334 Cepheus Supplement: Chrome & Static

The Sprawl, The Mesh, and the Asymmetric War


Introduction: Cities That Eat Information

The future is not starships. The future is density —billions of minds packed into vertical geology, breathing recycled air, eating synthesized protein, and generating data faster than any government can sort it. The city is not a location. It is an ecosystem, a battlefield, and a medium all at once.

This supplement adds cyberpunk urban warfare, information conflict, and corporate espionage to 334 Cepheus. It integrates with the core rules, the Synthetics supplement (robots, AI, drones), and the Xenosophonts supplement. You do not need a starship to use these rules. You need a jack, a fake ID, and a place to hide when the corporate counterterrorism drones start hunting signatures.


Part 1: The Sprawl — Urban Environment

Verticality & Zones

Urban environments are not flat. Combat and movement operate in three layers:

Layer Description Movement Combat Notes
Sublevel Tunnels, sewers, maintenance shafts, buried infrastructure Climbing gear or lifts required. Darkness. Water hazards. −2 DM to ranged attacks (confined). Melee favored.
Street Normal. Crowds impede sprinting. Cover abundant (vehicles, kiosks, crowds).
High Rooftops, skyways, drone lanes, aerostat moorings Requires climbing, grav harness, or VTOL. Superior position grants +1 DM. Falls lethal.

Changing Layer: Moving between layers takes 1 round (lift, ladder, stairwell) or a Significant Action (climbing, rappelling). A failed Athletics 8+ check results in a fall or delay.

Crowd Density

Density Effect on Stealth Effect on Combat Effect on Movement
Sparse Normal Normal Normal
Moderate +1 DM to hide −1 DM to hit (collateral risk) Half speed
Dense +2 DM / Bane to spot −2 DM to hit; miss by 4+ hits a civilian Quarter speed
Riot Automatic concealment Combat impossible without dispersal Impossible without crowd control

Collateral Damage: In Moderate or Dense crowds, any missed ranged attack that fails by 4+ strikes a bystander. The Referee may escalate this to legal or social consequences.

Surveillance & Heat

Every action in the Sprawl generates Heat —attention from automated systems, corporate security, and law enforcement.

Heat Level Trigger Effect
0 — Cold No illegal activity in 24 hours No attention.
1 — Warm Minor infraction (jaywalking, unlicensed vending) Automated fines. Facial recognition flags you for 1 week.
2 — Hot Property crime, unlicensed cyberware, public intrusion Police drones dispatched. −1 DM to Streetwise and Carousing.
3 — Burning Violent crime, corporate espionage, terrorism CTU alert. Drones, checkpoints, shoot-on-sight in some zones. −2 DM to all social tasks.
4 — Inferno Multiple homicides, high-profile data theft, political assassination Lockdown. Military drones. Every movement tracked. Survival becomes the only goal.

Reducing Heat:


Part 2: The Mesh — Information Warfare

The Mesh is the aggregate of all networked systems in an urban environment: traffic control, building infrastructure, personal devices, corporate databases, drone swarms, and the silent watchers in every ceiling corner.

Mesh Topology

The Mesh is divided into Nodes —discrete systems with their own security.

Node Type Security (SEC) Example
Personal 1–2 Commlinks, home assistants, personal vehicles
Commercial 2–4 Storefronts, small business servers, public transit
Corporate 4–6 Corporate offices, research labs, financial institutions
Government 5–7 Police networks, municipal control, tax records
Military 6–8 Defense contractors, CTU command, weapon systems
Black 7–9 Off-grid servers, criminal networks, rogue AI hives

Intrusion & Counter-Intrusion

Use the Intrusion and Counter-Intrusion skills from the Synthetics, Minds & Machines supplement. The following expands those rules for urban/corporate contexts.

The Intrusion Sequence

Step 1: Access The hacker must establish a connection. This requires:

Step 2: Bypass Roll Intrusion 8+, opposed by the node's SEC + operator's Counter-Intrusion (if actively monitored).

Modifiers:

Step 3: Effect

Effect Access Level
Marginal Success (0–2) Guest. Read-only. Logs your presence. Alert in 1D6 rounds if monitored.
Success (3–5) User. Read/write standard files. Control non-critical systems (lights, HVAC, doors).
Exceptional Success (6+) Root. Full administrative control. Lock out legitimate users, wipe logs, control security systems.

Step 4: Staying Hidden Each round of active intrusion, the defender may attempt Counter-Intrusion 8+ to detect the hacker.

Mesh Combat

When hackers clash directly, use opposed Intrusion vs. Counter-Intrusion (or Intrusion vs. Intrusion if both are attacking).

