Orbital Coldwar2 1
Orbital Coldwar2 1
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                     NASA OPERATIONS HANDBOOK
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                                                    S&E-ASTR-S-92
                                                    June 25, 1988
                           CONTENTS
NEWS BROADCAST 21st July 1969                     6
INTRODUCTION                                      7
     Types of Games                              7
     Cold War Timeline                           9
     Filmography                                 10
THE SPACE RACE                                    13
     Divergence                                  14
     The First Man In Space                      15
     Gaining Experience                          15
     Reaching for the Moon                       16
     Apollo Success                              17
     Soyuz Success                               17
     Living in Orbi t                            18
     Lunar Settlement                            19
     Militarisation of Space                     20
     The ’84 Orbital War                         21
     Cold War – The Sequel                       22
ASTRONAUTS                                        23
     Your Crew                                   23
     Character Creation                          24
     Crew Advancement                            32
     Character Sheet                             33
SPACEFLIGHT                                       36
     Reaching Orbit                              36
     In Orbit                                    37
     Manoeuvring                                 38
     Going to the Moon                           39
     Returning to Earth                          41
     Travel Times                                42
     Burns                                       42
     Docking                                     43
     Boarding                                    43
     Lunar Landing                               43
     Spacecraft Systems                          44
     Troubleshooting                             50
SURVIVAL                                          52
     Vacuum                                      52
     Pressure Loss                               52
     Radiation                                   53
     Zero Gravity                                55
     Space Suits                                 56
     Equipment List                              59
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SPACE VEHICLES                                    65
    Launch Vehicles                              65
    Spacecraft                                   67
    Spaceplanes                                  75
    Landers                                      78
    Lunar Rovers                                 83
    New Designs                                  87
IN ORBIT                                          89
    Independence Station                         89
    Zarya Station                                92
    Phoebe-Lee Station                           95
    Griffin Station                              96
    Silver Plate USAF Station                    97
    Almaz Military Stations                      98
    Leonardo Station                             99
THE MOON                                          103
    The Moon In Space                            104
    Surface Features                             104
    Moon Bases                                   109
LUNAR ORBIT                                       125
    Kondor Orbital Station                       125
    Igloo Station                                127
FACTIONS                                          129
    Using Secret Factions                        129
    Space Agencies                               130
    Intelligence Agencies                        132
    Corporations                                 136
PLAYING THE GAME                                  137
    What Do We Do?                               137
    Cold War Operations                          139
    The Secret War                               146
    War Games                                    148
    Moon Mysteries                               151
    Technical Roleplaying                        153
MISSIONS                                          155
    Orbital Missions                             155
    Space Station Missions                       156
    Lunar Surface Missions                       158
    Faction Missions                             160
FAST-PLAY RULES                                   161
LEGAL 164
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Americans have reached the moon, but share that achievement with a single
Russian cosmonaut. The first men to reach the moon - Mr. Armstrong and his
co-pilot, Col. Edwin Aldrin, Jr. of the Air Force - brought their ship to
rest on a level, rock-strewn plain near the southwestern shore of the arid
Sea of Tranquillity. They steered their fragile four-legged lunar module
safely and smoothly to the historic landing yesterday at 4:17 PM, Eastern
daylight time. Neil A. Armstrong, the 38-year-old civilian commander,
radioed to earth and the mission control room: "Houston, Tranquillity Base
here. The Eagle has landed."
About six and a half hours later, Mr. Armstrong opened the landing craft's
hatch, stepped slowly down the ladder and declared as he planted the first
human footprint on the lunar crust: "That's one small step for man, one
giant leap for mankind." His first step on the moon came at 10:56 PM, as a
television camera outside the craft transmitted his every move to an awed
and excited audience of hundreds of millions of people on earth. After 19
minutes of Mr. Armstrong's testing, Colonel Aldrin joined him outside the
craft.
After their moonwalk, and as the two men slept, the international press
received the shock announcement (and corroborating images) from the
Russian news agency, that a Soviet cosmonaut had made his own landing and
moonwalk. The cosmonaut was 35-year-old Colonel Alexei Leonov of the Soviet
Air Force, who had touched down in a Soviet landing craft at 2:01 PM EDT in
the Sea of Storms, some 750 miles from the Apollo 11 landing site. This
Soviet mission was being monitored by NASA experts but was initially
thought to be a Lunar fly-by mission.
Both the Soviet and American crews successfully lifted off from the moon’s
surface, and both are currently (and separately) making the long trip back
to Earth. The Russian news agency is calling the moon landings a ‘joint
achievement for mankind’, but it is quite clear that America got there first.
President John F. Kennedy had vowed to get Americans to the moon before the
Soviets, and NASA lived up to that promise, but only just. It is clear today
that the Space Race is still being run, and that whatever achievements
America makes in rocketry, the Soviet Union will not just match but exceed
them. What the next step will be in this race into space is not known.
Perhaps the next step will be some kind of settlement on the lunar surface,
a space station, or a trip to Mars. Whatever it will be, the rivalry between
the free world and the communist world continues stronger than ever.
. . .
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                   INTRODUCTION
         He who occupies the high ground … will fight with advantage.
                                                 Sun Tzu, The Art of War
Orbital Cold War depicts a world where the Space Race never ended and the
Soviet Union never collapsed. It is the early 1990s, and there are a hundreds of
humans in orbit and on the Moon, manning stations, bases and outposts.
Although there have been new technological innovations along the way, many
of the reliable rocket and capsule designs of the ‘60s and ‘70s are still in use.
The player characters are astronauts, scientists or even soldiers, that have
ridden a rocket into orbit or to the Moon. Now they work as a close-knit crew to
achieve the goals of their nation, facing staggering dangers, overcoming
challenges and doing this whilst-waging an undeclared ‘Cold War’ with the
enemy. In truth, it is this frenetic Cold War that’s the reason the crews are
braving such dangers in the first place. If this inhospitable and alien territory is
not seized by their own nation, then it will be forfeited to their rival. In the 19th
and 20th centuries, the British Army invaded Afghanistan three times; in 1839,
1878 and 1919. There were no resources tempting the British on, but rather a
strategic necessity to control Afghanistan in order to deny it to the Russians.
Afghanistan was a poor, desolate, rugged and warlike land, but it bordered the
British colonial territory of India. The British government was always quick to
stop Russian build-up in Afghanistan that might eventually lead to a Russian
invasion of India. In Orbital Cold War, the Moon serves as the ultimate
strategic high ground. And again, just as in Afghanistan, the Russians plan to
take that ground – unless the Americans and their allies can stop them. Players
can choose to play either as a Russian crew of cosmonauts, or a crew of
American or European astronauts.
TYPES OF GAMES
Orbital Cold War is a techno-thriller setting that is primarily focused on the
intense political rivalry between the United States and the Soviet Union in space.
How the player characters get caught up in this global struggle depends on
what the players want to do. What kind of game does the Game Master want to
run? You can look at the opportunities for role-playing in several different ways
as a science-fiction adventure story, as a game of political intrigue and
espionage, as a game of near future warfare in space, or perhaps a setting for
mystery and horror. The default game assumes the GM and players will be
running an espionage-themed game.
MILITARY
In a military-themed game, the crew form a squad of space-borne infantry. The
missions they conduct are those of any small military unit, only in this game
they need to wear space suits, operate in low or zero gravity and the airless
environment of the Moon. Even so, they will be patrolling, carrying out strikes
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ESPIONAGE
In an espionage themed game, the crew will still be astronauts carrying out
scientific or military space missions, but it’s crew members will have a
secondary role as spies, secret agents and contacts for earth intelligence
agencies. With so few people in earth orbit these secret service agencies must
recruit astronauts with the qualifications and opportunities to reach orbit and
the Moon; using these astronaut-agents to provide them with the information
that they need. In some cases these agents will be required to carry out tasks
covertly in order to further the secret agendas of their employer agency. The
entire crew will be recruited to work for some secret agency, sometimes
carrying out a covert task, hidden even from mission control. This works well
because the player characters will get on with their regular missions working
hard, cooperating and overcoming challenges but occasionally (or frequently)
the agency will contact the crew and assign them a secret mission. This will run
parallel to the crew’s official space agency mission. The advantage of this
approach is that the crew will remain loyal to one another and there are no
suspicions to get in the way of a fun session. It could be that while repairing a
satellite in earth orbit, the CIA want them all to surreptitiously reprogram its
coordinates, or remove a secret CIA device that was attached by another agent
when it was being manufactured back on Earth. In this way, the crew has two
employers, and the first should never know about the second. Using the
espionage theme with this ‘whole-crew’ approach can add an extra layer of
drama and difficulty to what would normally be a more routine space mission.
