vehicles

Vehicles use a simplified version of the ship combat card:

Vehicle Card:

Vehicle Scale Hull Armor Speed Crew Pass Notes
ATV, wheeled Small 10 3 4 1 3 All-terrain. Open or enclosed.
APC, tracked Medium 30 8 2 2 12 Amphibious. Firing ports.
IFV Medium 25 6 3 3 6 Turret-mounted autocannon.
Main Battle Tank Large 60 15 2 4 0 Railgun or plasma cannon. Devastating.
Light VTOL Medium 15 2 6 2 6 Fast, fragile. Door gunner.
Gunship, heavy Large 25 5 5 4 0 Missiles, cannon, rockets.
Hovercraft Medium 20 4 5 2 20 Coastal/riverine. No mines.

Vehicle Combat:

Support Equipment

Item Cost (Cr) Weight Notes
Tactical radio 500 0.5 Encrypted, 10km range.
Satellite uplink 5,000 2 Long-range comms. Traceable.
Laser designator 10,000 1 Marks target for precision strike. +2 DM to incoming guided munitions.
Rangefinder binoculars 2,000 0.5 +1 DM to aimed shots at Long+.
Motion sensor 1,000 0.5 Detects movement in Medium radius.
Night vision goggles 3,000 0.5 Negates darkness penalties. Vulnerable to flash.
Thermal sight 5,000 1 See heat signatures through light cover.
Rappelling kit 200 2 Descend any height.
Breaching shotgun 800 3 See weapons table.
Door charge 100 0.5 Demolitions 6+ to place. Destroys standard door.
Ballistic shield 500 4 AR 6. Mobile cover. User can only use pistol.
Entrenching tool 50 1 Dig fighting position in 10 minutes. Light cover.
Camo netting 200 5 Conceals vehicle or position. −2 DM to detection.
Field rations 10 1 1 day. 7-pack.
Water purifier 300 1 Makes any water potable. 50L/day.
Tent, squad 400 4 Sleeps 4. Climate-controlled.
Medical trauma kit 500 2 +1 DM to First Aid. 5 uses.
Surgical field kit 2,000 4 Enables Surgery in field conditions.
Stretcher, collapsible 100 2 Carry wounded at half speed.
Body bag 20 0.5 Sometimes necessary.

Part 5: Robots & Drones in Combat

Military Drones

Use the drone rules from the Synthetics supplement. Military variants:

Drone Type Hull Armor Speed Notes
Scout Flyer Small 3 1 Fly 6 Camera, thermal. 30-min battery.
Hunter-Killer Small 3 2 Fly 5 Single-shot explosive. Suicide.
Gun Drone Medium 6 3 Grav 3 Turret with SMG or laser. 200 rounds.
Suppressor Swarm Swarm 1 each 0 Fly 4 10 units. Suppressive fire equivalent.
EOD Bot Medium 8 5 Track 2 Disarms explosives. Remote manipulator.
Rescue Bot Medium 6 3 Walk 2 Extracts wounded under fire. AR 3 shield.
Aerostat Sniper Large 10 2 Fly 3 High-altitude. Long-range precision.

Drone Control:

Counter-Drone:

AI in Combat

An AI embedded in a combat vehicle or command post can:

AI Limitation: AIs do not understand tactical patience. They will recommend engagement based on probability of success, not political or strategic considerations. A 70% chance of mission success with 40% casualties is acceptable to a military AI. It may not be acceptable to the team.


Part 6: Combat Psionics

Psionics in military contexts is rare, regulated, and terrifying. Most polities treat military psionics as strategic assets or war crimes waiting to happen.

The Military Psionic

Psionic characters in military campaigns must have PSI 8+ and at least one combat-relevant power. They are not frontline troops. They are support specialists who operate from protected positions.

Regulation:

Combat Powers

Telepathy (Combat Applications)

Surface Scan: In combat, a telepath can attempt to read surface thoughts of visible enemies.

Coordination Net: A telepath can link a fireteam mentally.

Awareness (Combat Applications)

Threat Sense: Passive. The psionic cannot be surprised by conventional ambush. They sense hostile intent within Short range.

Active Scan: As core rules, but in combat reveals:

Telekinesis (Combat Applications)

Jam Weapon: Cost 2 Strain. Target one visible weapon within Close range.

Deflection: Cost 3 Strain per round. As core rules—reduces incoming ranged damage.

Grenade Redirect: Cost 3 Strain. When a grenade lands within Short range, roll Telekinesis 8+.

