Professional Documents
Culture Documents
f2dcfcd8-e767-4092-83d6-b16f0c807c85
f2dcfcd8-e767-4092-83d6-b16f0c807c85
Author
Paul Elliott
Cover
Ian Stead
123
All rights reserved. Reproduction of this work by any means is expressly forbidden. This
book is fully compatible with the Cepheus Engine roleplaying game, a Classic-Era Science
Fiction 2D6-Based Open Gaming System. Cepheus Engine and Samardan Press are the
trademarks of Jason "Flynn" Kemp,” and Zozer Games is in no way affiliated with either
Jason "Flynn" Kemp or Samardan Press™.
1 INTRODUCTION 6
2 INTERSTELLAR HAULAGE 7
Major Starlines 8
Charter Lines 10
3 THE CREWS 12
Officers 12
Crewmen 13
Roles On-Board Ship 14
Life In Space 16
Crew Roster 17
4 THE CONTRACT 20
Locate A Cargo 21
Identify The Destination 24
Determine Bonus Payment 37
5 SHIPBOARD OPERATIONS 39
In-Flight Checklist 39
The Deadline 40
Flight Planning 40
Fuelling 40
Loading & Unloading 42
Take-Off & Flight 43
Hyperspace 45
Coming Out of Hypersleep 46
Landing 47
Comms & Engineering 48
Gas Giant Refuelling 49
6 ENCOUNTERS 51
Star System Encounters 51
Starport Encounters 54
7 SAMPLE PLAY 55
8 UPLIFT MAGAZINE: HARBINGER 59
Harbinger: The Modern Workhorse 60
Anytime – Anywhere! 63
The Manufacturer’s Summary 64
On-Board the Selene 70
Often, horror comes from the mundane. The banal and the ordinary are safe areas;
we feel familiar and we know the rules. This is what is supposed to happen … and
then of course the horror emerges and often it is all the more horrific because it
breaks the rules, it goes beyond the natural. It shocks and disturbs.
This book isn’t about the horrors of the HOSTILE universe, though - there are
plenty of shocks in Pioneer Station, Hot Zone, Alien Breeds and of course in the
main book. Instead it is about the mundane and the familiar. It is essentially a game
of routine space travel, interstellar haulage carried out by blue collar ‘space
truckers’, working Joes just trying to make ends meet – and to stay alive. The book
provides a ship, it provides a selection of available crewmembers and an array of
tables for creating contracts that must be fulfilled. The player character
crewmembers aren’t going to get rich quick, and that isn’t the aim of Crew
Expendable. It isn’t a space trading game where players use their wits to buy
cargoes cheaply and sell them for a profit. Instead it is a process of shipping cargoes
where they need to be, to a deadline – and the adventure comes along the way.
There are encounters at the starport, or within the star system, or events and
incidents that require player character intervention. This is low-key roleplaying. But it
gets the player characters out into the void, beyond help, where any problem
becomes magnified and both resources and assistance are weeks away – if they
come at all. It is a framework for adventure – with the referee providing the
adventure with situations, scenarios and encounters along the way.
It is here that the referee can spring on the players a pre-planned horror or incident.
Just like that classic movie Alien (1979), the crew isn’t expecting an alien parasitic
infestation (or whatever nasty the referee has planned), it is expecting to drop off
the cargo at the next star system. Certainly, the tables in this book will cause all
kinds of interesting incidents and dramatic moments, and these may require some
good roleplaying and quick thinking, but the rules here are best used as a backdrop
for something more dramatic, most likely an incident of the referee’s own devising.
Catch them unawares.
Crew Expendable is also perfectly suited to solitaire play, where the referee is also
the player. With a set of characters and a pair of dice, he can forge ahead delivering
cargoes across the American sector and roleplay his way through any tricky
incidents. This works even better with Zozer Games’ dedicated book for solo play,
titled SOLO. Find it at Zozer Games website: www.paulelliottbooks.com/solo
“Time critical, outsize, hazardous - however substantial or complex the
freight you need to shift and whenever you need it to be there, you can
rely on Eagle Star to deliver on time and on budget. Military supplies to
Tau Ceti? Excavators to Oppenheimer? Oil pipes to Telluride? Snow cats
to Epsilon Indi? We are the perfect partner to take the weight off your
shoulders. Eagle Star Shipping - Demand The Best.”
Eagle Star Shipping advertisement, Uplift Magazine, February 2224
Interstellar space was not colonized for high-minded, altruistic purposes. Mankind
wasn’t ‘looking for answers’ or even trying to locate a paradise world that could save
it from extinction. Colonization was always about resource extraction, about getting
valuable raw materials back to a stripped-out, deforested, overpopulated and
polluted Earth.
In that light, it becomes clear why there are no luxury star-liners touring the
cosmos. Space traffic is industrial – moving workers and machinery out to the Off-
World colonies and shipping back the raw or processed materials that they extract.
It is done on a massive scale, too. Multi-kiloton space-freighters and oil tankers ply
the hyperspace lanes and vast container ships resupply the larger colonial
settlements. Of course, this is very big business. And yet a community of ‘small-fry’
transport companies has carved itself a useful niche within this eco-system of super-
freighters and billion-dollar oil refineries.
This is the fast courier business. Small, colonial outposts only infrequently receive
supply drops from the large kiloton cargo carriers as they ply their circuitous routes
through the Outer Rim and Frontier territories. But these tiny colonies often need
specific goods at short notice. It might be water recyclers, emergency food supplies,
urgent medicines, replacements for damaged vehicles, key components for a mining
or mineral processing centre, and so on.
Of course these ships are the perfect vehicle for adventure. Player characters can
secure a contract to haul X out to Y and when the mission is completed they can
benefit from the handsome bonuses waiting for them in their Earth-side accounts.
Note that we referred to bonuses and not ‘wages’. In Crew Expendable, the client
agrees to pay all of the basic, predicted running costs of the contact, from
maintenance fees to life support, docking fees, fuel, licences and insurance. The
crew all receive a remuneration payment of $1000 on completion of the mission
from the starline, the contract adds a financial bonus agreed before-hand. This
bonus is shared out between the crewmembers equally. The bonus will only be paid
in full if the contract is completely satisfied; if some part of the mission is not
achieved, then only part of the bonus may be paid. Due to negligence or bad luck,
the mission may be a failure and the cargo lost or destroyed – in that circumstance
the bonus is forfeit, and the crewmembers will receive only their flat payment of
$1000.
All of the big corporate groups include an established interstellar starline. Starlines
operate cargo and passenger carrying starships along a well-established network of
transport routes. These starlines are integral to the megacorporate business model,
used for both transportation of raw materials and finished goods for all of the
businesses within the corporate group.
The big six starlines are Braniff Interstellar, Consolidated American (ConAm),
Frontier Line, Norsk, Red Giant and Transtar. Each transports huge volumes of cargo
across hyperspace in multi-million dollar starships. Most also ferry passengers that
are kept in stasis within hypersleep chambers. Starlines are operated in a similar
fashion to the shipping companies of the early 21st century.
Most charter lines own or lease a fleet of perhaps a dozen starships, although
smaller start-up lines may only have access to one or two. Often investors
associated with the starline finance the leasing of its starships and in return receive
handsome annual dividends. No cargo starships are ever owned by their own crews,
the infrastructure required to operate just one multi-million dollar starship is huge –
consider the unlikely concept of a modern ocean-going container ship being owned
by its twelve crew-members. The days of the tramp freighter have been consigned
to the 1930s and ‘40s.
Peter Gok Li, the Hong Kong entrepreneur who had ran
Daedalus Transport for the past twenty years, set up CargoLogic after selling
Daedalus for a tidy profit. Before that, he had run another four charter line start-ups,
all of which failed. CargoLogic takes risks with its contracts, they seem to make
fantastic profits, or lose huge amounts of money. CargoLogic is a good company,
run by and staffed by good people, but it is teetering on bankruptcy through the
financial gambles of its chairman, Peter Gok Li.
Crews on commercial vessels are typically small. With so much automation, only a
small crew of officers is required to manage the command section and to handle
cargo. There will be other officers and perhaps one or two crewmen in the
engineering section. The command structure is unlike that of the military. The
commercial officer ranks represent levels of responsibility rather than seniority over
junior ranks. And with such small crews, everyone pulls together in a much more
informal way than on a large military starship. Commanding the ship, of course, is
the captain. Below him is the first officer, second officer and third officer. There may
be more than one third officer, and many ships also carry along a fourth officer or
two.