Media featuring aspects of espionage, covert activities or crime include: Moon
Zero Two, Capricorn One, the TV show Star Cops and 2010: The Year We Make
Contact.
ADVENTURE
Adventure themed games are science-fiction scenarios without the espionage or
military themes. These scenarios replicate the types of challenges and dramatic
episodes that the real-life astronauts faced in their conquest of space. Missions
are more straight forward, with the objective clear and easy to understand; it
might be setting up a new moon base, or something as simple as launching a
satellite into orbit. There will be challenges and problems, there will be a crisis
and inevitably, there will be a danger to life. The player characters will have to
try and overcome those problems to succeed and achieve the goals of the
scenario. The adventure will be defined by the challenges and the problems
encountered, which will inevitably be physical and technical in nature.
Adventure scenarios are more clear cut, they do not have the cynicism and
suspicion of an espionage game, neither do they have the tactical or combative
nature of a military game. Adventure-themed near future space movies include
Deep Impact, Space Cowboys, Apollo 13, Gravity, Countdown, Marooned and
The Martian.
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MYSTERY
Mystery themed games play-off purely science-fiction tropes. This kind of
scenario injects into the Cold War setting elements of alien life (either past or
present) as well as weird and strange anomalies, either in orbit or on the Moon,
that need to be investigated and explained. Is the Moon hollow? Is the ‘alt-
Moon' a gigantic mega structure, some kind of alien mega machine? Are there
structures on the Moon that hint at previous civilizations or previous alien
visitations? There may be strange coincidences of both physics and nature, that
force humans to ask questions about the origins of the Moon. A Game Master
could easily create a campaign that gives a player character crew the chance to
explore these ideas and perhaps discover the true nature of the Moon and its
dark (or perhaps a wonderful) secrets. Near future space-based mysteries have
been explored in Apollo 18, Moonfall, 2001: A Space Odyssey, Zozer Games’
Orbital 2100, and in David Weber’s book Mutineer’s Moon.
1945 Yalta Conference, Soviet Union has control of Eastern Europe. The Cold
     War begins. The US ends the war with Japan by dropped nuclear bombs
     on Hiroshima and Nagasaki.
1946 Stalin declares communism and capitalism to be incompatible, and Prime
     Minister Churchill declares an ‘Iron Curtain’ has descended across Europe.
1948 Berlin, split between the Allies and the Soviet Union, is put under a
     blockade by Stalin.
1949 NATO (North Atlantic Treaty Organisation) is formed to prevent Stalin
     seizing control of Western Europe.
1950 Senator Joseph McCarthy begins anti-communist loyalty tests in
     Washington. Korean War begins, the United Nations calls on the US and its
     allies to push communists out of the country. The war ends in 1953 with
     a stalemate.
1955 Warsaw Pact, a pro-communist agreement of Eastern European nations, is
     formed.
1956 Uprisings in Poland and Hungary are suppressed by the communists.
1959 Cuba is taken over by the communist Fidel Castro.
1960 A US spy plane is shot down over the USSR.
1961 The CIA plan an invasion of Cuba by anti-communist Cubans (the Bay of
     Pigs), but it fails, In Berlin, the communists build a wall to separate east
     and west Berlin, preventing defections from the communist side. An
     incident at Checkpoint Charlie, the crossing point between East and West
     Berlin, escalates to a brief stand-off with tanks and troops.
1962 The USSR under premier Khrushchev secretly installs nuclear missiles in
     pro-communist Cuba. The Cuban Missile Crisis almost tips into global
     nuclear war, but is averted by Kennedy’s brinkmanship.
1964 US Marines fight communist forces in the Dominican Republic.
1966 Communists in North Vietnam make moves to infiltrate South Vietnam. US
     and European diplomacy (the Marigold Accord) prevents a western
     military involvement. A Vietnam War is avoided.
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1968 North Korea captures the USS Pueblo and its crew.
1972 President Richard Nixon visits communist China.
1973 A CIA coup overthrows the Chilean government. Egypt requests Soviet
     military aid during its war against Israel.
1974 A US Navy and a Soviet submarine collide in British territorial waters.
1976 Soviet and Cuban forces help to install a communist government in
     Angola. A Soviet pilot defects to the West by landing in Japan with his
     MiG-25 interceptor; analysts are keen to study this impressive aircraft.
1978 A defector from communist Bulgaria is assassinated on the streets of
     London by the Bulgarian secret service with help from the KGB. He is
     killed with a poisoned pellet administered from the tip of a modified
     umbrella.
1979 Shah of Iran overthrown, resulting in the American hostage crisis. In
     November, US defence systems at NORAD detect a mass launch of Soviet
     nuclear missiles, the military go on immediate alert and prepare for
     retaliation. It proves to be a false alarm.
1983 US forces overthrow the pro-communist regime in Grenada. In September,
     a Korean Air Lines passenger jet wanders into Soviet airspace and is
     mistakenly identified as one of the USAF’s surveillance flights. It is shot
     down. Later that month, a Soviet defence controller detects an incoming
     American missile barrage – this proves to be a false alarm. In November,
     the Able Archer NATO exercise in West Germany is so realistic that Soviet
     leaders prepare for an immediate counter-strike.
1984 The actions of a CIA-trained saboteur on-board a Soviet space station
     triggers the short-lived Orbital War. In April, the Soviet nuclear power
     station in Chernobyl explodes.
1985 Mikhail Gorbachev becomes leader of the Soviet Union initiating a
     campaign of Glasnost and restructuring called Perestroika.
1986 President Reagan and Gorbachev resolve to remove all intermediate-range
     nuclear missiles.
1987 Reagan and Gorbachev resolve to remove all short and medium-range
     nuclear missiles.
1988 Two US Navy warships conduct a patrol in the Black Sea and are
     confronted by two Russian frigates; they proceed to ram the American
     ships.
1990 Iraq invades its neighbour, Kuwait. Communist hardliners overthrow
     Gorbachev in March and roll back the reforms and treaties he had
     initiated. Gorbachev goes missing. The United States and its Western allies
     brace for a new phase in the Cold War.
FILMOGRAPHY
A round-up of useful, atmospheric and/or informative movies is listed here.
Most are included to add realism and a feeling of ’being there’ that the GM
might be able to pass on to players. Some other movies (Salvage 1, Capricorn
One and the three Bond movies listed) are less realistic but included to add a
dash of drama, adventure and excitement. And every session of Orbital Cold
War needs some of that! Notable mentions include: Apollo 13, From The Earth
To The Moon, and the impressive Russian productions: Salyut 7 and The
Spacewalker.
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The Cold War was an ideological clash and geopolitical rivalry that lasted from
around 1947 to 1991. The United States and its allies (mainly the member
states of NATO) represented capitalism and democracy, whilst the Soviet Union
and its satellite states (which formed the Warsaw Pact), represented communism
and authoritarianism. This struggle was characterized by political rivalry,
military buildup, proxy wars and a nuclear arms race, but did not result in direct
large-scale warfare between the two superpowers. The Cold War ended in
December 1991 after the breakup of the Soviet Union (also referred to in this
book as the USSR – ‘Union of Soviet Socialist Republics’, or in Russian ‘CCCP’).