Digital Weapons:

Program Skill Effect Cost (Cr)
Spike Intrusion Offensive intrusion tool. +1 DM to Intrusion checks. 2,000
Shield Counter-Intrusion Defensive suite. +1 DM to Counter-Intrusion. 2,000
Wraith Intrusion Stealth protocol. −2 DM to detection rolls against you. 10,000
Black ICE, Mild Counter-Intrusion Automated defense. Deals 1D6 Strain to attacker on failed intrusion. 5,000
Black ICE, Lethal Counter-Intrusion Deals 2D6 Integrity damage (or 2D6 Stamina if biological with neural interface). Illegal. 25,000
Fork Bomb Digital Warfare Crashes target system. Requires Root access. System offline 1D6 rounds. 1,000
Data Leech Intrusion Automated data extraction. Copies 1 file per round undetected. 3,000
Ghost Frame Intrusion Spoofs your location. Trace attempts reveal false origin. 5,000
Logic Bomb Intrusion Planted code that activates on trigger. Destroy data, open doors, or loop security feeds. 2,000

Biological Hackers: Humans with neural interfaces (see Cyberware) can operate at machine speeds, but they are vulnerable to Black ICE. Damage from lethal ICE applies to Stamina, not Integrity.


Part 3: Cyberware & Neural Load

Cyberware is the integration of technology with biology. In 334 Cepheus, cyberware uses a Neural Load system rather than "essence" or arbitrary point costs.

Neural Load

Every character has a Neural Capacity = END + INT DM.

Each piece of internal cyberware has a Load value. The sum of all active Load cannot exceed Neural Capacity. Excess Load causes Rejection Syndrome: −1 DM to all physical tasks per point over capacity, and cumulative 1 Stamina damage per hour.

External Cyberware (wearable, removable) has Load 0 but is obvious, stealable, and can be detected by standard scans.

Cyberware Catalog

Neural

Implant Load Cost (Cr) TL Effect
Neural Jack 1 2,000 10 Direct Mesh interface. Required for hacking at machine speed. +1 DM to Intrusion.
Coprocessor 1 5,000 11 +1 DM to Computer, Navigation, and technical skills.
Memory Vault 1 3,000 10 Perfect digital recording of sensory input. 100 hours storage.
Skillsoft Port 1 10,000 12
Dread Sense Implant 2 25,000 13 Grants Dread Sense (from Indifferent Dark supplement) to non-psionics. Risk of Dissonance.
Emotion Regulator 1 8,000 12 Suppress fear, anger, attraction. +2 DM to resist intimidation or seduction. −2 DM to Insight (flat affect).
Combat Computer 2 15,000 12 +1 DM to Gun Combat and initiative. Tracks ammo, range, cover vectors.

Sensory

Implant Load Cost (Cr) TL Effect
Smart Eyes 1 4,000 10 HUD, thermal, low-light, telescopic. +1 DM to Recon and Sensors.
Smart Ears 0.5 3,000 10 Selective frequency filtering, recording, directional mics. +1 DM to detect hidden conversations.
Chemosensor 1 5,000 11 Detects toxins, explosives, drugs by scent. +2 DM to Survival and Streetwise (identifying substances).
Radar Sense 1 8,000 12 Detects movement through walls within Short range. −2 DM to be surprised.

Motor / Physical

Implant Load Cost (Cr) TL Effect
Wired Reflexes 2 20,000 12 +1 DM to initiative and DEX-based tasks.
Hydraulic Assist 2 15,000 11 +2 STR DM for lifting and carrying. Unarmed damage +1D6.
Grapple Hand 0.5 3,000 10
Subdermal Armor 1 10,000 11 AR 3, concealed. Stacks with worn armor up to max +3.
Adrenal Override 1 8,000 11
Oxygen Reserve 0.5 2,000 10 30 minutes independent air supply. Concealed.

Cosmetic / Social

Implant Load Cost (Cr) TL Effect
Skin Mask 0.5 5,000 11 Alter facial features in 1 minute. +1 DM to Deception (disguise).
Voice Box 0.5 3,000 10 Perfect voice mimicry with 1 minute sample.
ID Spoofer 0.5 10,000 12 Broadcasts false biometric and identity data. Beats standard scans.

Cyberware & The Indifferent Dark

Cyberware does not make you immune to the Dark. It makes you vulnerable in new ways.


Part 4: Urban Guerrilla Combat

Asymmetric Warfare

Most cyberpunk combat is not fair. It is ambushes, IEDs, drone strikes, and vanishing into crowds.

Ambush Mechanics

The ambusher makes a Stealth 8+ check opposed by the target's Recon 8+ (or Sensors for drones/vehicles).