Officers hold a commercial space license from the ICO, they are known as ‘licensed’
or commissioned personnel. Officers on-board a commercial vessel are able spacers,
technically competent and cross-trained. Below the rank of captain sits a ladder of
ranks named first, second, third and fourth officer. Although the captain and first
officer are both qualified starship pilots, the other rank titles do not have specific
roles associated with them. The second officer may be the engineer or the medic,
for example. The second, third and fourth officer rank structure establishes seniority,
responsibility and experience with higher ranks able to carry out training, sign
important documents, organize routine drills or maintenance schedules, and so forth.
All officers stand watch, that is, take a turn manning the bridge so that an officer is
present to monitor systems during the critical phases of flight (loading, take-
off/undocking, acceleration, coasting, deceleration, landing/docking and unloading).
The officers take these watch duties in shifts. Pay is typically scaled according to
rank.
Roles must be filled for the ship to function; most require a pilot, a navigator, a
ship’s doctor (or medic), an engineer or two, and a sensor operator. The first officer
is always trained to pilot the ship, but that may not be his primary role and another
officer may be the designated pilot, the navigator may also be the sensor operator.
A great deal of cross-training occurs as a matter of course; several officers may be
able to navigate the ship and both the captain and a fourth officer (for example)
may be skilled electricians. Rank and responsibility are divorced from the officer’s
role aboard ship. However, both the captain and the first officer are trained pilots.
There are a lot of jobs that need attending to on-board a starship that fall outside
the specific job that a spacer has been hired on to do. Cargo needs loading and
unloading, orbital craft launched and retrieved, life support systems checked,
airlocks cycled, radio messages sent and received and a host of checks on every part
of the spacecraft in a never-ending maintenance and replacement cycle. Much of the
work and responsibility is shared, most starship crews are small (less than twelve in
number) and there’s very little ‘pulling rank’ between first, second, third and fourth
officers. Everyone works together, but when the captain and first officer are absent,
it’s the second officer who calls the shots. When he’s unavailable it’s the third officer
who is in charge. The first officer has some extra duties; he is a qualified pilot, able
to take control of the vehicle in the absence of the captain. Additional responsibilities
include the welfare of the crew and their training in fire-fighting, explosive
decompression and other emergency situations. The first officer will decide who is
on watch and assign jobs to crew members in order that the captain’s orders may be
carried out most effectively. On-board large vessels with several departments and a
large number of crewmen, there may well be more than one third or fourth officer.
This often happens on executive transports, large repair and construction ships and
on hospital ships, where responsible officers are required to lead departments.
Should two equally-ranked officers have no senior officer in charge, then the one
serving the most terms has seniority.
Although some unlicensed (non-officer) crewmen can be quite skilled, holding levels
in engineering, sensors, navigation or pilot, for example, they hold no licence, have
no command responsibility and are not allowed to stand watches (i.e. be the sole
person on the bridge). They are far from being the 2225 AD version of the hull-
painting, deck-scrubbing able seaman, however. They are technically proficient and
able to work with the officers as part of a tight-knit team. Most will be skilled in
space suit operation, zero G activities, communications and mechanics. On small
starships there may not be many crewman on board and most personnel will be
made up of officers (purely so that watch duties can be shared out) but when they
are, they are typically assigned to the engineering section, although military vehicles
may assign some to the weapons section and executive transports to the customer
service (stewards) section. Just like officers, crewmen receive a good deal of cross-
training.
What do the standard roles on-board a commercial starship entail? What kind of
duties are carried out?
Pilot: The pilot controls all of the ship movements and maneuvers either directly,
using the controls, or by resetting the autopilot in real time. Every ship requires a
pilot; they come into their own during key phases of flight, such as re-entry and
landing, take-off, acceleration and docking. However, the pilot’s station can be
unmanned for long periods. The pilot works closely with the navigator.
Navigator: The navigator plots complex in-system trajectories for the reaction
drive, as well as the location of viable hyperspace points within the current and
destination star systems. Every ship displacing 200 tons of more requires a
navigator, although some larger vessels (particularly military) carry a back-up that
can serve as a replacement due to combat loss or in order to work in shifts.
Navigators have training in astrophysics and are able to provide the captain with
good advice on astronomical anomalies. They are also able to locate and track
navigational beacons.
Engineer: Engineers are responsible for the maintenance, regulation and operation
of the powerplant, hyperdrive and reaction motors. They must also deal with general
ship maintenance. Any ship of 200 tons or greater must have one engineer on board
per 1000 tons of drive (or part thereof). As with other crew positions, large industrial
vessels or military craft may include many more engineers in order to keep a
continuous engineering presence, or to replace combat losses. If there is more than
one engineer, then the most senior or experienced is designated the Chief Engineer
and his associates are ranked accordingly as Assistant Engineers (‘first assistant’,
‘second assistant’ etc). Some assistant engineers will be tasked with oversight of
certain drives or ship systems. Engineers are always busy, even when things aren’t
malfunctioning, they are running scheduled tests, replacing equipment and
machinery before it fails and calibrating machinery.
Steward: A steward on a corporate ship attends to the need of the passengers (if
carried). There must be one steward per ten passengers if the vessel spends any
appreciable time out of hyperspace. These passengers will have paid for an Elite-
class ticket and the ship will be equipped with passenger staterooms, lounges and so
forth. Most frozen passengers flying commercial ships have no need of stewards,
since they are brought out of hypersleep at the destination starport. The role of
steward includes preparing meals, ensuring the comfort of passengers, and isolating
them from the busy routines of the crew with entertainments or distractions. If there
is more than one steward, then the most senior or experienced is designated the
Purser and his associates are ranked accordingly as Stewards. Stewards are common
on executive transports.
Medic: Each starship capable of hyperspace travel or spaceship over 5,000 tons
(that is also intended for long duration missions) must carry a medic (Medical 1 skill
or better). In addition, there should generally be additional medics onboard if the
crew is large. Assume one medic per 90 crew or passengers (or part thereof). For
example, a drill-rig with 146 people onboard would need a complement of 2
dedicated medics. One might be a doctor (Medical 3), the other a nurse. If there is
more than one medic, then the most senior or experienced is designated the Ship’s
Doctor. Medics conduct physical examinations of the crew after they emerge from
hypersleep, and are key to maintaining surface security and quarantine regulations
are upheld. Just as the navigator is a trained astrophysicist, the medic has some
degree of knowledge about currently recognized alien lifeforms and organisms. He
or she can serve as an ad hoc field biologist.
Shuttle Pilot: Each shuttle, lander or important carried spacecraft might have a
dedicated pilot as part of the crew. This does not apply to lifeboats or EEVs, and
many starship operators go so far as to combine the role of rarely-needed shuttle
pilot with that of another crewmember.
Loadmaster: Some ships require the services of a dedicated loadmaster, who can
direct ground-based loading crews, calculate weights, volumes and
loading/unloading priorities. Often these tasks are carried out by the first or second
officer of a commercial starship. Military craft, or container ships may require a
dedicated loadmaster who manages the cargo deck and drives any cargo-handling
vehicles carried on-board.
Who are these commercial spacers and what kind of life do they lead? The job
demands many months away from home, sometimes years. The crews therefore
have a lifestyle similar to modern oil-rig workers, or naval or merchant marine crews
- long periods in space, followed by several weeks or months of leave. The basic pay
is terrible but much of the money a spacer takes home actually comes from bonuses
awarded by the client (the corporate entity that is paying for the cargo to be shipped
out to the colonies). The bonuses are efficiency incentives designed to get the cargo
to its destination on time and intact.
Typically, the charter line recalls the crews from leave and they fly into low Earth
orbit by spaceplane from their nearest starport. From there they take a transfer
shuttle up to Liberty Transfer Station. Liberty is in geostationary orbit and anchored
to the incredible Transatmospheric Petroleum Pipeline (TAPP). Their freighter will
already be docked at Liberty station, powered down, and waiting for the crew to
reactivate its systems, arrange for refuelling and resupply and conduct a thorough
set of checks. Crewmembers must check in at the company office on Liberty for a
full pre-flight briefing. Once the captain has signed off the ship, he can begin the
loading of the cargo, or, if the cargo is elsewhere, can undock and head off to a
rendezvous point in the Solar System or some other star system to meet up with the
cargo. Once loaded, this too has to be signed for and then the race is on to get it to
the destination on time.