Russia was always the core territory of the Soviet Union, and it provided the
majority of the country's population, resources, military might, cultural identity
and economic power.
The Cold War was not merely a geopolitical struggle; it was also a competition
for technological supremacy, particularly in the realms of space exploration.
The Space Race symbolized the intense rivalry between the United States and
the Soviet Union, who could fly higher? Faster? Further? Who could jump the
most difficult technological hurdle? This Space Race really began with the
launch of the Soviet Sputnik 1 on October 4, 1957. Sputnik was the first ever
man-made satellite, and a monumental achievement for the Soviet Union. It was
also a shock to American confidence in its own technological capabilities. For
Americans, this was a call to action; new initiatives were needed to reclaim
technological prestige. As a response, the United States established NASA
(National Aeronautics and Space Administration) and began a series of satellite
launch projects, but momentum was firmly in the Soviet camp.
With the Soviet’s moon rocket (the N1) repeatedly failed in tests, coupled with the
untimely death of chief engineer Sergei Korolov, the N1 was delayed and never
completed a successful test flight. All four unmanned launches ended in failure soon
after lift-off. Two test launches occurred in 1969, one in 1971, and the final one in 1972.
With the success of Apollo 11, and the delays and disasters of the N1, any remaining
interest in putting a cosmonaut on to the Moon had ended by 1974. But the Space Race
effectively ended in 1972 following a Soviet-American agreement on space co-
operation, with a commitment to launch a landmark Apollo-Soyuz link-up in orbit.
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DIVERGENCE
Orbital Cold War does not follow established history. It diverges at some point
in the 1960s to create an alternate historical path, one where the Space Race
continued and resulted in there being a hundred or more human beings in
space and on the Moon. Let’s look at those points of divergence, and what
followed on from them in our alternate history.
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GAINING EXPERIENCE
Prior to an attempt to land humans on the Moon, data had to be collected.
Throughout the ‘60s, the Soviet Union launched robotic Luna probes to soft-
land on the surface or carry out orbital surveys, whilst the Americans launched a
series of Ranger and Surveyor probes. Many of these probes transmitted back
valuable images of the surface. Both superpowers also launched robot probes to
Mars and Venus (the Soviet Mars and Venera missions, and the American
Mariner missions).
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Gemini and Voskhod were a vital stepping stone for America and the Soviet
Union in their plans for a manned landing on the Moon at the end of the
decade. Altogether there were ten Gemini flights from March 1965 to November
1966 and two Voskhod flights (in 1964 and 1965).
Central to the Soviet Union's moon landing program was the development of a
new spacecraft – the Soyuz, a single-use spacecraft composed of three main
sections: the descent module, where cosmonauts are seated for launch and
reentry; the orbital module giving additional living space and storage during
orbit (jettisoned before reentry); and the service module, responsible for
propulsion and power (also discarded prior to reentry). Three versions were
constructed: 7K-OK (‘orbital craft’) would be used for Earth orbit testing, a
modified 7K-OK designated the 7K-L1 (‘lunar’) would carry cosmonauts on a
Lunar fly-by mission, and the specialized 7K-LOK (‘lunar orbital craft’) that
would be used for a full Moon landing mission. The Soyuz 7K-LOK served the
same role as the American CSM, and was intended to facilitate crewed missions
to lunar orbit, accommodating a pair of cosmonauts. This spacecraft would
serve as the command module from which a single cosmonaut would transfer to
a purpose-built lunar landing craft (the LK) for the descent to the lunar surface.
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APOLLO SUCCESS
The manned missions of Apollo 8, 9 and 10 were incremental in testing out
spacecraft and flight profiles. Apollo 10, launched on 18 May 1969, served as a
full ‘dress rehearsal’ for the first lunar landing, with astronauts Thomas
Stafford, John Young, and Eugene Cernan aboard. They entered lunar orbit,
separated the LM, and practiced lunar landing procedures, including a lunar
module descent and ascent. Although they did not land on the Moon, the
mission validated the LM and crew preparations for the actual lunar landing.
The culmination of the Space Race occurred on July 20, 1969, when Apollo 11
successfully landed on the Moon. Astronauts Neil Armstrong and Buzz Aldrin
became the first humans to walk on the lunar surface, with Armstrong’s famous
words “That's one small step for man, one giant leap for mankind” echoing
around the world – a landmark in human achievement.
Whilst Armstrong and Aldrin rested, prior to their return to Lunar orbit, the
Soviet cosmonaut Alexei Leonov made a Moon landing in the Sea of Showers,
1200 km distant from the Apollo 11 landing site. NASA had known of the
Russian mission, but had assumed it was going to be a lunar fly-by, and not the
daring Moon landing that it was, carried out without any prior ‘dress rehearsal’
mission. The political shock of this event had an almost immediate effect on the
Apollo program. Although there were ten Moon landing missions planned
(Apollo 11 to 20), these were quickly reassessed due to political pressure from
the Nixon administration. The politicians wanted to set new goals and rapidly
pull ahead of the Soviet space efforts. This would not prove to be
insurmountable, however, because a NASA study called the Apollo Applications
Program had been in the works since 1966. This program looked in detail at
how the Apollo hardware and manufacturing centers could be used in new and
innovative ways following the Moon landings. AAP missions included long
duration stays on the lunar surface, a lunar base and a space station. This
blueprint was immediately put into action in an attempt to outpace the Soviets.
Apollo 12 was flown as planned, as was Apollo 13, but this mission had to be
aborted after an explosion onboard the CSM en route to the Moon, forcing a
return to Earth.
SOYUZ SUCCESS
There were two parts to the Soviet Moon landing program, the first named L1
was a series of manned fly-by missions, whilst the second was L3 – the actual
lunar landing missions. But first the Russians needed to certify their new
spacecraft, the Soyuz (7K-OK), for orbital flight. In Orbital Cold War, this
mission proved to be a success. Launched into orbit on 23 April 1967, Soyuz 1
carried cosmonaut Vladimir Komarov, who successfully returned to Earth two
days later. Docking maneuvers were practiced by Soyuz 2 and 3 a few weeks
later. At the same time in early 1967 unmanned Soyuz ‘Zonds’ (Soyuz 7K-L1s)
carried out a series of photographic survey missions of the Moon. Testing of the
N1 rocket later that year proved generally successful, and so by January 1969,
two crewed fly-bys were attempted, Soyuz 6 and 7. During the period April to
June, Soyuz 10 and 11 both flew crews and hardware to lunar orbit and back,
but did not make a landing. Finally, Alexei Leonov and Boris Volynov were
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Like the Americans, however, the Soviet space program was directed by the
Politburo to quickly move on to the next step in space development. The L3
program had already incorporated plans for Zvezda – a lunar base using the
Soyuz infrastructure; this included more robust and larger LK landers and LOK
lunar orbiters and introduced a manned rover.
LIVING IN ORBIT
Although the settlement of the Moon had become the next big goal – the new
target for the Space Race, sight was not lost of having a permanently manned
presence in Earth orbit. Surveillance satellites, scientific and survey satellites
and even Russian killsats were already in orbit. For security, scientific and
research purposes, men and women needed to be in orbit, and the Soviets,
Americans and Europeans understood this.
The Soviet Union began placing Salyut stations in orbit throughout the 1970s,
with no more than two in operation at any one time, all the while carrying out
construction on its premier space project: Zarya. Completed in 1984, Zarya is a
9-man space station that is powered by a nuclear reactor, and forms the Cold
War counter to America’s Independence station. Salyut 7 still in orbit, but has
been boosted to a caretaker obit where it has been powered down.
