334 Cepheus Supplement: Modular Starcraft Design


Introduction: Build a Ship, Not a Spreadsheet

The 334 Cepheus modular design system replaces the traditional tonnage-accounting wargame approach with a slot-based, mission-driven framework. You do not calculate the exact mass of every rivet. You decide what your ship does, then assemble the modules that make it possible.

A ship is three things:

This system is compatible with the ship combat rules in Part 7. Hull, Structure, Armor, and Thrust are derived from the frame and modules, not calculated from tonnage.


Part 1: Hull Frames

The frame determines the ship's base statistics and how many modules it can carry. Frames are classified by Scale — a logarithmic measure of size and capability.

Scale Name Slots Base Hull Base Structure Base Armor Max Thrust Crew Min Typical Cost (MCr)
I Shuttle / Fighter 4 20 10 2 6 1 0.2
II Pinnace / Launch 6 40 20 2 5 1 0.5
III Cutter / Scout 10 60 30 3 4 2 2
IV Corvette / Yacht 14 80 40 4 4 4 8
V Frigate / Trader 20 120 60 5 3 8 20
VI Destroyer / Liner 30 160 80 6 3 15 50
VII Cruiser / Carrier 45 240 120 8 2 40 120
VIII Capital / Colony 70 400 200 10 1 100+ 300

Slots: Each module consumes 1 or more slots. A ship cannot exceed its frame's slot capacity.

Base Hull / Structure / Armor: Starting values before modules. These can be increased by modules.

Max Thrust: The highest Thrust rating the frame can support without structural stress.

Crew Min: Minimum crew to operate all systems without penalty. Skeleton crew (½ minimum) imposes Bane on all tasks.


Part 2: The Module Catalog

Modules are standardized components. Each takes 1 Slot unless noted otherwise. Some modules have Power Draw (see Part 3).

Propulsion Modules

Module Slots Power Effect
M-Drive, Basic 1 2 Thrust +1
M-Drive, Enhanced 2 4 Thrust +2
M-Drive, Military 3 8 Thrust +3
Jump Drive-1 2 0* Enables jump-1. Requires 1 Fuel module per 2 jumps.
Jump Drive-2 3 0* Enables jump-2. Requires 1 Fuel module per jump.
Jump Drive-3 4 0* Enables jump-3. Requires 2 Fuel modules per jump.
Jump Drive-4 5 0* Enables jump-4. Requires 3 Fuel modules per jump.
Fuel Storage 1 0 Stores fuel for 1 jump per Jump Drive rating.
Refinery 1 2 Processes raw fuel (gas giant skimming) into jump-ready fuel at 10 tons/hour.
Drop Pod Bay 1 0 Carries 1 Scale I craft or 2 escape pods.
Small Craft Bay 2 1 Carries 1 Scale II craft. Includes launch rails.
Hangar Bay 4 2 Carries 1 Scale III craft or 2 Scale II.

*Jump drives draw power only during the jump itself (1 hour), requiring 50% of ship's total power generation.

Power Modules

Module Slots Effect
Fusion Plant, Small 1 Generates 4 Power.
Fusion Plant, Standard 2 Generates 10 Power.
Fusion Plant, Heavy 3 Generates 20 Power.
Solar Array 1 Generates 2 Power. Free while in starlight. No fuel cost.
Battery Array 1 Stores 10 Power. Discharges when main plant is offline.
Emergency Generator 0.5 Generates 2 Power. Runs on ship's stores (1 ton fuel/week).

Quarters & Life Support

Module Slots Power Effect
Standard Quarters 1 1 4 staterooms. Middle/High passage capacity.
Low Berth Bay 1 2 10 cryogenic berths. 1% mortality per jump.
Barracks 1 1 8 bunks. Spartan. No passenger rating.
Luxury Suite 1 1 1 High passage suite. +1 DM to Steward checks.
Medical Bay 1 2 +2 DM to Medicine. Surgery capability. 4 patient beds.
Science Lab 1 2 +2 DM to Science and Investigation.
Workshop 1 1 +1 DM to Engineer, Mechanic, and Electronics.
Hydroponics 1 2 Reduces life support costs by 50%. Fresh food.
Life Support, Extended 1 1 Doubles maximum mission duration before resupply.