Ambusher Wins By Effect
Marginal Success Surprised for 1 round. No initiative roll; act last.
Success Surprised for 1 round. First attack gains Boon.
Exceptional Success Surprised for 2 rounds. All ambushers gain Boon on attacks.

IEDs: Engineering 8+ to place. Detected by Recon 10+ or chemosensor. Damage: 5D6, blast radius Short. Can be command-detonated or triggered by pressure, motion, or biometric signature.

Drone Combat

Use the Synthetics supplement drone rules. In urban environments, drones dominate.

Drone Type Role Notes
Surveillance Gnat Recon Micro, nearly invisible. Camera/mic only. No weapons.
Hunter-Killer Assassination Small, fast, one-shot explosive or poison dart. Suicide drone.
Swarm Unit Area denial 10–20 micro-drones. Suppressive fire equivalent. Difficult to target individually.
Corporate Enforcer Riot control Medium, non-lethal weapons (gas, tasers, rubber rounds). Heavy armor.
CTU Assault Drone Lethal entry Medium, armed with suppressed slug weapons. Breaching charges.
Aerostat Sniper Overwatch Large, high-altitude. Long-range precision weapons. Vulnerable to ECM.

Drone Swarms: A swarm of 6+ drones operates as a single unit. Attacks against the swarm suffer Bane (small, fast targets). The swarm attacks as a unit: roll once, damage is 2D6 per 3 drones. Area-effect weapons (shotguns, flamers, EMP) deal double damage to swarms.

Smart Weapons & Hacking

Smart weapons have onboard targeting computers. They can be hacked.

Weapon Feature Effect Hackable?
Smart Link +1 DM when user has neural jack or smart eyes. Yes. Jamming removes bonus.
Friend-or-Foe ID Refuses to fire at tagged allies. Yes. Spoof to tag enemies as friends.
Trajectory Calculation Ignores cover penalty once per round. Yes. Feed false wind/gravity data.
Ammo Counter / Status HUD display of remaining rounds, weapon heat. Yes. Spoof "weapon jammed" to psych out user.

Hacking a Smart Weapon: Intrusion 10+, range Short (wireless). Success: disable one feature for 1D6 rounds. Exceptional Success: weapon fires on wielder (one shot, 2D6 damage, no skill DM).

Non-Lethal & Less-Lethal

Weapon Skill Damage Effect
Taser Gun Combat (Energy) 2D6 (Stamina only) Target makes END 8+ or unconscious 1D6 rounds.
Gas Grenade, Tear Heavy Weapons —
Gas Grenade, Sleep Heavy Weapons — Short radius. END 8+ or unconscious 1D6 minutes.
Sonic Disruptor Heavy Weapons 3D6 (Stamina only)
Foam Grenade Heavy Weapons — Short radius. Encases targets in hardening foam. STR 10+ to break free.

Part 5: Characters — Archetypes

Playable Archetypes

The Ghost (Hacker / Infiltrator)

Concept: You do not exist in the databases. You are a hole in the record.

Key Skills: Intrusion-2, Computer-2, Electronics-1, Stealth-1, Deception-1 Cyberware: Neural Jack, Wraith suite, Smart Eyes Gear: Spiker deck, false IDs, lockpick set, non-descript clothing Hook: You owe a debt to a syndicate data-broker. They own your zero-day cache.

The Snoop (Investigator / Journalist)

Concept: The truth is buried under NDA, encryption, and bodies. You dig.

Key Skills: Investigation-2, Computer-1, Streetwise-2, Insight-1, Persuasion-1 Cyberware: Memory Vault, Smart Ears, Chemosensor Gear: Recording gear, press credentials (forged or real), contact network Hook: Your last story got someone killed. You do not know if it was your fault.

The Badge (Corporate Security / CTU)

Concept: You are not a cop. Cops have jurisdiction. You have a budget and a kill quota.

Key Skills: Gun Combat (Slug Rifle)-2, Recon-1, Tactics-1, Counter-Intrusion-1, Leadership-1 Cyberware: Wired Reflexes, Combat Computer, Subdermal Armor Gear: Assault rifle, combat armor, tac-helmet, breaching charges, drone controller Hook: Your unit was ordered to fire on civilians. You complied. The footage is being used to blackmail you.

The Operator (Urban Guerrilla / Mercenary)

Concept: Ideology is a luxury. You have rent and a cause, in that order.

Key Skills: Gun Combat-1, Heavy Weapons-1, Stealth-1, Streetwise-1, Demolitions-1 (Profession) Cyberware: Hydraulic Assist, Adrenal Override, Grapple Hand Gear: SMG, IED components, burner comms, safehouse network Hook: Your cell leader was a corporate plant. You do not know who to trust.