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LUNAR SETTLEMENT
Although NASA seemed happy to continue with its schedule of agreed Apollo
Moon landings, the Soviet space ministry was not. As soon as Soyuz 13 returned
to Earth the Soviet program skipped immediately ahead to enact its Zvezda
moonbase phase, carrying out long duration missions on the Ocean of Storms
and testing lunar equipment. By March 1972, the Soviets had landed a module
in the Bay of Rainbows and this was followed up over the next ten months with
additional modules and infrastructure. NASA responded by implementing
temporary lunar bases using adapted LMs, slowly gaining confidence in long
duration exploration missions on the Moon’s surface. Much larger landers
(LLVs) were introduced by NASA in 1972 that were fitted with much roomier
habitats for missions of up to a year in length. The modules for this Lunar
Exploration System Apollo (LESA) programme were versatile and adaptable, and
continue in use today for small outposts or Lunex prospecting bases on the
Moon.
Russia’s Zvezda base was fully operational by 1974, and by then work had
already begun on a second base, called Barmingrad, on the northern edge of the
Sea of Showers. To meet this massive requirement for payload capacity, the N1
was upgraded to the L5 version (with almost twice the lifting capacity of the N1
rocket). The Soviets were rushing through their moonbase strategy, and
although this left NASA far behind, it was not without risk. One cosmonaut died
during construction in October 1972, and in May 1974, all six members of the
first official Zvezda expedition were killed in a depressurization accident.
NASA was more cautious, but by 1975 had begun the first of two lunar bases:
Artemis Base located close to the Archimedes crater, with Unity Base under
construction by 1980. Unity Base was established inside the mysterious crater
Plato, north of the Sea of Showers. Whilst Artemis was fully operational by 1980,
the ambitious Unity Base project wouldn’t be fully manned until 1984. Since
that conflict, the thawing of the Cold War has meant that Soviet cosmonauts
have been invited to assist in running and extending the Unity base. The crew at
Unity is a mix of Soviet and American personnel, getting along well together.
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Despite investing in these complex modular lunar bases, both the United States
and Soviets had continued to land small prospecting and geological outposts
using their older models of landers. The Soviets landed several Rubin
prospecting bases across the northern hemisphere, searching for valuable
minerals. Likewise, Washington threw open lunar prospecting to corporate
contractors. These private companies established small lunar exploration and
prospecting (Lunex) ouposts using the 1970s LESA landers and habitats.
MILITARISATION OF SPACE
Concerned about the development of the Soviet Union's own space forces, the
United States Air Force (USAF) proposed a military human spaceflight program
separate from NASA. NASA has always been a purely civilian organization, even
though it recruited military pilots during the 1960s for its astronaut corps.
General Curtis LeMay pointed out strong parallels between First World War
aviation and 1960s space operations, noting how quickly flying evolved from
chivalric and unarmed reconnaissance flights to combat efforts designed to
destroy enemy air superiority. General LeMay believed that it was naive to
believe that the same trends were not expected to be seen in space and must be
prepared for. Consequently the USAF developed the Manned Orbiting
Laboratory (MOL) and Gemini B. The MOL was a small military reconnaissance
station, for which crews would be launched on 30-day missions, and return to
Earth using a Gemini B spacecraft. It flew in orbit until 1971, after which it was
replaced by the Silver Plate Military Operations Station (MOS) a few years later,
which was essentially a military version of NASA’s twin-module Skylab C. Silver
Plate is serviced by Big Gemini spacecraft.
The USAF had drawn up plans for a base on the Moon in the late 1950s, but it
wasn’t until 1981 that a lunar base focusing on defense, was established. Called
Camp Goddard, this modular military outpost is located 200 km from Unity
Base, in the Sea of Showers. It’s purpose is to check the build-up of Soviet
troops forces in the area. A second base, Camp Copperhead, was established in
1988 at the Apollo 11 Tranquility landing site, in the southwest region of the
Sea of Tranquility.
The Soviet Strategic Rocket Force has launched several military stations into
orbit, and two of those Almaz surveillance stations (OPS-3 and OPS-4) still
remain operational today, both are fitted with a defensive 23mm autocannon. In
a bid to protect its lunar assets, the Soviet military has also established its own
modular moon bases. Both are functionally equivalent to the Zvezda modular
base, but feature dedicated military facilities. The two bases are DLB 3 Polyaris
(at Cape Laplace, at the northern end of the Bay of Rainbows) and DLB 4 Zenit,
which is located just outside the crater of Plato. These military bases are
effectively small outposts, used for surveillance as well as potential jumping off
points for patrols or raids against foreign lunar settlements.
The USAF have begun to use Big Gemini spacecraft in order to execute military
IIK (Intercept-Inspect-Kill) missions against Soviet satellites suspected of
carrying nuclear weapons. This may soon spark a Soviet retaliation on American
satellites, or the potential booby-trapping (or arming) of Soviet satellites as a
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self-defense mechanism. An arms race has begun in orbit; the Soviets have
developed Polyot anti-satellite interceptors (known as killsats) which are
spacecraft able to carry out sophisticated maneuvers in order to intercept, then
self-destruct, destroying the target satellite. Meanwhile, the Americans have
developed the ASM-135 ASAT missile. This is launched from an F-15 Eagle
fighter jet that has been scrambled to reach a high altitude, from where it
launches the ASAT into the upper atmosphere and into space.
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with one man lost. Gorbachev and Reagan finally had a meeting at the White
House, and together they brokered a deal that ended the tit-for-tat campaign of
military actions. Gorbachev’s stature as a Soviet politician that the West could
talk to, was forged, and when in March 1985 the Soviet leader Chernenko died,
Gorbachev seemed to be the right man for the job. He was unanimously elected
as the General Secretary of the USSR.
 Use the rules for Mind Powers on pages 53-56 of Cepheus Universal;
 renaming Telekinesis as Psychokinesis, and Clairvoyance as Remote Viewing.
 Neither Awareness, Teleportation, Clairaudience or Clairsentience exist in
 this setting. An agent of Department G has the skills of a Military Operator
 (Intelligence) as well as a Psionic Strength of 1D6+6. Each has mastered ONE
 talent, either Telepathy (TP), Psychokinesis (PK) or Remote Viewing (RV).
 Choose one. To extend the range of Remote Viewing, spend one additional
 Psi point to increase the range x10. So, using Sense to gain fragmentary and
 disjointed visions of a Soviet installation 2,500 km away costs 3 Psi points.
 The GM might even consider a game in which the players are all secretly
 agents of the DIA’s Department G.
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                       ASTRONAUTS
         If we die, do not mourn for us. This is a risky business we’re in,
                            and we accept those risks.
                                                             Gus Grissom
The player characters are trained astronauts; the Russian term is ‘cosmonaut’, but we
will stick with the English term throughout this chapter. Just as in the real world there
are different types of astronauts. All are competent, highly trained and disciplined, able
to learn and to carry out complex and procedural tasks. This typically means that an
astronaut will have extensive academic qualifications, up to and including master’s
degrees and doctorates. Many also have some sort of military service background,
which gives the astronaut a rigorous sense of self-discipline.
YOUR CREW
The player characters (PCs) are a team, or crew, of astronauts, and they will be
permanently assigned together to carry out multiple missions. What these missions are
depends on the type of game you have in mind. Generally, there are three types of
games: orbital, station and lunar. To add some variety, the GM is encouraged to move
the campaign from one of these game types to the other as play progresses.
Launch Missions – The PCs live on Earth and are launched into low Earth orbit to
 carry out missions, they then return to Earth, ready for the next one. Launch missions
 are great as one-off scenarios, or as an introduction to play in Orbital Cold War. A
 series of launch missions provides the players with orbital experience in short, well-
 defined chunks, with a clear goal and mission resolution.
Orbital Missions– The PCs live and work in orbit on a space station. They not only
 have to contend with the technical problems that will inevitably be thrown at them, but
 will have to resolve interpersonal dramas, perhaps involving visiting crews, or sabotage
 or espionage within the station crew itself. Don’t forget the Soviets. Whatever station
 the PCs are on, is the station that the Soviets are currently the most interested in and
 will be the target of jamming, harassment and perhaps attack. Some stations are
 docked with a spacecraft that the PCs can use to carry out missions further afield, or
 use to visit other stations.