Life on-board is typically informal, ranks are never referred to and uniforms quickly
get modified, bits replaced with a favourite bit of clothing (a shirt, a hat, a pair of
boots, etc.) But everyone still wears some of the uniform … you’re getting paid by
the company, after all. Show willing. Some crewmembers are married, with their
spouses back on Earth, some are married to another crewmember, although this
isn’t very common. Relationships between crewmembers are quite common,
however, but they are typically informal and casual. Intense relationships disrupt the
harmony of the crew and endanger everyone on-board. The crews know each other
very well and work closely with one another, relying on each other for their safety
and survival. An odd-ball or ‘maverick’ will soon be transferred out to another ship.
It is very common for crews to get off the ship at the destination, sleeping in hotels
or local accommodation, to feel real gravity, eat some different foods and have new
people around them. Such a pleasant change from the icy cold of hypersleep, or the
cramped confines of a space freighter’s dark corridors.
Thirty-six spacers, useable as NPCs or even as PCs in a pinch. They include a one-
word summary of the company’s psych-evaluation [in brackets]. Decide which crew
role you need filled and then roll 1D6 to determine which crewman you’ve been
saddled with. Do not accept more than one crewman of rank first or second Officer.
CAPTAINS
PILOTS
ENGINEERS
SENSOR OPERATORS
Any flight first begins with the contract – the reason for the flight. What will be
transported? Where does it need to go? And how much will the crew be paid for
taking it there? All of these things will be handled by the company’s operations team
in the office, negotiating fees and rates to gain the maximum profit out of the
charter.
Once the details of the charter have been agreed upon, a starship from the fleet,
(along with its crew) will be tasked to carry out the mission. This is where the player
characters come in. In an ideal world the ship will already be sat in dock close to
where the cargo is waiting to be shipped. But sometimes the ship will need to be
flown from its current position to another star system, where the cargo can then be
loaded and the charter begun.
The cargo will ‘pay its way’ - just leave the details to the accountants back at
headquarters. The cargo hold may be packed with silver ore or it may only be
partially filled, carrying a high-value electrical transformer, for example, or a pair of
military tilt-rotor planes for the Marine Corps on Tau Ceti. The nature of the cargo
provides the mission with its flavour, but may have other, incidental effects on the
scenario.
Roll 2D6 to determine the availability and nature of the cargo, whether it is Raw
Materials or Finished Goods, once per week.
RAW MATERIALS
The referee can roll 3D6 on the following table to determine the nature of the cargo.
‘Value’ is used in determining the crew’s bonus payment.
For Finished Goods, roll first for the zone of interstellar space, and then again for the
specific world within that zone.
High Value Cargo +2 Modify this with a 2D6 roll on the Bonus
Medium Value Cargo +1 Modification table (left).
Low Value Cargo 0
Broker Skill (Raw Materials) +1 Broker skill: Having to negotiate a fee
on a distant world for Raw Materials only,
a character with Broker makes an Average Broker roll, and if successful gets to add
a +1 DM to the Bonus Modification roll. HQ leave the filling of the ships hold with
cheap raw materials heading back to the core to the crew themselves.
Example: Let us say that the crew have been contracted to haul a shipment of
agricultural machinery to Tau Ceti, in the Near Earth Zone, 4 parsecs away. This
gives us a base payment figure of 4 x $2,000 or $8,000. We roll on the Bonus
Modification table with a result of 9+1 (the agri-machinery is medium value) for 10.
The bonus is modified to $9,600. This would be split between (let us say) 7 crew-
members for a bonus share equalling $1,371. Add on that mission payment of
$1,000 and that increases to $2,371. If the mission had been out to HN Pegasi, 14
parsecs distant, in Extraction Zone 6, that would have been a $33,600 bonus for
$5,800 each. Of course the run to Tau Ceti only takes around 9 or 10 days. The trip
out to HN Pegasi takes just over three-and-a-half weeks. These figures compare well
to the monthly salaries awarded to regular freighter crews as listed in Cepheus
Engine’s Chapter 6: Starships and Interstellar Travel.
Of course the bonus situation may be in question should the crew not arrive when
expected, or if the cargo is damaged, destroyed or missing. By how much will the
client reduce their bonus?
PAYMENT PENALTIES
Intact?
Minor Damage/Loss -10%
Significant Damage/Loss -50%
Major Damage/Loss -75%
Total Damage/Loss -100%
On-Time?
Each day over the agreed arrival -1% Bonus Payment
(to a maximum of -50%)
Determine Start Location (Default Earth – Liberty Orbital Station).
A Contract
1 Locate a Cargo (Raw Material or Finished Goods?).
2 Identify the Destination:
Raw Material - Roll 3D6.
Finished Goods – Determine Zone, then Star System, then record UWP.
3 Determine Bonus – Base is $2000 x parsecs; roll 2D6 to modify this.
B Flight Day
1 Roll Starport Encounter.
2 Flight Planning, with Fuelling and Loading requires all day.
3 Fuelling. Roll 1D6; a ‘1’ indicates a hold-up in fuelling.
4 Loading. Crewman makes a Routine Loader roll. Failure indicates a hold-up.
C Take-Off & Flight Out
1 Crew skill rolls: Routine Pilot, Routine Engineer and Average Navigator.
2 Roll for a Star System Encounter
3 Travel to Hyperspace Point 2D6 x 10 MKM (add star and navigator’s DM).
4 Crew enter hypersleep; ship enters hyperspace.
5 During hyperspace travel, players roll 2D6, on a ‘2’ – drop out of hyperspace.
D Flight In & Landing
1 Exit hyperspace; crew emerge from hypersleep. Routine End rolls needed.
2 Crew skill rolls: Routine Pilot, and Average Navigator; sensor operator makes
Routine Comms roll for position fixing.
3 Roll for a Star System Encounter
4 Travel to Destination:
Mainworld - 2D6 x 10 MKM (add star and navigator’s DM).
Gas Giant for refuelling - 1D6 x 1D6 x 20 MKM (add star and navigator’s
DM).
Planet Inner System - 1D6 x 1D6 x 20 MKM (add star and navigator’s
DM).
Planet Outer System - 1D6 x 1D6 x 100 MKM (add star and navigator’s
DM).
5 Landing. Routine Pilot roll required, failure indicates a fine and/or damage.
6 Roll Starport Encounter.
7 Unloading. Crewman makes a Routine Loader roll. Failure indicates a hold-up.
8 Update Burns (‘fuel’) total. Update tally of full or partial days that have passed.
E Off-Duty
1 Bonus payment. Make deductions & divide between crew. Add $1000 salary.
2 Downtime for 2-3 days. Resolve any adventure opportunity, job or encounter.
3 Return to A1.
From lift-off day the crew is operating to a deadline – hold-ups, complications and
equipment failures will eat into their bonuses. The pressure is on. The time allotted
to complete the mission is equal to the pre-calculated time in hyperspace plus seven
days only for flight planning, loading, orbital transfers and in-system maneuvering.
The clock begins when the crew arrive at the ship on lift-off day and stops when the
cargo is off-loaded.
Plotting a trajectory to the nearest hyperspace point and a navigation route through
hyperspace is flight planning, along with compiling all flight data, gaining ATC
clearances for lift-off or undocking, satisfying customs officials of the flight’s and the
crew’s legality, and booking a refuelling and ship replenishment slot with the
starport’s ground handlers. All of this should take around one day (the day of the
flight). On worlds with government type 8, 9 or 13+, make an Average Admin roll,
with failure indicating bureaucratic hold-ups, taking one extra day.
If speed of refuelling is important to the plot, use these figures: fuelling takes 15
minutes for a small craft, 2 hours for starships of 1000 tons or less, 3 hours for
starships of 6,000 tons or less, 4 hours for starships of between 6,100 and 15,000
tons, and 6 hours for starships massing larger than 15,100 tons. Double these times
for a D class starport.
The referee might want to check for hold-ups. Roll 1D6, on a ‘1’ the fuelling is
delayed for ½ day. A character might be able to make an Average Admin roll to
circumvent this hold-up.
Maneuver Drive Fuel: Ships require liquid hydrogen to the amount of 0.1 x Hull
Tonnage x Mn. Example: A 3,000 ton ship with a 3G drive requires: 0.1 x 3000 x 3
tons of fuel (equating to 900 tons). This provides 24 ‘Burns’ at the reaction drive’s
rating. Once 24 burns are completed, the fuel tanks are dry! This maneuver drive
fuel forms the bulk of all fuel loaded onto a starship.