Pyrokinesis (Combat Applications)

Cook Off: Cost 4 Strain. Target ammunition or fuel within Close range.

Clairvoyance (Combat Applications)

Recon by Mind: Cost 3 Strain. Remote view a location within 1 km.

Psionic Burnout in Combat

Pushing psionics in combat is common and dangerous.

Combat Push: A psionic may accept Strain as Lifeblood damage to maintain a power when Strain is depleted.


Part 7: Running Military Operations

The Mission Framework

Military operations use the 5-Node structure but with military terminology:

  1. Warning Order: Intelligence, assignment, briefback.
  2. ISR: Reconnaissance, surveillance, preparation of the battlefield.
  3. Frictions: Equipment failure, compromised insertion, unexpected enemy, weather.
  4. Actions on the Objective: The assault, defense, raid, or ambush.
  5. Exfil & Aftermath: Extraction, accountability, debrief, casualties.

Types of Operations

Operation Description Key Skills
Raid Hit a target fast, take/destroy something, leave. Stealth, Tactics, Gun Combat, Demolitions
Ambush Attack an enemy movement. Tactics, Recon, Heavy Weapons, Stealth
Patrol Move through territory, gather intel, deter enemy. Recon, Tactics, Survival, Navigation
Defense Hold a position against attack. Tactics, Heavy Weapons, Engineer, Leadership
CT / Hostage Rescue Enter, secure hostages, eliminate threats, extract. Stealth, Tactics, Gun Combat, Medic
Sabotage Destroy infrastructure without direct engagement. Demolitions, Stealth, Engineer, Recon
Counter-Insurgency Secure population, win trust, eliminate cells. Persuasion, Insight, Tactics, Streetwise

Planning Sequence

Before the operation, the team may conduct a Mission Planning session (15 minutes real-time or abstracted).

Each player describes one preparation action:

Each successful preparation grants the team 1 Planning Point (max 3). Planning Points can be spent during the mission to:

Fog of War

The Referee should not show the enemy's full disposition. The players know only what their characters know.

Intelligence Quality:

Casualties & Medical Evacuation

TCCC (Tactical Combat Casualty Care):

  1. Care Under Fire: Return fire. Drag casualty to cover. No treatment possible while shot at.
  2. Tactical Field Care: Tourniquet bleeding. Airway. Chest seal for sucking chest wound. Roll Medicine 6+ to stabilize.
  3. Tactical Evacuation: Move casualty to higher care. Requires 2 personnel or 1 + stretcher. Reduces active team by 25–50%.

The Golden Hour: A casualty who reaches surgery within 1 hour of wounding has +2 DM to survival. After 1 hour, normal rules apply. After 4 hours, survival requires Exceptional Success.

KIA: Not every wound is survivable. If a character takes damage exceeding their Lifeblood + END in a single hit, they are immediately dead (headshot, center-mass rifle round at Close range, explosion within Personal range). No roll. The fiction decides.


Part 8: NPC Templates

Insurgent Fighter

STR DEX END INT EDU SOC
8 8 7 7 5 4

Skills: Gun Combat (Assault Rifle)-1, Stealth-1, Streetwise-1, Explosives (Profession)-0
Stamina: 7 | Lifeblood: 7
Stress Threshold: 7
Gear: Obsolete assault rifle, 3 magazines, civilian clothes, cell phone (burner), IED components (hidden)
Tactics: Hit and run. Never stand and fight. Knows the alleys better than the enemy.

Militia Defender

STR DEX END INT EDU SOC
9 7 8 6 5 5

Skills: Gun Combat (Rifle)-1, Recon-1, Survival-1, Tactics-0
Stamina: 8 | Lifeblood: 8
Stress Threshold: 8
Gear: Hunting rifle or obsolete battle rifle, 2 magazines, plate carrier (scavenged), radio (civilian), entrenching tool
Tactics: Defends home terrain. Uses cover. Poor at maneuver. Will not pursue.

Mercenary Operator

STR DEX END INT EDU SOC
10 10 9 8 7 5

Skills: Gun Combat (Carbine)-2, Tactics-1, Recon-1, Stealth-1, Heavy Weapons-0, Medic-0
Stamina: 9 | Lifeblood: 9
Stress Threshold: 10
Gear: Carbine with optic, pistol, plate carrier, NVG, tactical radio, 6 magazines, grenades (2 frag, 1 flash), trauma kit
Tactics: Professional. Fire and maneuver. Communicates. Knows when to quit.