Control & Computer Modules

Module Slots Power Effect
Bridge, Standard 1 1 Standard command station. Required for all ships.
Bridge, Combat 1 2 +1 DM to initiative. CIC layout.
Computer, Standard 1 1 +1 DM to Navigation, Sensors, and Jump Plotting.
Computer, Advanced 1 2 +2 DM. Can assist one crew station per round.
Computer, Military 2 4 +3 DM. ECM and ECCM capability.
AI Core Housing 1 2 Dedicated environment for ship AI. AI operates all systems at +1 DM.
Sensor Array, Enhanced 1 2 +1 DM to Sensors. Detects stealthed targets at Medium range.
Sensor Array, Long-Range 2 3 +2 DM to Sensors. Detection at Distant range possible.
Drone Control Suite 1 1 Controls up to 3 remote drones. +1 DM to Drone Operation.

Cargo & Utility

Module Slots Power Effect
Cargo Hold 1 0 40 tons cargo capacity.
Cargo Hold, Specialized 1 0 20 tons capacity. Climate control for livestock, chemicals, or art.
Fuel Scoop 1 0 Enables skimming gas giants and water worlds. Requires Streamlined hull.
Mail Vault 1 0 Secure storage for diplomatic/mail contracts. Tamper-evident.
Smuggler's Cache 0.5* 0 Hidden compartment. 5 tons capacity. −2 DM to detection.
Vehicle Bay 2 0 Carries 1 ground vehicle (ATV, rover, etc.).

*Does not count toward slot limit if replacing existing Cargo Hold space.

Weapon Modules

Module Slots Power Effect
Single Turret 1 1 Mounts 1 weapon system.
Double Turret 1 2 Mounts 2 identical weapons.
Triple Turret 1 3 Mounts 3 identical weapons.
Fixed Mount 0.5 1 Forward-firing only. +1 DM to hit. Cannot traverse.
Missile Rack 1 1
Torpedo Bay 2 2
Spinal Mount 4 6 Mass driver or meson gun. Fixed forward. Devastating vs. large targets.

Weapon Types (per mount):

Weapon Damage Range Special
Pulse Laser 2D6 Medium Reliable, low power.
Beam Laser 3D6 Medium Higher draw, better penetration.
Particle Beam 4D6 Long AP 2. Radiation hazard to crew.
Meson Gun 5D6 Long Ignores armor. Spinal only.
Railgun 4D6 Long AP 4. Kinetic.
Missile, Standard 4D6 Long Smart guidance.
Missile, Nuclear 6D6 Long Blast radius. Radiation.
Sandcaster — — Defensive. Reduces beam damage by 3D6.

Defense Modules

Module Slots Power Effect
Armor, Light 1 0 +1 Armor.
Armor, Medium 2 0 +2 Armor.
Armor, Heavy 3 0 +3 Armor. Max AR = Frame base + 3.
Point Defense System 1 2 Automated. 8+ to destroy incoming missiles.
ECM Suite 1 2 Opposed Sensors. Breaks missile locks, jams targeting.
Decoy Launcher 1 0 6 charges. Creates sensor ghost (Bane to be hit, 1 round).
Screen Generator 2 4 Reduces all energy weapon damage by half.
Hull Reinforcement 1 0 +10 Hull.