Loading is supervised by the crew of the transport ship, in particular a character with
Loader skill. The character overseeing the operation makes a Routine (+2) Loader
skill roll; apply the Loading DM from the table (above). Failure indicates a problem
has not been averted - the freight cannot be loaded or off-loaded for 24 hours at
the earliest. The reason might be political, legal, administrative, technical or logistical
(other ships need loading first). A player character may make a task roll to
circumvent the hold-up. Make either a Difficult (-2) Admin or Difficult Loader roll to
get the loading started in ½ day. If that fails, try again in 24 hours, this time at 8+
(an Average task). If that fails, try again in 24 hours, this time at 6+ (a Routine
task). You will eventually get off the ground! These rules all apply to both loading
and off-loading. The referee might want to replace this second Admin or Loader roll
with ingenious roleplaying, as the player characters plot to jump the queue or solve
the hold-up dilemma.
Self-Loading: Ships with their own cargo handling vehicles might be allowed to
circumvent such hold-ups, or unload at E-class starports, by taking matters into their
own hands. This might require a successful Loader or Admin roll as just described.
All smallcraft carry enough fuel for 12 burns of their reaction drive, whilst starships
have enough for 24 burns. Below is a table that illustrates the fuel costs for a variety
of maneuvers.
Note: A change in orbit or vector will not require any burns if the Pilot can
make an Average Pilot skill roll. If failed, the cost is 1 burn.
Example: The referee sets Jupiter’s distance from Earth at 780 MKM (of course it
varies as both planets move in their orbits). A 4-G ship travelling from Earth to
Jupiter will arrive in 20 days (780/40 = 19.5). It will use 4 burns in its initial
acceleration and another 4 burns to decelerate and enter Jovian orbit.
You can add the DM from the star’s luminosity class (see Hyperspace, below) for
more realism. Note the Habitable Zone sits somewhere between the Inner and Outer
Zones, and is the assumed location of the star system’s mainworld. The navigator
may also have a part to play: make an Average Navigation roll. Failure provides a
penalty DM of +1 on one of the 1D6 being rolled.
Moons - Moons are on a different scale of distance to planets, and ships will not
have enough time for a coast stage, merely accelerating midway then decelerating
to then enter orbit around the moon. Use these simple rules to determine the time
taken to reach a planet’s moon starting from orbit.
The larger or more luminous the star, the further out the hyperspace ‘points’ will be.
Hyperspace points are surveyed locations beyond a star’s habitable zone, they are
the perfect confluence of gravity, dark matter, orbital mechanics and fluctuations
through time that allow easy access to hyperspace. There are scores of HSPs in any
one star system, and the random roll below, provides a distance to the nearest
hyperspace point from the mainworld. Starships can enter hyperspace with a
substantial velocity. A clever navigator will have charted a course that will see the
ship exiting a hyperspace point in the destination system taking it directly to the
mainworld. This means that accelerating to a hyperspace point costs 4 burns, and
decelerating from the exit point toward the mainworld (and entering its orbit) costs
another 4 burns. Hyperspace points are invisible ‘bubbles’ of ‘hyperweak’ space in
the outer system that are several thousands of kilometres in diameter.
As the hyperspace points themselves move in their orbits, the roll to determine their
distance from the mainworld must be made every time the system is visited or
exited. Prior to arriving at the hyperspace point (at some considerable velocity), the
crew enter hypersleep. Once the ship enters the zone occupied by the hyperspace
point, the ship’s computer activates the hyperdrive – propelling it into hyperspace
along its preplanned course. Further information about hyperspace can be found in
Zozer Games’ free supplement titled the Hostile Technical Manual.
HYPERDRIVE LIMITS
A hyperdrive does not have a maximum range – instead, the starship’s drive rating
(1, 2, 3, 4, 5 or 6) indicates the number of parsecs crossed per week of travel.
Speeds are rated at ‘parsecs per week’. Hyperdrives do not consume additional fuel,
but use electrical power. Within the ship the drain on even the most overpowered
reactors is sufficient to leech power from most on-board systems so lights are dim,
many tertiary systems and crew luxuries inoperable and the temperature
uncomfortably cold, some inherent element of hyperspace leeching the heat even
from a wide open reactor.
Maybe your engineers should have carried out routine maintenance? See Comms &
Engineering, later.
Days or weeks will pass until the ship enters the destination star system where it will
emerge from hyperspace at a pre-calculated hyperspace point (again roll randomly
for its distance from your intended destination world). It will travel on a coasting
trajectory with engines shut down toward the destination. Automated systems wake
the sleeping crew and the starship is then brought online, systems checked, nav co-
ordinates confirmed and the flight plan for the trip to the main world activated. The
flight into the mainworld starport will typically take a couple of days or so, during
which time the crew will contact local traffic control and make arrangements for
unloading and refuelling (if needed). The ship’s computer automatically revives the
crew who each make their own Routine (+2) Endurance check. Failure to revive
successfully results in feeling ill and groggy for the rest of the day. All skill rolls that
day (piloting, engineering, comms, etc.) are conducted with a DM of -1. The ship’s
medic can assist anyone suffering from the effects of hypersleep with an Average
(0) Medical check for each patient. Success removes that -1 penalty.
Once in orbit around the mainworld, the starship begins a deorbit burn and enters
the atmosphere (if one exists). It will touch down around half-an-hour later at an
assigned landing pad assigned by local traffic control. Some missions will involve the
unloading of a cargo in orbit (either at an orbital highport above the A or B-class
port, or perhaps at some remote asteroid or deep space transfer location, far from
the mainworld). Landing is a relief – but the crew cannot relax yet, the contract is
only fulfilled once the cargo is unloaded and signed for. Remember the deadline that
was discussed in the section called Loading & Unloading? Unloading is supervised by
a crewman skilled in Loader, even if local port-workers are doing the work. At E-
class ports, the crew will be unloading the ship themselves. Once a local
representative of the client signs for the cargo, the contract is fulfilled.
PILOTING TASKS
Docking at a station, or landing at a starport are critical phases of the mission that
are entirely in the hands of the pilot. In normal conditions, he makes a Routine (+2)
Pilot roll to successfully dock or land. If the docking station is not responding for
some reason (Power out? Alien infestation?) or the starport is non-existent (a class X
port), then the difficulty increases to Average (0). There may be atmospheric
problems, due to extreme weather, or the atmosphere type may be type B or C, in
which case there will be a penalty DM of -2. Failure normally indicates the pilot
exceeded ICO tolerances, and is subjected to a corporate fine (which the company
translates as a penalty to the crew’s bonus by way of a -5% overall reduction. Now
if the ship was landing in bad atmospheric conditions or in the wilderness, away
from any starport, the penalty is accompanied by a Ship Malfunction.
CHILLIN’ OUT
Companies typically mandate some enforced ‘down time’ at this point. The crew may
be on a rock, next to a colony of 200 miners, but the accepted practice is to provide
two or three days leave to get off the ship, mingle with the locals, ‘explore’, ‘make
friends’ and have a few drinks. This enforced recreation was recommended by the
ICO after noticing that crews who simply took off and left after dropping a cargo
began to suffer long-term psychological problems, exacerbated by the distance from
Earth and the habitual non-life of hypersleep. These crews were described as being
‘in the bubble’, cut off from humankind, unconscious for 95% of their working lives
and incredibly busy and stressed during their brief waking hours. They became
obnoxious, intolerant and impatient to the point of violence when they did not often
mix with people. They were continually on-edge and stressed. The stop-overs also
allow ship systems to be checked, and routine maintenance and flight
instrumentation checks to be carried out. But crews often get drunk, make friends,
get into arguments, fall in love – in short, live a little. The ICO approves of this
behaviour as long as no local laws are broken. All too soon the captain recalls the
crew-members and the ship is prepared for take-off, either back to Earth, or on to
another frontier star system where a new cargo is waiting to be transported on a
journey to … who knows where?
Do the engineers and the sensor operator have anything to do of significance during
these routine operations?
ENGINEERING TASKS
Routine Maintenance is carried out prior to entering hyperspace. This involves
checking for anything that might malfunction, because while the crew are in
hypersleep, they are powerless to fix the ship. If a serious problem is detected the
mainframe computer will follow its protocols and disengage the hyperdrive, dropping
the ship into normal space, and reviving the crew in order that they can fix the
problem. Nobody wants that!