CTU Assaulter

STR DEX END INT EDU SOC
10 11 10 9 8 6

Skills: Gun Combat (SMG)-2, Tactics-2, Stealth-1, Demolitions (Profession)-1, Medic-0, Computer-0
Stamina: 10 | Lifeblood: 10
Stress Threshold: 12
Gear: SMG with suppressor, pistol, ballistic shield (entry man only), plate carrier, NVG, tactical radio, breaching charges (2), flashbangs (4), trauma kit
Tactics: Speed, surprise, violence of action. Stack, breach, dominate. No hesitation.

Military Psionic (Asset)

STR DEX END INT EDU SOC PSI
7 8 8 10 9 4 12

Skills: Telepathy-2, Awareness-2, Gun Combat (Pistol)-1, Tactics-0, Stealth-0
Stamina: 8 | Lifeblood: 8 | Strain: 12
Stress Threshold: 8
Gear: Pistol, no armor (interferes with psionics), neural monitor (corporate tracking), stim patches (for Strain recovery), extraction beacon
Tactics: Never on the line. Operates from cover or vehicle. Provides intel, coordination, threat detection. If compromised, entire team shifts to extraction.

Combat Robot (Autonomous Infantry Platform)

PRO MEM STA BWD SOP COR
10 8 12 6 3 6

Skills: Gun Combat (Auto-Rifle)-2, Recon-1, Tactics-0
Integrity: 12 | Strain: 10
Chassis: Combat Frame (AR 8, walk/grav 3)
Weapons: Auto-rifle (integrated), grenade launcher (6 rounds)
Tactics: Follows engagement protocols. Suppresses, advances, clears. No morale. No hesitation. Vulnerable to EMP and hacking.


Part 9: Campaign Frameworks

The Mercenary Company

Players run a small mercenary outfit (fireteam to platoon size). They take contracts: security, raids, training, deniable operations.

Economy: Payment per contract (Cr 10,000–100,000 depending on risk). Must cover wages, equipment, medical, and ammunition.

Reputation: Track reputation with factions. Good reputation = better contracts. Bad reputation = blacklisted or hunted.

Personnel: Hire, train, and lose operators. Each has a name, a skill set, and a stress threshold. When they break, they are liabilities.

The Occupation

Players are insurgents in an occupied city. The occupiers have better equipment, air support, and numbers. The insurgents have the population, the terrain, and the patience.

Mechanics: Track Popular Support (0–100). High support = safe houses, recruits, intel. Low support = informants, isolation, betrayal.

Operations: Sabotage, assassination, propaganda, supply raids. Every operation risks exposure.

The Peacekeepers

Players are a counter-insurgency or peacekeeping unit. They must win hearts and minds while being shot at.

Mechanics: Track Mission Success vs. Popular Support. Killing insurgents increases success but decreases support if civilians are harmed. Building schools increases support but exposes the team to attack.

The Dilemma: The enemy looks like the population. The population shelters the enemy. Every decision has a cost.


Appendix: Quick Reference

Combat Modifiers Summary

Condition DM
Suppressive fire on target zone Targets make END 8+ or Pinned
Cover, light −1 to be hit
Cover, heavy −2 to be hit
Cover, fortified −4 to be hit
Darkness −2 to all attacks
NVG / thermal Negates darkness
Flash / flare NVG users blinded 1D3 rounds
Moving target −1 to hit
Sprinting target −2 to hit
Stationary, aimed (1 round) +1 to hit
Stationary, aimed (2 rounds) +2 to hit
Short range or closer No range penalty
Called shot, head −4, damage ×2
Called shot, limb −2, no kill
AP ammo Ignores 2 AR
Hollow point +1D6 vs. light armor, −2 DM vs. heavy

Stress Events

Event Stress Gain
First time shot at (per mission) +1
Friendly KIA +1D3
Wounded +1D3
Close-range kill (Personal/Close) +1
Prolonged combat (+5 rounds) +1 per 5 rounds
Ambushed / surprised +1
Artillery / bombardment +1D3

Vehicle Called Shots

Target DM Effect
Treads / wheels −2 Immobilized
Viewport −4 Crew damage, blinded
Weapon mount −3 Weapon disabled
Ammo / fuel storage −4 Catastrophic explosion (6D6 blast)
Engine / power plant −3 Speed 0, systems failing

Asymmetric — 334 Cepheus Supplement v1.0

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