Special Modules

Module Slots Power Effect
Grav Deck 2 3 Spin gravity in living quarters. Eliminates Zero-G penalties for crew.
Brig 1 1 Secure holding. 4 cells. Tamper-resistant.
Vault 1 0 High-security storage. AR 10 walls.
Stealth Coating 2 1 −2 to detection by sensors.
Streamlining 1 0 Enables atmospheric entry. Required for fuel scooping.
External Docking Collar 1 0 Links to another ship or station. Transfer without EVA.
Salvage Rig 2 2 +2 DM to salvage and debris recovery.
Passenger Lounge 1 1 +1 DM to Steward. Increases passenger fees by 20%.
Recycling Plant 1 2 Reduces life support costs by 75%. Slight odor.

Part 3: Power & Heat

Every ship has a Power Budget: total generation minus total draw.

Total Generation: Sum of all Power modules. Total Draw: Sum of all active modules' Power requirements.

Power States

State Condition Effect
Normal Draw ≤ Generation All systems functional.
Strained Draw = Generation + 1 to 3 Systems run hot. Engineer must make Engineering 8+ each hour or one random system shuts down to prevent damage.
Overloaded Draw > Generation + 3

Rerouting Power: As a Significant Action, the Engineer may shut down one system to free its Power draw for another. This takes 1 round.

Emergency Power: Battery Arrays provide temporary power. When drained, they must be recharged from main generation (1 hour per 5 Power stored).


Part 4: Complexity & Crew

Complexity Rating

A ship's Complexity is the total number of modules divided by 5, rounded up. This determines maintenance and crew needs.

Complexity Maintenance (MCr/year) Optimal Crew Skeleton Crew
1–2 0.1% of ship cost 1 per 2 modules 1 per 4 modules
3–4 0.2% of ship cost 1 per 2 modules 1 per 4 modules
5–6 0.3% of ship cost 1 per 1.5 modules 1 per 3 modules
7+ 0.5% of ship cost 1 per module 1 per 2 modules

Skeleton Crew Penalty: All tasks suffer Bane. Cannot perform Bridge Drama. Ship combat initiative reduced by 2.

Automation

Each AI Core Housing module reduces crew requirements by 2 (minimum 1). Each Computer, Advanced or Military reduces crew by 1.

A fully automated ship (AI + sufficient computers) can operate with a skeleton crew of 1 —a biological overseer or remote operator.


Part 5: Construction Process

Step-by-Step Ship Design

Step 1: Select Frame Choose Scale I–VIII. Record base Hull, Structure, Armor, Max Thrust, and Slots.

Step 2: Select Modules Fill slots with modules from the catalog. Do not exceed slot capacity.

Step 3: Calculate Power Sum generation and draw. Ensure you have enough generation for Normal operations, or plan for Strained/Overloaded states.

Step 4: Calculate Final Stats

Step 5: Calculate Cost Frame cost + module costs (see below).

Step 6: Determine Crew & Quarters Ensure you have enough quarters for crew + intended passengers. Remember: crew need bunks at minimum; passengers need staterooms.


Part 6: Costs & Funding Models

Module Costs

Module Type Cost per Slot (MCr)
Propulsion (M-Drive) 0.5
Jump Drive 2.0
Fuel Storage 0.1
Power Plant 0.5
Quarters/Life Support 0.2
Control/Computer 0.5
Cargo/Utility 0.05
Weapons (turret/mount) 0.3
Weapons (spinal) 5.0
Defense 0.4
Special 0.3

Weapon systems add cost per mount: Pulse Laser +0.1, Beam Laser +0.2, Particle Beam +0.5, Railgun +0.4, Missile Rack +0.2, Torpedo Bay +0.5.

Example: A Double Turret with Beam Lasers costs 0.3 (turret) + 0.4 (2× beam) = 0.7 MCr.

Total Ship Cost

Frame Cost + Module Costs + Weapon Costs = Base Price

Multiply by 0.9 for bulk production (military orders, 10+ identical hulls).Multiply by 1.2 for custom one-off designs.