During transit to the hyperspace point the chief engineer makes a Routine (+2)
Engineering roll. Up to two assistant engineers can help with this task, each
providing a +1 DM if succeeding, or a -1 DM if failing their skill roll. Success means
that the starship will not drop out of hyperspace due to technical issues. It also
means that in the destination star system, if the Encounter result ‘Ship Malfunction’
comes up, the crew don’t need to spend time diagnosing the problem and they
receive an automatic +2 to fix the malfunction.
SENSOR OP TASKS
Routine tasks carried out by the sensor operator include contacting Local Traffic
Control, announcing flight intentions, asking for clearances to land, dock or enter
orbit, and also include conducting routine sensor sweeps as the starship moves
through real-space. These tasks do not require dice rolls.
A task roll is, however, required when emerging from hyperspace. The sensor op
must use the ship’s scanning equipment to determine its exact location, before
corrective burns need to be made to ensure that the ship is on course to the
system’s mainworld (or whichever planet is the destination). This is a Routine (+2)
Comms roll that takes 10 minutes. Failure means a retry taking one hour. Another
failure means that scans are not available, and that the normal coast toward to the
mainworld will unfortunately cost an additional +1 Burn.
During encounters in real-space, the sensor op will have many opportunities to make
significant Comms skill rolls: identifying starship types or names and calculating their
trajectories and getting to the bottom of several mysteries that appear on the In-
System Encounters table.
Refuelling far from Earth or far from a fully-equipped colonial starport may be
required. Starships fitted with fuel scoops may dive into the upper atmosphere of a
gas giant and fill their tanks with unrefined hydrogen. This is known as gas giant
refuelling, or ‘wilderness refuelling’. The star system must first have a gas giant
present and the standard Universal World Profile provides this information. Once
that has been established, the navigator can plot a trajectory from the hyperspace
point of exit into the system, out to the gas giant, emerging into real space at speed
directly toward the gas planet. This distance varies wildly from system to system.
Once in orbit around the target gas giant, the pilot can attempt a close approach
into the upper atmosphere. The fuel scoops are opened and everyone holds on!
Meanwhile the engineer monitors the gas intake and fuel tank pressures throughout
the maneuver. Scooping takes 1D6 hours although there is no obligation to wait until
the tanks are full. In an emergency, the crew might only be after enough fuel to
reach a safe planet in the system. The pilot makes an Average Pilot roll to carry out
this maneuver. Failure indicates a problem:
REFINING FUEL
Starships fitted with fuel processing equipment can refine the unrefined fuel they
might have bought, taken on-board by skimming a gas giant or pumping on-board
melted water ice or ocean water. This equipment turns the water or raw gases into
liquid hydrogen. Water can be cracked using electrolysis which uses electricity to
split the water into hydrogen and oxygen. The oxygen goes into the life support
system, the hydrogen must be purified. The liquefaction process requires clean
hydrogen and several cycles of compression, liquid nitrogen/helium cooling, and
then expansion. Gases skimmed from a gas giant are always contaminated with
other constituent gases including helium, ammonia, sulfur, methane and water
vapor; these must be filtered out before the hydrogen can be purified and liquefied.
Hydrogen only remains a liquid under high pressure, and at below -272ºC. A
starship’s fuel processors can convert 20 tons of water or skimmed hydrogen gas,
per ton of machinery, per day. Ten tons of installed processors, for example, can
convert 200 tons of unrefined fuel into refined fuel, per day.
I’m tellin’ you. Gas giants are dangerous places. No captain
goes there for a routine refuel – even the biggest of the
kiloton bulk carriers are nothing but a speck of dust inside a
Louisiana hurricane. Lightning storms, high-velocity winds,
extreme down-drafts and the effects of high-gee and that
crippling pressure are the biggest dangers to anyone inside a
gas giant’s upper atmosphere.
SHIP ENCOUNTERS
[X Starport]
1D6 Encounter
1-3 Resource Exploration Vessel
4 Mobile Drill Ship
5 Expedition Lander
6 Colonial Support Vessel
SHIPBOARD TRAINING
2D Training Duties 2D Training Duties
2 Nav Training 8 Radiation Leak Drill
3 Fuel-Leak 9 Anti-Hijack or Anti-Piracy
4 Depressurization 10 Computer Malfunction
5 Seminar on Procedures 11 Zero-G Training
6 Fire-fighting 12 Vacc Suit Operations
7 Individual training
SHIP MALFUNCTION
D66 Malfunction Skill Required
11 Airlock malfunction Mechanical
12 Grav plates Electronics
13 Water recycling Mechanical
14 Computer glitch Computer
15 Hypersleep chamber Electronics or Mechanical
16 Flooding Mechanical
21 Fusion overheat Engineering
22 Plasma leak Engineering
23 Air recycling Mechanical
24 Ship’s Boat/Lifeboat/Auxiliary Craft drive Engineering
25 Heating/Life support problems Mechanical
26 Hyperdrive calibration Electronics or Engineering
31 Security lock-outs Computer
32 Long range sensor maging Electronics or Comms
33 Sensor hardware failure Electronics or Comms
34 Hull stresses Mechanical
35 Micrometeoroid strike, 1D6 damage -
36 Hyperdrive field generator Engineering or
41-42 Hyperdrive initiation trigger Engineering
43 Fuel pump problem Engineering or Mechanical
44 Gas build-up Mechanical
45 Radiation leak Engineering
46 Fusion plant sensor failure Electronics
51 Plasma coil replacement Engineering
52 Computer core failures Computer
53 Bridge instrument display glitch Electronics or Computer
54 Inertial compensators failing Electronics
55-56 Maneuver drive Engineering
61 Fuel pump problem Engineering or Mechanical
62 Bay-door jamming Mechanical
63 Coolant leak Engineering
64 Undercarriage stress weakness Mechanical
65 Kitchen malfunction Mechanical
66 Waste disposal problem Mechanical
FIXING A MALFUNCTION
Roll Average Engineering skill every hour to diagnose the problem. Once diagnosed,
roll 1D+5 as a target number for repair and use the ‘Skill Required’ as a positive
DM. Each attempt requires 1D6+1 hours of work; there should be tools and spares
on-board. An Exceptional Failure (failed by six or less) means the malfunction
cannot be fixed at all without outside help. Several skilled crewmen may help. One
is the leader and makes the skill roll. One or two assistants can make their rolls,
providing a +1 DM if succeeding, or a -1 DM if failing their skill roll. Failure to
address a malfunction may have dire (or just annoying) consequences later on …
STARPORT ENCOUNTERS
D66 Starport Event
11 Starport Shutdown - 1 week. Issue is a labour dispute, accident, quarantine or
security problem.
12 Your cargo is in the wrong place (either waiting for loading, or just unloaded by you)
and your ship can't wait till whenever for it to be moved. Will Bribery or Admin help ?
13 Your ship or ship's crew are in trouble, perhaps legally, perhaps personally or
perhaps mechanically. They may need assistance.
14 Customs - Roll 5+ for the cargo to clear customs. If not, there may be a 1 week
delay. Is there a way around it? An Average Admin roll will find a loophole.
15 Red Tape - Transfer papers contain irregularities. Bribery or Admin might help.
16 Security - Security at starports is always high, you and your cargo are searched. The
search will throw up some issue to do with your cargo or luggage you were unaware
of on a 6 on 1d6. Arrest? Detention? Week-long delay? Roleplay the results.
21 Meet a fellow traveller as a potential contact. When met again, they may either offer
assistance or ask for your help.
22 One of your contacts needs your financial, legal, administrative or personal help
23 Your cargo is pilfered or suffers some minor damage.
24 Asteroid miners in port cause trouble all week for port officials and other travellers.
25 Meet a minor celebrity/dignitary/notable in the company of a couple of aides/guards.
26 Port personnel confuse you with someone else; roll 1D6 and on 1-3 this is good, on
4-6 it is bad. A quick ID check should sort it out – shouldn’t it?
31 A ship has limped into port this week with damage and crew casualties.
32 Meet one of your contacts – they are desperate for help.
33 Find a great hang-out/bar/cafe/restaurant at the port. Perfect for hiding away,
making deals or wooing someone.
34 Mysterious ship landed at the port, no-one allowed to see it or go near it, though
there are plenty of rumours around.
35 Commercial ship crew arrested and their ship seized.
36 Someone needs to get off-world fast ... but it’s not as simple as that ....
41- One of your skills is recognized by a port employee ... they have a little problem,
43 could you help them with it?