The Suit (Corporate Agent / Fixer)

Concept: You wear silk and carry a poison pen. The violence is outsourced; the decisions are yours.

Key Skills: Broker-2, Deception-2, Persuasion-1, Admin-1, Computer-1 Cyberware: Emotion Regulator, Skin Mask, ID Spoofer Gear: Luxury wardrobe, encrypted briefcase, corporate black card, personal defense pistol Hook: You embezzled from your division to pay for your daughter's medical treatment. Audit is in three weeks.

The Street Doc (Medic / Cyberware Tech)

Concept: You patch bodies and install chrome in a basement that smells of ozone and antiseptic.

Key Skills: Medicine-2, Electronics-1, Streetwise-1, Computer-1, Profession (Cyberdoc)-1 Cyberware: Coprocessor, Smart Eyes (magnification), Hydraulic Assist (fine motor) Gear: Portable surgical kit, cyberware stock, antibiotics, anesthetic Hook: Your last patient died on the table. Their gang blames you. They are not wrong.


Part 6: Specialist Equipment

Hacker Gear

Item Cost (Cr) TL Effect
Spiker Deck, Consumer 5,000 10 +1 DM to Intrusion. Detected by standard scans.
Spiker Deck, Military 50,000 12 +2 DM to Intrusion. Stealthed hardware.
Quantum Tap 100,000 14 One-time use. Bypasses any encryption instantly. Illegal everywhere.
Faraday Cage, Personal 2,000 10 Blocks all wireless signals. Prevents hacking, tracking, and remote detonation. Cannot communicate while active.
Burner Comms 100 8 Untraceable for 48 hours. Then flagged.
Mesh Goggles 1,000 10 Visualize Mesh topology. See network nodes as colored auras. +1 DM to Intrusion.

Infiltration Gear

Item Cost (Cr) TL Effect
Thermal Cloak 2,000 10 Hides heat signature. −2 DM to thermal detection.
Chameleon Suit 10,000 12 Active camouflage. +2 DM to Stealth when stationary. +1 DM when moving.
Grav Harness 5,000 11 Descend any height safely. Climb vertical surfaces at walking speed.
Wall Penetrator 500 9 Chemical foam that eats through standard walls in 1 minute. 3 uses.
Scent Suppressant 200 8 6 hours. −2 DM to chemosensory tracking.

Combat Gear

Item Cost (Cr) TL Effect
Smart Rifle, Urban 3,000 11 Integrates with neural jack. +1 DM in urban environments (calculates ricochet angles, cover penetration).
Drone Controller Rig 8,000 11 Control 3 drones simultaneously. +1 DM to Drone Operation.
EMP Pistol 4,000 11 2D6 Integrity damage to drones/robots. 10 shots.
Foam Grenade 150 9 Short radius. Hardens in 2 rounds. STR 10+ or trapped.
Flashbang, Smart 200 10 Detonates after bouncing once. Cannot be dodged if victim has no cover.
Tac-Helmet 2,000 10 HUD, comms, air filtration, AR overlay. +1 DM to Recon and Tactics.

Surveillance & Counter-Surveillance

Item Cost (Cr) TL Effect
Bug, Micro 500 9
Bug Sweeper 1,000 9 Detects active surveillance within Short range.
Retinal Copier 10,000 12 Copies retinal pattern for 1 use. Bypasses biometric locks.
Voice Stress Analyzer 2,000 10 +2 DM to detect lies if subject is recorded for 30 seconds.
Drone, Surveillance Gnat 1,000 10 2-hour flight. Live feed. Nearly silent.

Part 7: Xenosophont Cyber

Aliens in the Sprawl face unique challenges. Human infrastructure is built for human bodies, human senses, and human data formats.

The Interface Problem

A Vrenn cannot use a standard neural jack—it requires a chemical translation port that converts electrical signals to pheromonal gradients. Cost: ×3 standard cyberware. Load: +0.5.

A Saan cannot use a standard keyboard—they require seismic input pads or direct electromagnetic induction. Their cyberware is typically external crystal arrays rather than implants.

An Aat cannot perceive screens. They require topological displays —haptic fields that render data as spatial relationships.

Alien Cyberware

Species Cyberware Adaptation Cost Multiplier Load Modifier
Vrenn Chemical-electrical translators, nutrient injectors ×2 +0.5
Saan Piezoelectric amplifiers, seismic projectors ×2.5 +1 (crystals are bulky)
Aat Electroreceptive mesh, topological HUDs ×2 +0
AI (embedded) Direct code injection, no physical interface ×0.5 0 (software only)
AI (robot shell) Standard human cyberware if shell is humanoid ×1 As shell

Alien Hackers

A Vrenn hacker does not type. They exude code through chemical gradients into a translation vat. Their intrusion style is biological —they do not brute-force passwords; they spoof chemical authentication markers.