Funding Models

Model 1: Mortgage (Standard)

Model 2: Lease (Corporate)

Model 3: Subsidized (Government)

Model 4: Cooperative (Syndicate)

Model 5: Salvage & Refit


Part 7: Basic Ship Types (Templates)

Type A: Free Trader (Scale V)

Frame: Scale V (Frigate/Trader) — 20 slots, Hull 120, Structure 60, Armor 5, Max Thrust 3 Cost: ~Cr 37 MCr (standard), ~Cr 45 MCr (Far Trader variant)

Module Slots Power Notes
Bridge, Standard 1 1 —
Computer, Standard 1 1 —
M-Drive, Basic 1 2 Thrust 1
Jump Drive-1 2 0* —
Fuel Storage ×2 2 0 2 jumps
Fusion Plant, Standard 2 10 —
Standard Quarters ×2 2 2 8 staterooms
Low Berth Bay 1 2 10 low berths
Cargo Hold ×4 4 0 160 tons
Fuel Scoop 1 0 —
Streamlining 1 0 —
Airlock ×2 2 0 —
Total 20 18/10 Strained when all systems active

Power Note: With 10 generation and 18 draw, the Free Trader runs Strained when all systems are active simultaneously. The Engineer must manage power: shut down low berths and non-essential quarters during combat or high-activity periods.

Crew: 4 (Pilot, Engineer, Navigator, Steward). Can carry 8 passengers.


Type S: Scout/Courier (Scale III)

Frame: Scale III — 10 slots, Hull 60, Structure 30, Armor 3, Max Thrust 4 Cost: ~Cr 15 MCr

Module Slots Power
Bridge, Standard 1 1
Computer, Standard 1 1
M-Drive, Basic 1 2
Jump Drive-2 3 0*
Fuel Storage 1 0
Fusion Plant, Small 1 4
Standard Quarters 1 1
Sensor Array, Enhanced 1 2
Total 10 11/4

Power: 4 generation, 11 draw. This ship runs Overloaded if everything is on. Scout operations require power management: shut down sensors and quarters during jump; shut down jump drive during survey operations.

Crew: 1–2. The scout is designed for solo operation with occasional passengers.


Type P: Patrol Corvette (Scale IV)

Frame: Scale IV — 14 slots, Hull 80, Structure 40, Armor 4, Max Thrust 4 Cost: ~Cr 30 MCr

Module Slots Power
Bridge, Combat 1 2
Computer, Standard 1 1
M-Drive, Enhanced 2 4
Jump Drive-1 2 0*
Fuel Storage 1 0
Fusion Plant, Standard 2 10
Barracks 1 1
Double Turret (Pulse) 1 2
Missile Rack 1 1
Armor, Light 1 0
Hull Reinforcement 1 0
Total 14 21/10

Power: Strained when all weapons fire simultaneously. Military crews train for power management.

Crew: 8 (Pilot, Navigator, Engineer, 2 Gunners, 3 Marines).


Type Y: Yacht (Scale IV)

Frame: Scale IV — 14 slots Cost: ~Cr 25 MCr

Module Slots Power
Bridge, Standard 1 1
Computer, Advanced 1 2
M-Drive, Basic 1 2
Jump Drive-1 2 0*
Fuel Storage 1 0
Fusion Plant, Small 1 4
Luxury Suite ×2 2 2
Standard Quarters 1 1
Passenger Lounge 1 1
Cargo Hold 1 0
Grav Deck 2 3
Sensor Array, Enhanced 1 2
Total 14 18/4

Power: Strained. Yacht owners pay for the privilege of inconvenience.

Crew: 4 (Captain, Pilot, Engineer, Steward). Passengers: 6 High/Middle.