44 You are approached to smuggle illegal goods off-planet. If you accept, make
Average Bribery roll to succeed. There may be other complications. If you refuse
you may make an enemy of the smuggler.
45 A corporate ship is in port, it’s personnel are looking for someone - or something.
46 A US Space Command ship in is port causing a variety of problems for travellers.
51- Meet a fellow traveller as a potential contact. When met again, they may offer
53 assistance, or ask for your help.
54- Meet one of your contacts.
56
61- Nothing out of the ordinary occurs. What a relief!
66
Let’s follow the USCS Diocletian CSV-106067 on a flight out from Earth, to see how
the Inflight Checklist and the rules work together. Remember that this system isn’t
intended to be a game in-itself, but a framework for adventures, scenarios and
interstellar body-invading horrors. The Ship’s Log on pg.75 can be used to record
events as they occur, serving as a diary; alternatively use a sheet of lined paper.
CONTRACT
We are docked at Liberty Station in Earth orbit. Our cargo is rolled
and appears to be Medical Supplies (Low value), bound for Orontes in
EZ6, 0308. I record the UWP as C438342-C-G (gas giant)-K0III (the
star type, we’ll need that). That’s 15 parsecs or 26 days, add 7 days
for a deadline of 33 days. Our bonus is $24,000 to be shared equally.
PRE-FLIGHT
We roll a starport encounter but nothing out of the ordinary occurs.
No real adventure point there, then. Fuel is next and there is a hold-
up. Hiro successfully makes an Admin roll to skirt the issue, though.
1 24
[Loaded: 24 ‘Burns’ of fuel] Cargo loading: First Officer Symons
successfully makes the Loader roll to avoid any delays. Great!
FLIGHT-OUT
Undocking and accelerate out to the hyperspace point [Burns reduced
20
by 4 to 20]. Skill rolls. The pilot makes a successful Routine roll (to
match the trajectory to the hyperspace point), the engineer makes a
successful routine roll to ignore any drop out of hyperspace, but the
navigator fails her Average roll to find a close hyperspace point. The
In-System Encounter is ‘an accident’ related to a ‘Ship Malfunction’.
We decide this occurs during the 80 MKM trip to the hyperspace point
(it would have been 70 MKM, but the failed nav roll forced an added
10 MKM penalty). The Diocletian coasts at 40 MKM per day, indicating
3
a 2 day flight before hyperspace. Now, what happened? It seems to
have been the hyperdrive calibration unit, maybe giving the chief
engineer a nasty burn. We roll 2D6 for damage - he is injured. This is
a good plot point, and could all be roleplayed out once the referee
has seen the results of the dice. The assistant engineer takes an hour
to diagnose the problem, the task roll is 7+. Captain Vincent fixes the
unit with his Electronics-3 expertise. The crew enters hypersleep and
the ship then enters hyperspace; 3 days have passed.
FLIGHT IN/LANDING
We roll 2D6 to see if the ship drops out of hyperspace, it does not –
but our engineer had made his roll, nullifying any such hazard,
29
anyway. The ship spent 26 days in hyperspace. Now each player
character makes a Routine (+2) End roll to shrug off the day-long ill
effects of hypersleep. All make their rolls. Hiro the sensor op
successfully makes a Routine Comms roll to establish position. The
ship is heading for the mainworld at the high velocity that it entered
hyperspace. In-System Encounter – Ship Malfunction, since the
engineer made his roll before the hyperspace jump, there is no roll
for diagnosis and a +2 DM to fix the problem. The malfunction is a
fuel pump, and the assistant engineer makes the roll.
OFF-DUTY
The flight took 32 days, one day inside the 33-day deadline! Each
crewman receives $3,428 plus $1,000 corporate salary = $4,428 for
32 days work. I roll a ‘Random Encounter’ from Chapter 14 of the
Cepheus Engine, and on the Patron table of that same chapter, just
to see if anything catches my imagination whilst the crew are relaxing
at the busy, working seaport on Orontes. I roll ‘Peasants’, probably
hard-working colonists, maybe giving the crew a hard-time. Or
perhaps there is a disease on Orontes (hence the medical supplies)
and the colonists want access to some, threatening or bribing the
crew to get some for them. The patron was ‘Mercenary’, in HOSTILE
that is some Private Military Contractor or corporate security officer.
What does he want? What skills or talents do the crew possess that
would interest a corporate officer? Does he need a little job doing
while they are on Orontes? We roll randomly for downtime and the
35
crew can ‘enjoy’ 3 days of leave on this little colony.
CONTRACT
It’s time to work. Did the player characters have some kind of
adventure on Orontes? Did they steal medical drugs from the starport
14
warehouse? Or disable an electronic surveillance system for a
corporate security chief? Extra cash always helps to pay off that
mortgage and finance the kids through college back on Earth. Or
maybe you have gambling debts, alimony to pay, or a huge back-pay
of child support. Work out here on the frontier is hard, and the
money goes back to Earth – you rarely get to see it or spend it…
Time for the next flight. Where to?
Our cargo is rolled, Natural Fibers (Low value) bound for Jade Palace
in the Japanese sector of space. At least its back in the core. Jade
Palace is at NEZ 0603, UWP: B952651-C-no gas giant. That is 13
parsecs or 23 days in hyperspace, add 7 days for a deadline of 30
days. Our bonus will be $26,000, but Captain Vincent got to make a
Broker roll which provided a bonus, amending the total to $28,600.
PRE-FLIGHT
Planning and preflight. We roll on the starport encounter which is
1
making a contact, I decide it is the chief engineer’s old friend, now
working as a consultant in the colonies, called Jeffries. I note him
down. We don’t need fuel, the company will want to know why we
can’t get home on 14 burns, but Vincent wants to top up the tanks
with unrefined fuel. There is no hold-up, but it is unwise to use
2 24
unrefined fuel, and so the Harbinger sits on the pad for a day while it
refines that fuel. There is no hold up for loading the cargo.
FLIGHT-OUT
Lift-off and accelerate out to the nearest hyperspace point. Skill rolls.
22
As before, the pilot and engineer make their rolls, the navigator does
not, adding a +1 penalty to the roll to determine distance to the
hyperspace point. The In-System Encounter is a US Space Command
gunboat, a routine patrol, detached from a bigger USSC vessel in the
star system somewhere. I roll 2D6 for a reaction, ‘10’ looks pretty
good to me. They leave us in peace. The trip out is 80 MKM or 2 days
4 18
travel, costing 4 burns. The crew enter hypersleep and the ship
enters hyperspace for 23 days.
FLIGHT IN/LANDING
We roll 2D6 to see if the ship drops out of hyperspace, it does not –
27
but our engineer had made his roll, anyway. The ship spent 23 days
in hyperspace. Now each player character makes a Routine (+2) End
roll to shrug off the day-long ill effects of hypersleep. Hiro the sensor
op is ill, but Arkady our medic makes his roll and brings her around.
She’s fine. Hiro then makes her Comms roll to determine position,
and both the pilot and navigator make their rolls.
In-system Encounter – Ship Malfunction, since the engineer made his
roll before the hyperspace jump, there is no roll for diagnosis and a
+2 DM to fix the problem. The malfunction is flooding in one of the
27 18
compartments, and the task is 11+. Luckily the chief engineer has
Mechanical-1 and gets a +2 bonus for making his engineer skill
earlier. He rolls an ‘11’, great! Flood sorted in 2 hours. The Diocletian
coasts for 100 MKM toward the mainworld, taking 2 ½ days. Then it
29.5 14
makes its long burn to decelerate, and enters orbit around Jade
13
Palace.
First Officer Symons lands the ship at the busy B-class starport with a
12
successful skill roll. Starport Encounter: none. Unloading goes OK,
Symons makes her Loader roll successfully. The natural fiber cargo is
signed off.
OFF-DUTY
I was thinking about that ‘goods pilfered or damaged’ encounter we
rolled on the last flight, but never used …. Maybe that flood got into
the cargo hold and damaged some of the natural fibers? That would
incur a -10% penalty on the bonus payment. The shipment was
within the deadline, though – by ½ day. Well done. The bonus is
reduced to $25,740 or $3,677 each; with that basic $1,000 payment
added on, each crewman receives $4,677 for 29 ½ days work.
Who knows? Anyway, that’s for another day. Right now we get to
start our 3 days of leave, down amongst the spectacular canyon cities
of this impressive Asia Pacific Partnership world… So long.