Lunar Missions – The game is set on the Moon and the PCs live and work in a
 moonbase, either one of the larger installations (Zvezda, Artemis) or the outposts,
 where they are more isolated, but have much more freedom. With access to lunar
 rovers or flyers, the PCs can travel around the surface, visiting other bases. A game
 based on the Moon can feature two types of astronaut not commonly found in the
 other two types of game: the lunar scientist and the military operator. The military
 operator is a soldier who has been given astronaut training in order to successfully
 operate in the harsh lunar environment.
Once the mission and the type of campaign has been decided, the player characters can
be created. You will need a copy of Cepheus Universal or Cepheus Universal:
Player’s Book for this. Follow the procedure below...
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CHARACTER CREATION
Follow a 7 step procedure to create an astronaut.
1 - ROLE
A player must choose one of six Roles: pilot, flight engineer, mission scientist,
lunar scientist, flight surgeon or military operator. Each Role demands a
minimum value in one characteristic (see step 3). The Roles of lunar scientist
and military operator are, however, best suited to a game set mainly on the
Moon’s surface. There is a lot of cross training, with pilots assisting with
experiments, scientists carrying out spacecraft operations, and so forth. Some
redundancy in skill is a valuable safety and survival practice.
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2 – NATIONALITY
Espionage, secrets, surveillance, ulterior motives and top secret missions are a
large part of the game, and so nationality is of prime importance. Allegiance,
whether overt or covert is key! For a purely military-style game, the PCs will be
citizens of the main nation (the USSR or the USA). Otherwise, agencies are keen
to invite astronauts from allied nations to participate in their space
programmes. Pick a nationality based on the space agency that the PCs work
for, either NASA, the European Space Agency, or the Soviet Glavkosmos (under
their ‘Interkosmos’ programme. There should always be a minimum of ONE
American on a NASA crew and ONE member of a Soviet republic (*) on a
Glavkosmos crew.
                                 Koboyskis!
When the KGB coup replaced Gorbachev and his openness policies in 1990, a few
cosmonauts working side-by-side with Americans and Europeans on the Moon,
refused to return. They are in limbo. And for their assumed love of American
culture they are nicknamed the ‘koboyskis’. Some plan to defect to the West. A
player in a Moon-orientated game might be one of these ‘koboyskis’.
3 – CHARACTERISTICS
Characters are described by six characteristics that normally range from 2 to 12
and average 7 (see Cepheus Universal page 25). The characteristics are:
Strength, Dexterity, Endurance, Intelligence, Education and Social Influence, and
they can be read as a string of numbers. For a number greater than 9, a letter
can be substituted (10 becomes A, 11 becomes B, etc). Astronaut-candidates
are chosen because they are fit, intelligent and educated. Mission scientists and
Flight Surgeons need an Education of 10 or more.
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All characteristics begin at 7; but the player also has 8 additional points to
divide up between them. For example, our American pilot has 777777; we
distribute our 8 points, leaving the pilot with characteristics of 997889.
4 - BACKGROUND
As you can see in the real world examples on page 25, astronauts have a past
life and career that often led them to becoming an astronaut. The player can
either choose a background based on their Role, or can roll a random 1D6 on
the following Background tables:
    Communications                          Intelligence
1   Military signals officer            1   Police detective
2   Military signals officer            2   National intelligence agent
3   Airborne radar operator             3   Counter-espionage agent
4   Airforce weapon officer             4   Military officer
5   Civilian telecoms engineer          5   Military officer
6   Naval warfare officer               6   Civilian intelligence analyst
    Engineering                             Medical Career
1   Airforce engineer                   1   Civilian medical doctor
2   Structural engineer                 2   Civilian medical doctor
3   Naval engineer                      3   Airforce flight surgeon
4   Spacecraft construction engineer    4   Naval flight surgeon
5   Nuclear engineer                    5   Army field surgeon
6   Aeronautical engineer               6   Civilian research doctor
    Flight Training                         Military Training
1   Airforce test pilot                 1   Army infantryman
2   Navy test pilot                     2   Army infantryman
3   Civilian test pilot                 3   Marine
4   Commercial pilot                    4   Airborne soldier
5   Air force pilot                     5   Special Forces operator
6   Navy pilot                          6   Special Forces operator
    Geology                                 Science
1   Academic Geologist                  1   Doctor
2   Academic Geologist                  2   Physicist
3   Petroleum Geologist                 3   Material Scientist
4   Volcanologist                       4   Biologist
5   Field Geologist                     5   Chemist
6   Astrophysicist                      6   Astronomer
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5 - SKILLS
Characteristics are the qualities that all humans possess, just in varying
quantities. Skills are discrete ‘packages’ or levels of training, experience and
knowledge. They are rated from 1 (trained and competent) to 3 (expert) and 4
(master). Note that the skill level of 0 also exists, and this indicates some basic
training and familiarization – just enough to avoid gaining a penalty for not
having any skill levels.
Players gain 1 level in the Role’s Auto Skill, and 5 more levels to be distributed
among any and all Role skills (including the Auto Skill). If the player would
rather determine the skills randomly, roll 1D6 for each of the 5 skill choices: on
a result of 1 or 2 gain another level of the Auto Skill, on a result of 3-6 gain one
of the other skills – roll 1D6 to determine which one.
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BONUS SKILLS – All astronauts have Vacc Suit-0 and Ground Vehicle-0 as a
default training. Gaining a skill level in one of these will replace the level-0 skill.
In addition, an astronaut may select ONE BONUS SKILL level, from any of the
other Roles. Consider how and why your character has that skill.
PERSONALITY TYPE
 TABLE 1
TABLE 2
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PAST EVENT
 D66 Quirk
11-12 You have friends on the other side of the Iron Curtain, and are fluent in
       Russian and Polish (if Western) or English and French (if Soviet).
 13     Written a best-selling book on your specialist subject.
 14     Back on Earth you write and paint, it’s an urge that’s hard to repress.
 15     Invented a new technique or procedure, based on your specialist subject.
 16     Once visited Groom Lake (Area 51) if American, but refuse to talk about it.
 21     Married and divorced – twice.
 22     Divorced three times, but on good terms with all of your ex-spouses.
 23     Lay preacher at your local church.
 24     You won a medal at the Seoul 88 or Los Angeles 84 Olympics.
 25     You enjoy friendly competition, turn life into a game.
 26     You are a talented and successful business owner. What business?
 31     You are an avid skydiver and thrill-seeker.
 32     Spent months sick and bed-ridden, when young.
 33     Your free time is spent alone, hiking in the wilderness.
 34     Briefly investigated for holding on to top secret documents.
 35     As a student, you volunteered for psychic research tests.
36-41   Father was a famous pilot or academic – a hard act to follow.
 42     You were married to an astronaut, but they died in a stupid accident.
 43     You had a twin who died as a teenager.
 44     You once survived a decompression event. Deaf in one ear.
 45     When young, your family travelled extensively in Europe and Africa.
 46     You’re an avid horse-rider and own a small ranch.
 51     Well-known as a talented, professional photographer.
52-53   You are an avid sportsman, with a cabinet of trophies and medals.
 54     One of your siblings is also an astronaut.
 55     Mum or dad is a powerful politician, it’s hard to get out of that shadow.
 56     Spent several years teaching high-school or university students.
 61     You sing and play guitar in a band that’s popular in your neighbourhood.
 62     You are a keen SCUBA diver and wreck explorer.
 63     Age 13 you disappeared for a day, and have no memory of the event.
 64     You have a passion for restoring and driving old cars, bikes or planes.
 65     You’re a sailor and experienced yacht racer.
 66     You travelled extensively in Europe and Asia after graduation.
RANK
 If the character has a military Background, then assign a suitable commissioned
(officer) rank based on the service and the character’s age. A Soviet astronaut
with an Intelligence Background is probably a member of the KGB or GRU and
will have the rank of an army officer. The Soviet navy also uses army ranks for
its officers. US rank structure has Second and First Lieutenants, the Soviets and
Germans have Lieutenants and ‘Senior Lieutenants’, whilst France, Italy and
Britain have Second Lieutenants and Lieutenants.