Type M: Mercenary Cruiser (Scale VI)

Frame: Scale VI — 30 slots, Hull 160, Structure 80, Armor 6 Cost: ~Cr 120 MCr

Module Slots Power
Bridge, Combat 1 2
Computer, Military 2 4
M-Drive, Military 3 8
Jump Drive-2 3 0*
Fuel Storage ×3 3 0
Fusion Plant, Heavy 3 20
Barracks ×2 2 2
Medical Bay 1 2
Double Turret (Beam) ×2 2 4
Missile Rack 1 1
Point Defense 1 2
Torpedo Bay 2 2
Armor, Heavy 3 0
Small Craft Bay 2 1
Total 29 48/20

Power: Normal operations at 28/20. Weapons fire pushes to Strained.

Crew: 15 (Captain, 2 Pilots, 3 Engineers, 4 Gunners, 2 Sensor Ops, 3 Marines).


Part 8: Referee Tools

Quick Ship Generation

Need a ship fast? Roll 1D6 for each:

D6 Frame Primary Role Notable Quirk
1 Scale III Explorer Former military, patched hull
2 Scale IV Yacht Haunted by previous owner's AI
3 Scale V Trader Smuggler's cache discovered mid-voyage
4 Scale V Patrol Undercrewed, overgunned
5 Scale VI Mercenary Financed by crime syndicate
6 Scale III Courier Experimental jump drive, unreliable

Ship Problems (1D66)

Roll Problem
11 Power plant runs 10% hot. Engineer must babysit it.
12 Jump drive has a 1-in-6 chance of 1-day delay.
13 Life support recycles with a noticeable smell.
14 One module was salvaged from a wreck. It sometimes activates on its own.
15 The ship's transponder broadcasts an old identity 1% of the time.
16 Cargo hold has a Residual zone (1 cubic meter). Items placed there weigh less.
21 AI is a fork of a notorious pirate. It has intrusive memories.
22 M-Drive produces a harmonic that causes headaches in 10% of humans.
23
24 Bridge layout is for a different species. Human crew needs step-stools.
25 Fuel tanks have a "sweet spot" that improves jump accuracy by +1 DM.
26 The ship is famous. Everyone recognizes it. Reactions vary.
31 Previous crew disappeared. Their belongings are still in storage.
32 One stateroom is always 3 degrees colder. No engineering explanation.
33 Cargo doors stick in humid environments.
34
35 The ship's bell (if any) rings at random. No source.
36 Grav deck has a dead spot. Zero-G for 2 meters.
41 Medical bay was used for illegal experiments. Equipment is top-tier. Reputation is not.
42 The ship's paint job changes color slightly based on jump destination.
43 One airlock cycles 2 seconds slower than the others.
44 The ship's logs contain 200 hours of unaccounted time.
45 A module was installed backward. It works, but strangely.
46 The ship attracts vermin. Not rats. Something else.
51 Computer speaks in a dead language during boot sequence.
52 Thrusters leave a distinctive exhaust signature. Easy to track.
53 The ship's hull resonates with certain jump harmonics. Audible hum.
54 One turret has a personality. It refuses to fire on certain targets.
55
56 The ship's name was changed three times. All three names are still painted somewhere.
61 A previous owner installed a hidden backup power system. Unknown capacity.
62 The ship's artificial gravity fluctuates by 0.05g during meals.
63 Bridge windows (if any) are armored glass from a famous warship.
64 The ship has a "lucky" circuit breaker that never trips.
65 One bunk is always occupied by a previous crew member's ghost. Only some people see them.
66 The ship was built on a world that no longer exists. Records are classified.

Integration with Existing Rules

Combat: Use Part 7 ship combat. Hull, Structure, Armor, and Thrust come directly from the frame and modules.

Economy: Use Part 8 trade rules. Cargo capacity is 40 tons per Cargo Hold module. Passenger capacity is 4 Middle/High per Standard Quarters module, or 10 Low per Low Berth Bay.

Maintenance: Complexity determines annual maintenance (see Part 4). A ship with 7+ modules is expensive to keep flying.

Construction Time: Building a new ship takes 1 month per Scale. Refitting takes 1 week per module changed. Custom designs take 50% longer.


Modular Starcraft Design — 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.