USING SOLO
Zozer Games publishes Solo, a book devoted to solo or
solitaire roleplaying with Cepheus Engine. Used alongside
Crew Expendable, it will provide an exciting dynamic between
crew members, a scene resolution mechanic and a number of
other mechanics, tables and systems to turn the book you are
reading into a fully-fledged and evolving solo roleplaying game.
Find it at www.paulelliottbooks.com/solo
HARBINGER: THE
MODERN WORKHORSE
Upstream Reporter – Lucas Bodeman
“Keep going till your reactor runs dry, then you’ll find yourself at Beta Pictoris … and
Utopia. So the locals say. It’s a real hell-world, an atmosphere of carbon monoxide,
lakes of liquid carbonyl; a toxic, deadly, poisonous, corrosive bitch of a planet. But a
‘scramble for Utopia’ quickly began once scouts discovered rich ore veins full of
fullerenes like naturally-occurring stacked carbon nanotubes and valuable ‘bucky
beads’. Unfortunately these super high-tensile materials first had to be cut out of
solid cliffs of diamond. I remember the frenzy; our Harbinger, the USCS Valerian
shuttled the world’s best excavation and drilling equipment out to Utopia, and ferried
back small samples of newly discovered fullerenes. And then it was straight back out
to Utopia with fresh equipment. The hellish environment was melting, blunting,
short-circuiting and crushing the top-of-the-range mining gear within weeks.”
“It was a farce. Three big corporations had teams there, and it became a war of
attrition, a competition for the spoils of Utopia, with Harbingers constantly ferrying
out fresh machinery until it burned out and needed replacing. Prospectors needed
replacing too – the death toll was high. It was like the god-damn Siege of Khe Sahn!
Only Tharsis lasted the course, and they put their success down to the invention of
newly-patented high-grade shielding for their machinery, and to the tiny fleet of
Harbingers that they had hired. Now that’s an accolade! With the profits from the
‘scramble for Utopia’, that little fleet transformed into the industry’s stalwart charter
line, Taurus Shipping.”
Taurus Shipping CEO, Terry Innes
Readers will no doubt be aware that the impressive Hercules tow-ship recently
entered service and has been receiving both press attention and industry accolades.
We thought that Upstream readers might want to pause a moment to consider the
great unsung hero of the colonial transport world – the Rockwell Harbinger.
ANYTIME – ANYWHERE!
Massing only 1000 displacement tons, the Rockwell Harbinger is dwarfed by some of
the newest bulk carriers and petroleum tankers; but of course, that is its strength.
The billion-dollar transports don’t tend to stop off at lonely outposts or start-up
colonies, and if they did there certainly won’t be the infrastructure present to allow
them to land and unload. Rockwell’s transport ship was designed to support these
small colonial ventures as well as exploration mines, prospecting outposts and
remote space-stations. Small enough to land on even the smallest landing pads, this
general-purpose cargo hauler can carry anything-anywhere.
Rival designs from the likes of Tharsis and Aerodyne have come and gone and the
Harbinger will soon be marking its twenty-fifth year in service, although sales have
dropped significantly in recent years. There are currently 421 of these workhorses
currently plying the space-lanes, they’re ubiquitous and they’re visible at every large
starport and in every holding orbit. Not only that, but this fleet is spread across the
American, European and Japanese sectors – sales have been good!
All of the big carriers operate a number of Harbingers, however, it is the smaller
charter lines which have purchased the bulk of the Harbinger fleet. This old girl fits
their business model perfectly. They operate on an on-demand, single charter
principle and the Harbinger has the speed to respond at short notice. Urgent
demands for replacement parts or life-saving supplies get there quickly with the
ship’s combination of level-4 hyperdrive and its 4-G real-space acceleration. And a
cargo capacity of 350 tons is easily enough to transport anything a small colony or
outpost might need in a hurry.
A key selling point is the ability of the vessel to accept ‘roll-on roll-off’ cryotubes.
Massing one displacement ton, these hypersleep chambers can be loaded into the
hold just like any other cargo, which gives the Harbinger the ability to carry
passengers in hypersleep alongside more conventional cargo. Teams of scientists,
miners, prospectors and even private military contractors have taken advantage of
this capability. Entering the cryotubes at the starport prior to lift-off, these teams
can now accompany all of their vehicles, equipment and mobile bases that will be
essential for the success of their mission. And the Harbinger allows them to be
dropped far from the well-travelled space lanes and transport corridors. Crews revive
the team-members in the cargo hold after landing and then assist them in assembly
and off-loading of their equipment. The mobile cryotubes are then kept on board
and eventually returned to the point of origin to await the time the team requires
extraction. Interested parties can purchase the Mobile Cryo Unit from Haruna
Biotech, each masses one displacement ton and currently costs around $75,000.
Each unit is plugged directly into the ship’s power grid and also into the computer
network, allowing the loadmaster or ship’s doctor to monitor the life-signs of the
sleeping passengers during the flight.
How long will the Harbinger be with us? Uplift magazine predicts that these
workhorses will remain a familiar sight on the frontier for at least another two
decades. That is, if a replacement can ever be found!
THE MANUFACTURER’S SUMMARY
The Rockwell Harbinger is a general purpose cargo and container transport, serving
small colonial settlements and installations. Using a 1000-ton streamlined standard
hull (Hull 20, Structure 20) the starship mounts an Aerodyne GRR Hyperdrive
allowing a cruise speed of 4 parsecs per week; a Nortinghouse N-2306 4 Gigawatt
Fusion Reactor and a Tharsis Vector 400 4-G reaction drive (capable of vectored
thrust for planetary landings). The reaction drives provide an acceleration of 40
meters per second². Fuel tankage comprising 430 tons of liquid hydrogen is used by
the reaction drive and can provide coolant to the fusion reactor for 12 months of
continuous operation. The bridge is suspended above the centrally-mounted forward
retro-rocket; it provides great visibility for landing at remote ports with few
navigational aids. Adjacent to the bridge is a level-2 Hosaka M7F computer
mainframe and a basic civilian sensor package. There are nine hypersleep pods for
crew use in-transit and nine staterooms provided for orbital lay-overs. Twin side-
mounted cargo sponsons of 175 tons each (for a total capacity of 350 tons) carry
the supplies and technical spares required by Off-World colonies. These cargo
sponsons and central hull cargo deck are loaded via side-mounted cargo ramps. The
Harbinger is equipped with landing gear for planetary landings. The ship is fitted
with an office, fuel scoops, fuel processing equipment and a medbay; it also carries
a 20-ton lifeboat as well as a single RS1000 Reachstacker, to help unload the ship.
The ship requires a crew of seven: commanding officer, pilot, sensor operator,
navigator, medic, chief engineer and an assistant engineer. Two spare hypersleep
pods and staterooms are included to allow for two non-fee-paying passengers to be
carried. The USCS Harbinger costs $286.1M.
1 Suit Store
2 Airlock
3 Powerplant
4 Engineering Spaces
5 Engineering Control
6 Maneuver Drives
C DECK
1 Bridge
2 Office
3 Ship’s Computer
4 Hypersleep Chamber
5 Freshers
6 Medbay
7 Water Tanks
8 Life Support
9 Rec Room/Gym
10 Equipment Store
11 Hyperdrive
B DECK A DECK
1 Primary Airlock 1 Fuel Scoops
2 Ship’s Locker 2 Fuel Processors
3 EVA Room
4 Sensors
5 Common Room/Galley SHUTTLE DECK
6 Staterooms 1 Tool Lockers
7 Food Storage 2 Drives
8 Laundry 3 Fresher
9 Fuel Pump Control 4 Cargo Deck
10 Workshop 5 Fuel
11 Maneuver Drives 6 Hyperspace Pods
12 Inspection Airlock 7 Passenger Cabin
and Cockpit
ON-BOARD THE SELENE
I’ve been in this industry for thirty years, first as a roustabout and driller on Iron
King, then a mining engineer at Mine 44 and for the second half of my career
(before I took up journalism!) as an assistant engineer for Colonial Endeavours on
… you guessed it, a Harbinger cargo ship. But my memory might prove a little hazy
after all these years, and so I took the opportunity several months ago to tour the
USCS Selene, a fifteen year old example of the class, while I was on a visit to that
hostile salt-pan, Americo.
The Selene was sat on a secondary pad at the tiny, dust-swept starport, while it
waited patiently for a hyperdrive coupler from Earth. Chief engineer Jay ‘Roddy’
Rodriguez, was only kicking his heels until the part arrived (on a Harbinger, no less)
and seemed happy to give me a tour.