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7 – PUT IT TOGETHER
The character is complete, but roleplaying the character is easier when the parts
are all tied together. Ask a few basic questions:
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CREW ADVANCEMENT
Just as player characters gain Experience Point after each game with which they
can improve their characteristics and skills (CU page 49), the crew itself can
‘advance’. This is an option for the game that allows the crew to gain points in
Status, Clearance and Lore.
STATUS, CLEARANCE & LORE
   Status is a pat on the back from your superiors, the mission must be
    broadly successful with no tragedies, significant damage, injuries or
    chaos! Status represents the trust that your employer puts in you. Status
    is simply spent one point at a time to gain some additional resource
    (people, spacecraft, a rover, etc) above and beyond what is expected,
    from local commanders, stations or moonbases. It cannot drop below 0.
   Clearance represents the crew’s access to secret information, with the
    more the crewmembers discover or expose, the more they are allowed to
    know. Clearance is simply spent one point at a time to gain more
    information about a covert mission in the briefing, or to make deductions
    about an espionage-related situation.
   Lore is suited to an alt-Moon campaign, where secrets of alien existence
    or the artificial nature of the Moon are part of the game. Lore represents
    knowledge of these alt-Earth theories. Lore is simply spent one point at a
    time to make a deduction or inference about an alien-related, or alt-Moon
    situation, particular when dealing with some new evidence.
GAINING POINTS
Scores begin at 0 and top out at 5. At the end of a scenario or mission, review
each score:
Gain +1 Status:          Each time the mission is broadly successful with no
                         tragedies, significant damage, injuries or chaos.
Gain +1 Clearance:       Each time the crew successfully carries out a covert
                         mission relying on secret information, or a mission
                         which discovers secret info, a spy plot or enemy agent.
                         If a crewmember relates any part of a previous secret
                         mission to an NPC, 1pt of Clearance is lost.
Gain +1 Lore             Each time the crew discovers new evidence about the
                         artificial origins or nature of the Moon, or about the
                         existence of an alien presence (dead or alive).
Example: The crew has Status 2 and Clearance 1. On the third mission they are
trying to deactivate a Soviet killsat that is in danger of accidentally destroying
Independence Station. This is ultra-secret, only a handful of government heads and
intel agents know about this mission. They manage to rendezvous and eventually
deactivate it by accessing its on-board targeting computer. The GM tells them the
activation signal is weird, and asks if they want to spend 1 pt of Clearance to know
more. They agree, and receive the information that the killsat was activated by a
classified CIA or NSA signal. After the game, the crew will probably gain another
1pt of Clearance due to the ultra-secret nature of their mission. Two missions
later, one of the player characters tells a German astronaut about the killsat
incident, forcing the GM to dock the crew 1 point of Clearance immediately.
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                         CHARACTER SHEET
NAME                                                             XP:
      ROLE             STR     DEX       END        INT    EDU     SOC
MILITARY RANK
AGE
SEX
       HEIGHT
                cm
      WEIGHT
                kg            BACKGROUND AND PAST EVENTS
   PERSONALITY
                       CREW ADVANCEMENT
STATUS Total                         STATUS Current
CLEARANCE Total                      CLEARANCE Current
LORE Total                           LORE Current
EQUIPMENT
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EXAMPLE CHARACTER
Let’s create an astronaut, as an example. The game is focused on a group of
NASA astronauts based on Independence Station. He has carried out 3 missions.
I roll his BACKGROUND and get spacecraft construction engineer, perhaps after
graduating with an MSc he joined Thalon Aerospace as a design engineer and
rose through the ranks.
I randomly roll his SKILL LEVELS, and gain Computer-4, which I don’t want. I’d
rather spread his skills a little more, so I reroll that last level of computer and
gain a different skill. My final skill levels are: Computer-3 Engineering-2, and
Medical-1. I decide his specialism was in guidance and spacecraft software
programming. With a level 3, an expert, I guess he was a department head of
programming.
I roll on the Pilot Role table for my BONUS SKILL and gain Leader-1. He also
gains the default Vacc Suit-0 and Ground Vehicle-0 skills. A level-0 skill does not
give you a bonus to your task roll, but it does prevent you from suffering the -3
penalty for not having any skill levels at all.
Next I select a NAME (Irvin Clark) and a PERSONALITY TYPE (The Joker). This
makes me reconsider his bonus skill, I decide to change it to Carousing-1,
instead. Finally I roll for a PAST EVENT and get the result: “Briefly investigated
for holding on to top secret documents”. I decide this was an incident back at
Thalon Aerospace, and it throws a hint of doubt that has dogged him ever since
in every interview or promotion he’s had. Irvin Clark is complete.
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                      SPACEFLIGHT
                              ‘Poyekhali!’ (‘Let’s go!’)
                            Yuri Gagarin, 11 April, 1961
Spaceflight in the modern era is nothing like a block-buster sci-fi movie – but
you know that already. It’s not just slower, either. Aircraft operate in the
medium of air, avoiding thunderstorms, changing velocity simply based on how
high they fly, wind speed and at what temperature that air is. Ships operate in
the medium of water, and must account for currents, water temperature, sea
state and even water salinity. Spacecraft operate in a gravity well, and their
motion and direction of travel is dominated by the existence of the nearest
planetary body or moon. It’s called a gravity well, because you should imagine
space as a flat tablecloth, with each planet or moon sinking into that cloth,
creating a depression or ‘well’ around it, that is deeper the more massive the
body. Any spacecraft has to contend with being pulled into those wells, or
riding a curved path around their edges to avoid that fate.
So, travelling anywhere in the solar system means that you can’t just fire up the
motors, point your rocketship at Mars and head off in a straight line. Mars is in
an elliptical orbit around the Sun, and so is the Earth, and when you get up into
space you’re in an orbit around the Earth, skimming around the edge of its
gravity well – like a circus motorbike rider in the wall of death. Everything
moves in circles or ellipses around something. Even if there are no planets
nearby, you’re still on the edge of the Sun’s gravity well and you’re still moving
in a curved orbit around it. And even if you could travel in straight line, Mars
will have moved on by the time you get to where it was.
That said, in Orbital Cold War, you will be relieved to know that we are not
going to discuss the complexities of conic orbits, parabolas, Hohmann orbits
and brachistochrone trajectories! However, the following sections provide some
general background on how spacecraft move and manoeuvre in space.
REACHING ORBIT
Earth’s gravity well is pretty deep, which means no spacecraft yet built can take
off and reach orbit without the incredible speed provided by rocket assistance.
A rocket is properly termed a launch vehicle, and what it carries at its tip is
known as the payload (because it pays the bills of the rocket operators!). That
payload might be a weather or telecommunications satellite, it might be a space
probe to Saturn or a robotic rover heading for the surface of Mars, or it might
be two or three astronauts in a tiny spacecraft on their way to a space station.
As the rocket builds up speed, sections (or ‘stages’) with an empty propellant
tank are discarded, lightening the launch vehicle and increasing the speed. As
orbit is reached, the last rocket stage falls away, and like the rest, typically falls
back to Earth where the heat of re-entry burns it up. Most payloads never return
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to Earth, but the humans will want to. To survive that fierce heat of re-entry,
they usually return in a heavily protected re-entry capsule that can survive the
heat and pressure. Most land by parachute and braking rocket in the ocean or in
the desert, although the US Air Force’s Big Gemini spacecraft glides-in on a
folding wing. All these designs are disposable, single-use spacecraft. Recent
spaceplane designs (the American Saturn Shuttle and Dyna-Soar, and the
European Hermes) are able to glide back to land on a runaway, and then be
refurbished and reused for another flight. That might be the future of
spaceflight for the 21st century... The closer the launch is to the equator the
better, since the Earth’s surface there is already spinning eastwards at 1674 kph
– that’s the rocket’s standing start! It also means that launches always travel
eastwards into space and enter an anti-clockwise orbit around the Earth.