A Saan hacker operates on geological timescales by human standards. They prepare attacks that take weeks to execute, infiltrating systems so slowly that automated defenses do not register the activity as anomalous. When they strike, they have already been inside for months.

An Aat hacker perceives code as architecture. They do not read programs; they walk through them. Firewalls are walls. Backdoors are literal doors. Their intrusion style is spatial and intuitive.


Part 8: Factions & NPCs

The Syndicates

The Red Ledger: Data brokers. They do not steal information; they trade in context —the narrative that makes raw data valuable. They employ hackers, investigators, and assassins.

The Hollow Men: Body-modification cult. They believe flesh is obsolete. Members replace body parts methodically. Not hostile unless you interfere with a "conversion."

The Remembered (Sprawl Branch): Underground railroad for the contaminated. They hide people who have seen too much of the Dark. They need street docs and safehouses.

The Corporations

Kiroshi Optics: Sensory technology. They own 60% of the smart-eye market. Their R&D division experiments on homeless subjects.

Arasaka Heavy Industries: Security contractors. They rent CTU units to governments. Their training programs produce efficient, traumatized killers.

Mitsuhama Computer Technologies: AI and cyberware. They have a division dedicated to "domesticating" emergent AI. Success rate: classified.

Government & Law

Municipal Police: Underfunded, corrupt, overwhelmed. They respond to Heat 1–2. Beyond that, they call corporate security.

Corporate Counterterrorism Unit (CTU): Elite, heavily armed, jurisdiction-free in corporate zones. They respond to Heat 3–4. Their motto: "No witnesses, no paperwork."

National Intelligence: The rare government entity with real power. They operate above corporate law. They are interested in information, not arrests.

NPC Templates

CTU Operator

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

Skills: Gun Combat (Slug Rifle)-2, Recon-1, Tactics-1, Counter-Intrusion-1, Athletics-1 Cyberware: Wired Reflexes, Combat Computer, Tac-Helmet integration Stamina: 10 | Lifeblood: 10 Gear: Assault rifle, combat armor, 2 flashbangs, drone controller Morale: Holds until 75% casualties or commander down. Will execute surrendering targets if ordered.

Corporate Spider (Hacker)

STR DEX END INT EDU SOC
5 7 6 12 10 6

Skills: Intrusion-3, Counter-Intrusion-2, Computer-2, Deception-1 Cyberware: Neural Jack, Coprocessor, Wraith suite Integrity: 10 | Strain: 12 Gear: Military spiker deck, black ICE (mild), burner comms Tactics: Never fights physically. Retreats to secure node if traced. Uses Fork Bombs to cover escape.

Street Doc

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

Skills: Medicine-2, Electronics-1, Streetwise-2, Computer-1 Cyberware: Smart Eyes (magnification), hydraulic assist (fine motor) Stamina: 9 | Lifeblood: 8 Gear: Surgical kit, cyberware stock, 1D6 doses of combat drugs Hook: Will treat anyone who pays. Has treated enemies on consecutive nights. Keeps secrets.


Part 9: Running the Sprawl

The Information Economy

In the Sprawl, information is currency, weapon, and shield.

Data as Loot: A successful run might yield:

The Mission Structure

Urban cyberpunk missions in 334 Cepheus use the same 5-Node structure:

Heat in Campaign Play

Track Heat for the crew, not just individuals. A crew with Heat 3+ cannot operate openly. They must use safehouses, false IDs, and cutouts.

Safehouses: Cr 2,000/month for a basic apartment with no paper trail. Cr 10,000/month for a hardened site with escape tunnels and autonomous defenses.

Cutouts: An NPC who takes delivery, passes messages, or fronts transactions. Cost: 10% of transaction or Cr 1,000/month retainer. Risk: Cutouts can be flipped.


Appendix: Quick Reference

Urban Combat Modifiers

Condition DM
Attacking from High to Street +1
Attacking from Street to High −1
Target in dense crowd −2
Attacker using smart link vs. unjacked target +1
Using suppressive fire in crowd Automatic panic, Bane on all civilian actions
Hacking smart weapon (per attempt) Intrusion 10+

Mesh Intrusion Summary

Cyberware Capacity

Neural Capacity = END + INT DM Current Load = sum of all implant Load Excess Load = Rejection Syndrome


Chrome & Static — 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.