As we stood on the pad, the ship towered over us. To minimize its footprint and
allow it make it down on to some of the small landing sites, the Harbinger stacks its
decks high. There are five decks A to E (or six if you count the shuttle bay on the
dorsal surface), and we were about to enter Deck E, the cargo deck on the lowest
level. A central cargo deck is flanked by two cargo sponsons, all three of which
include retractable cargo ramps. Roddy leads us through an airlock at the ship’s rear
however, he tells me he doesn’t want any more of this damn wind-blown salty grit
on his ship. We are inside a large rectangular cargo hold, a beat-up, scratched
reachstacker parked casually nearby. There are 30 or 40 containers stacked here,
anchored to the floor with twist-locks. Big cargo doors to left and right give a
glimpse into the dimly lit recesses of the other cargo areas, but we are moving to
companionway in the centre of the deck. A swift climb up the ladder brings us out
into the power section of D Deck.
I recognise all of this immediately, this was my old ‘stomping ground’, running the
fusion reactor, maintaining the plasma rockets – keeping the beast alive. Auxiliary
power is on, but like most of these vessels, engineering is kept dark and shadowy,
preserving energy. Of course the fusion reactor cannot be switched off; as we pass
beneath the primary coolant feed pipe I can hear the whine of the magnetos as they
regulate the plasma flow. We pass the forward companionway to take a glimpse of
the auxiliary airlock, and the access hatch to the primary retro rocket. Roddy then
leads us back to the nearby companionway where we climb up to the operations
level - C Deck.
The bare metal grilles, open pipework, gantries and harsh metal flooring of
engineering has been replaced by a white and muted-avocado décor, ridged and
padded surfaces line the walls and ceiling, and the flooring is composed of sectional
polymer. This is a well-used crew area.
“I hope you aren’t here for an interview”, laughs Roddy, “the crew are all on leave at
Hot Springs, the little colonial town behind the starport. There’s no-one here.” Life
support semiotics plaster the walls around the ladder, but we go forward, peering
into the dimly lit medbay through a large picture window. Opposite is the hypersleep
bay, the door open, and the pods wide open, like chromium Venus fly-traps,
sleeping in the semi-dark.
The corridor on C Deck ends at a dimly-lit open space, the door to the bridge dead
ahead, with doors left and right, that allow access to the captain’s office and the
computer core, respectively.
“C’mon, Lucas, everyone wants to see the bridge…”, he punches in the code on the
keypad and the door swishes open noisily.
“We both know that the ship is really controlled from the engine room… right?”
Roddy finds my quip amusing as we step onto the ship’s control centre, a clear
blister hanging below the blunt-edged nose of the Selene. There are four primary
stations here, belonging to captain, pilot, navigator and sensor operator, each with
their empty acceleration couches - their five-point harnesses hanging loose and
limp. Their view out across the Great Salt Sea of Americo is impressive. It gets even
more impressive in low orbit, trust me. Everything is utilitarian, with reliable and
durable CRT monitors serving as workstations, and hanging from ceiling mounts as
data feeds. Two jump seats sit, unused to the rear, ready to carry the engineers
should they be needed during flight operations. Most engineers prefer to remain out
the way, close to the engines – and to the source of any problem, should one arise.
“I won’t take you aft on this deck to see the hyperdrive control section,” mutters the
chief engineer, “I’ve just pulled up the deck plates trying to fix this coupler problem.
It’s like spaghetti down there …”
I follow him back to the companionway and we climb the ladder up to B Deck. It’s
the same type of padded and contoured corridor that we’ve just left. I spot the
semiotic for the laundry, but the rest of the doors all lead into private crew
staterooms. Roddy moves forward. Opening up on our left is the dimly-lit and eerily
quiet galley, chairs askew, coffee cups still scattered across the table, and a faulty
neon strip light flickering on and off. “That’s at the bottom of my job list,” smirks
Roddy. Close to the bow, the corridor opens out into a hexagonal working area.
There are two access doors into the sensor bays, left and right, and on the front
bulkhead the ship’s locker, and the EVA room - its clear Plexiglas door allowing us to
peer in at the dark pressure suits hanging on the walls. Directly ahead sits the main
airlock, used primarily when docked to a space-station or to another ship.
“Last part of the tour, then, Lucas…’ announces Roddy, and he hustles me back the
way we came, passing the cabin doors, the laundry and equipment lockers, to enter
the more familiar metallic, grille and pipework covered corridors of engineering.
There are fuel pump controls at an access door to the left, but we keep on until we
reach the workshop on B Deck. Like the rest of the ship, it is dark, cluttered and full
of shadows. Machine benches, workstations and tool racks fill the space, and behind,
around and above them sit cages and poly-carbon crates full of spare parts. The
overpowering smell of oil here is somehow comforting to me. We continue, through
a bulkhead and into the reaction drive control room, where all aspects of the
powerful Tharsis motors can be monitored and adjusted. The plasma rockets
themselves sit behind several feet of reinforced and soundproofed material,
protecting the engineers from noise, vibration and searing heat. A ladder at a
companionway in engineering leads down to C Deck, and up to a ceiling hatch - this
leads into the ship’s lifeboat, a 20-ton Orchid class. It’s used in emergency situations
of course, but the crew often use it for orbital transfers or even flights to remote
parts of a planet.
Finally we reach the stern of the moribund Selene. Here an inspection airlock sits
against the rear bulkhead, and allows access to the exterior of the ship while it is
coasting through space, or in orbit. If we were to open it now, we’d face a four
storey fall on to the dusty landing pad below.
It’s time to go, and so we head back to engineering and use the companionway’s
ladder to pass through D Deck to emerge out onto the main cargo hold of E Deck. I
give my thanks to Roddy, and wish him well with the repairs. Then its one last
glance over my shoulder at the Selene; she looks tired and worn, but still ready to
cross the universe on another ‘need it tomorrow’ mission.
Determine Start Location (Default Earth – Liberty Orbital Station).
A Contract
1 Locate a Cargo (Raw Material or Finished Goods?).
2 Identify the Destination:
Raw Material - Roll 3D6.
Finished Goods – Determine Zone, then Star System, then record UWP.
3 Determine Bonus – Base is $2000 x parsecs; roll 2D6 to modify this.
B Flight Day
1 Roll Starport Encounter.
2 Flight Planning, with Fuelling and Loading requires all day.
3 Fuelling. Roll 1D6; a ‘1’ indicates a hold-up in fuelling.
4 Loading. Crewman makes a Routine Loader roll. Failure indicates a hold-up.
C Take-Off & Flight Out
1 Crew skill rolls: Routine Pilot, Routine Engineer and Average Navigator.
2 Roll for a Star System Encounter
3 Travel to Hyperspace Point 2D6 x 10 MKM (add star and navigator’s DM).
4 Crew enter hypersleep; ship enters hyperspace.
5 During hyperspace travel, players roll 2D6, on a ‘2’ – drop out of hyperspace.
D Flight In & Landing
1 Exit hyperspace; crew emerge from hypersleep. Routine End rolls needed.
2 Crew skill rolls: Routine Pilot, and Average Navigator; sensor operator makes
Routine Comms roll for position fixing.
3 Roll for a Star System Encounter
4 Travel to Destination:
Mainworld - 2D6 x 10 MKM (add star and navigator’s DM).
Gas Giant for refuelling - 1D6 x 1D6 x 20 MKM (add star and navigator’s
DM).
Planet Inner System - 1D6 x 1D6 x 20 MKM (add star and navigator’s
DM).
Planet Outer System - 1D6 x 1D6 x 100 MKM (add star and navigator’s
DM).
5 Landing. Routine Pilot roll required, failure indicates a fine and/or damage.
6 Roll Starport Encounter.
7 Unloading. Crewman makes a Routine Loader roll. Failure indicates a hold-up.
8 Update Burns (‘fuel’) total. Update tally of full or partial days that have passed.
E Off-Duty
1 Bonus payment. Make deductions & divide between crew. Add $1000 salary.
2 Downtime for 2-3 days. Resolve any adventure opportunity, job or encounter.
3 Return to A1.
CERTIFICATE OF FLIGHT 12-45-CL
CAPTAIN
PILOT
NAVIGATOR
SENSOR OPERATOR
CHIEF ENGINEER
ASST. ENGINEER
MEDIC
DATE ICO-67X
SHEET
SHIP’S LOG 15-40-CL