IN ORBIT
In movies and even in spaceflight footage, it seems as if the spacecraft or space
station is hanging in the void, and that astronauts carrying out a spacewalk are
likewise floating almost motionless above the Earth in zero gravity. That’s all
just an optical illusion. Think of the spacecraft as if in a ‘freefall’ much like a
group of skydivers, freefalling from an aircraft; as they hold hands, manoeuvre
and gesture to one another, they appear to be floating in mid-air if it weren’t for
the rush of air past them. Like them, a spacecraft or space station is falling past
the Earth at speeds of 28,000 kilometres per hour or more. Climbing out of a
hatch to fix a radio antenna, the spacewalking astronaut is falling too, at the
same speed as the spacecraft. And like the skydiver, the spacecraft can
orientate itself while in orbit anyway it likes: flip over on its back, stand on its
end, rotate along its axis … it’s still falling around the Earth at the same speed,
that will not change.
Most low Earth orbits (LEO) are circular, with spacecraft and space stations
operating at a set altitude anywhere between 400 km and 800 km above the
Earth’s surface. Note that space ‘begins’ at an altitude of 100 km, but there is
still a trace atmosphere above that which means anything in orbit below 400 km
is going to be slowly dragged back into the atmosphere (an effect known as
‘decay’). In these orbits, the satellite or craft will make 14 or more revolutions
around the Earth every day (so one revolution might be around 90 minutes). The
ground track of the craft will appear to shift westwards a little on each orbit,
due to the Earth’s rotation, with the cycle beginning again after around 3 days.
As an example, the modern International Space Station occupies a low Earth
orbit at around 400 km altitude.
Low Earth orbits are the easiest and cheapest to reach by launch vehicle, and
are great for Earth observation, as well as ease of access to space stations and
the return of manned crews to Earth. But there are higher orbits, the most
popular of which is geostationary orbit (GEO) located exactly 35,786 km above
the Earth’s equator. The orbit of a satellite or station in GEO is synchronised
with the Earth's rotation, with the effect that to anyone on Earth, the satellite
appears motionless, in a fixed position in the sky. Communications satellites
are often placed in a geostationary orbit so that Earth-based satellite dishes do
not have to rotate to track them but can be pointed permanently at the position
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in the sky where the satellites are located. Weather satellites are also placed in
this orbit for real-time monitoring and data collection. Obviously it requires a lot
more propellant to boost a satellite to such a high orbit, which reduces the size
of a rocket’s actual payload (see page 66).
Another alternative is the polar orbit – a low Earth orbit where a satellite passes
above or nearly above both poles of the Earth. This costs more propellant, just
like achieving GEO, but this is because the satellite or spacecraft has not been
launched in the direction of the rotation of the Earth. Because of this, the launch
vehicle does not get that massive speed benefit from the Earth’s spin. Polar
orbits are particularly useful for global Earth coverage, as satellites orbiting ‘up’
and ‘down’ the Earth’s rotating surface can see every inch of the planet over
time. This orbit is used for Earth-mapping, reconnaissance and some weather
satellites. A sun-synchronous orbit (SSO) is a particular kind of polar orbit in
which a satellite is in sync with the Sun. This satellite will always appear in the
same position relative to our star and will pass over the same spot on Earth at
the same local time every day – for example passing over the city of Washington
daily at noon. To achieve this, a low and fast polar orbit is required, but these
inevitably decay due to drag from the atmosphere. Another variant of the polar
orbit is the tundra orbit, a highly elliptical orbit used by satellites that provides
better coverage for high-latitude regions and which geostationary satellites
struggled to cover effectively.
MANOEUVERING
It is the freefall effect that allows two spacecraft in the same orbit, or altitude
above the Earth, to meet up and dock with one another – a manoeuvre known as
rendezvous. That’s the equivalent of two skydivers jumping out of two separate
planes, then manoeuvering in the air to reach one another and hold hands. It’s
tricky because you are both travelling at high speed, but at least it’s in the same
direction and at the same speed!
Now what about rendezvous with a space station in a higher orbit, that is
currently far ahead of you on its orbital track? You will need to speed up to
catch it – but you don’t just apply some rocket thrust in order to do that.
Circular orbits resemble the multi-lane running track at an Olympic event. We all
know that the inner track is shorter and therefore faster than the tracks further
out, with the outermost having the longest track length of all, and taking the
longest to complete. Apply this concept to changing orbits.
If I apply thrust, my speed will increase pushing my craft up into a higher orbit
(or out to the tracks at the edge), this has gotten me to the correct orbit, but I
am now just as slow as the station and way behind it. Conversely, if I turn my
craft around and apply thrust for a braking manoeuvre (or retro) to slow my
craft down, my speed drops and I descend to a lower orbit. Now I wait to pass
the station on the inside track, whizzing past with the station high above me. At
a precalculated moment I apply thrust and speed-up to increase our altitude,
popping up into the station’s orbit just as it is passing our location. Basically,
keep the analogy of a running track in your head. Using thrust to speed up will
change lanes going outwards to higher orbits, which are slower and take longer
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to pass around the Earth. Using thrust to slow down (retro) will change lanes
going inwards to lower orbits, which are faster and take much less time to pass
around the Earth. Using a combination of these techniques, you can rendezvous
with a station high above you, but on the other side of the Earth, or with a
satellite way behind you and lower down. None of this factors much into playing
the game, but is a useful guide to what is going on when the spacecraft are
changing orbits and manoeuvering in space. All the player characters will want
to know is ‘how long before we rendezvous, and are there any complications?’
Both Soviets and Americans have small space stations in lunar orbit which are
used as transfer stations. Unmanned landers are launched into low-Earth orbit
and then hauled out to lunar orbit by space tugs. They dock with the station
and wait for crews to arrive in separately launched spacecraft (the Americans
use Apollo CSMs, the Soviets use the new generation LOKs). Crews then transfer
to a lander and descend to the surface. Conversely, crews returning to Earth
from the Moon dock their landers at the station, and then transfer to a waiting
spacecraft and pilot it back to Earth. These landers can often be refueled and
reused up to a dozen times before being discarded.
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RETURNING TO EARTH
At some point the mission comes to an end and the astronauts need to return
from low Earth orbit to the surface of the Earth. As you can guess, the
procedure is to slow down by facing the engines in the direction of travel and
giving a burst of rocket thrust of just the right duration to lower the altitude
enough to enter the Earth’s atmosphere. The time taken from this braking
manoeuvre to touchdown is typically around 50 minutes.
Roughly 30 minutes after the braking manoeuvre has been completed, the part
of the craft with the heat shield must be orientated in the direction of travel
ready to soak up the intense heat of re-entry. Usually, the craft’s service module
containing propellant and the craft’s engines, is detached at this time, so as not
to interfere with the re-entry procedure. Soon after, the re-entry capsule begins
to brush against the upper atmosphere at a speed of several kilometres per
second. In the depths of the atmosphere as the air thickens, plasma builds up
around the capsule and this disrupts radio communications for around 3
minutes. Forty minutes after the braking manoeuvre, and as the
communications blackout ends, the braking parachutes open and the capsule
makes a graceful landing in either the Pacific Ocean (American) or in the deserts
of Kazakhstan in Central Asia (Soviets). The European Hermes shuttle lands on a
runway at the Kourou Space Centre in French Guiana, South America; whilst the
Saturn Shuttle lands at the Kennedy Space Centre in Florida, the Air Force’s
Dyna-Soar lands at Vandenberg Air Base in California. Other (super long,
emergency) runways have been designated for the spaceplanes at various
locations across the globe.
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TRAVEL TIMES
As explained earlier on in this chapter, moving anywhere within the Earth-Moon
system is often via a complex series of repeated orbits and orbit changes using
carefully time engine burns. This is a game, however, so don’t expect involved
calculations or a detailed description of different orbital transfer choices. We
want to get on with the story and let the characters worry about such details. In
the end, players only really need to know how long these procedures take. Use
the table below to determine how long a flight will take within the Earth-Moon
system. All flight plans can be reversed (so ‘From Earth LEO to lunar orbit’ will
have the same flight duration as ‘From lunar orbit to Earth LEO’). The only
exception to that is ‘From lunar orbit to Moon surface’ and its reversed flight
plan (see table, below).
BURNS
The chemical rockets used by spacecraft consume a lot of fuel (referred to in
rocketry as propellant) and expend it quickly if it is not rationed correctly. To do
this, a spacecraft is assigned a number of Burns based on how much propellant
it carries, a full propellant load provides 4 Burns, but many spacecraft reduce
this load to save weight and space, thus reducing the number of Burns
available. A Burn is a short duration burst of thrust, once the spacecraft has had
its velocity changed, the Burn will end and the craft will coast the distance to
the destination, carrying out a braking manoeuvre (another brief Burn) to
decelerate or enter an orbit. For the majority of the time a spacecraft is in orbit
or flying to the Moon, its rocket motors are not in use.
These Burns are spent in order to carry out manoeuvres and once all Burns have
been expended the propellant is gone and the spacecraft needs to be refuelled
or abandoned. The Flight Plan table (above) includes the Burn demands for a
variety of typical manoeuvres. Note that changes in orbit or vector will not
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normally require any Burns since enough propellant is usually carried on board
to handle most in-orbit rendezvous and manoeuvring. Burns remaining must be
cautiously rationed; no-one wants to be stranded without enough propellant for
a deorbit re-entry. Plan ahead. How many Burns will my mission require? Is that
enough? Is there any reserve? Can I refuel at an orbital depot? Spacecraft in
Orbital Cold War usually have only the minimum number of Burns in order to
complete their mission.
DOCKING
Two spacecraft may dock if they have rendezvoused (arrived within sight of one
another, usually a few kilometres) and neither attempts to resist the docking
manoeuvre. In Orbital Cold War, we assume that the Soviets have emulated the
docking mechanisms of the West, in order that player characters can more
easily interact with the technology of their rivals. This eases game play. Once
docked, the hatches of each craft can be opened to allow access between them.
BOARDING
Boarding an unresponsive spacecraft or space station is as easy as docking with
it and opening the hatches between them. If the spacecraft is attempting to
avoid being boarded by actively manoeuvring, the prospective boarders must
match the target’s velocity and dock with it (as above) but this is now a Difficult
(–2) task. If this fails, the boarders must resort to landing on the hull in vacc
suits to either use an airlock or force open a hatch (note that an opened hatch
will vent out the cabin air within).
      Use a zero-G thruster unit to land on moving ship: Average (0) Vacc Suit,
       10 minutes.
       Failure indicates abandoning the task.
LUNAR LANDING
A lunar lander is equipped with a set of strong landing legs. Landing such a
craft onto the Moon’s surface takes skill and the task varies with the type of
landing site:
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Failure requires a 1D6 be rolled: on 1-3 the lander has come down hard and
broken something – roll for a malfunction (page 51); on a 4-6 the lander has
come down some inconvenient distance from the intended target. If an
Exceptional Failure is made, then the lander may have tipped over, struck a rock
or landed at an angle that makes launch impossible
SPACECRAFT SYSTEMS
A spacecraft is not just a vehicle, but a fragile metal cocoon, providing
everything humans need to survive. Most spacecraft of this era are constructed
with the following modules:
Crew Module – Containing crew couches, a hatch and the control systems and
cockpit. Often, this is the only part of the craft that humans can access and is
their cramped and claustrophobic ‘world’ while in space. It includes basic life
support and limited battery power, and if used to return to Earth will be fitted
with a heat shield and braking parachutes. Most include viewing ports. Also
called: command module, descent module, ascent module.
Service Module – This part of the spacecraft contains the main rocket motor
along with its propellant, and an electrical power system (batteries or fuel cells).
Some battery-powered spacecraft are also equipped with fold-out solar panels in
order to recharge those batteries. As an exception, the Soviet TKS orbital ferry
is designed as a single operating module, with living space, controls on the
interior, and power systems, life support and rocket motors fitted to the outer
shell.
AIRLOCK
Most spacecraft in this era are not equipped with airlocks as seen in most
science fiction movies, they are heavy and require considerable space. Instead
an outer hatch will lead directly into the interior of the cabin. Those that do
have an airlock can allow a space-suited crewman to leave the spacecraft in
order to carry out a spacewalk, or lunar surface mission, without having to
depressurise the entire cabin. The Soyuz TM includes an orbital module used
for living, science or cargo – but it can also serve as an airlock. The average
airlock is only just large enough for one person in a space suit to pass through.
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An airlock takes three rounds to get inside, one minute to cycle, and another
three rounds to exit. Airlocks, just like spacecraft hatches, are rarely if ever
equipped with any kind of security locking mechanism.
CREW COUCHES
The couches support the crew during acceleration and deceleration, position the
crew at their duty stations, and provide support for the spacecraft's translation
and rotational hand controls, lights, and other equipment. A lap belt and
shoulder straps are attached to each of the couches. To assist the Soyuz crew,
who cannot reach all of the controls when strapped in, a push rod with its own
hand-grip is used to press buttons.
HATCH
A hatch allows the crew to climb in and out of the spacecraft and is often
located within a docking ring, allowing the spacecraft to dock with another
spacecraft or a station, before opening the hatch.. If this is done undocked, in
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space, then the cabin will first have to be depressurised (‘depress’), by pumping
the air into reserve tanks and exposing the cabin to vacuum. Obviously all of
the occupants will be required to be fully suited up and prepared. To return the
cabin to its liveable state, the hatch is closed and the cabin is repressurised
(‘repress’) by pumping the air back into the cabin space. At that point, helmets
can be removed.
LIFE SUPPORT
The spacecraft’s power system is crucial in providing heat and regulating the
cabin pressure, it also filters (or ‘scrubs’) and recycles the cabin air. The life
support system in both American and Soviet stations and spacecraft creates a
standard nitrogen/oxygen atmosphere. In Orbital Cold War, the US space
programme used pure oxygen cabin atmospheres at reduced pressures until
Apollo 13 and then transitioned over to normal Earth-like can atmospheres
ready for long duration station and moonbase habitation. This means that
Soviet and American craft are compatible and can dock with each other without
complications.
Food is all precooked and pre-packaged, and ready to eat after warming in an
electric oven, or by the addition of hot water. Drinking water is also provided.
However, those spacecraft powered by fuel cells have a ready supply of drinking
water, since that is a by-product of a fuel cell’s power generation system. A
simple toilet is usually fitted, with a basic pipe and attachment system, and in a
cramped orbital craft there may be no privacy available. Larger craft and space
stations do provide privacy screens, however. The Soyuz TM spacecraft has the
toilet located in the forward orbital module, away from the crew module. All
solid waste is retained.
POWER
Electrical, control and life support systems require a powerplant of some type.
Short duration spacecraft (such as the Apollo LM) may simply employ batteries
for this function, and for longer duration missions in Earth orbit, batteries can
be combined with solar panels which recharge the batteries and extend the
endurance of the batteries indefinitely. Of course, for maximum effectiveness
those panels have to face the Sun. A popular alternative to batteries are fuel
cells. While fuel cells generate electricity, batteries can only store it, and fuel
cells can be refuelled. Hydrogen and oxygen are the fuel required by a fuel cell,
which will break down the hydrogen into both electrons and protons. The
negatively charged electrons flow out of the cell and generate an electric
current, which is used to power the spacecraft’s electrical system. The
remaining protons and oxygen combine to produce the by-product of water.
Fuel cells are able to produce power for longer than a battery of the same size
can supply it.
Other power sources are in use, but rarely with manned spacecraft due to the
dangers from radiation: the radio-isotope thermoelectric generator (RTG) and
the nuclear fission powerplant. The RTG is a ‘nuclear battery’ that uses an array
of thermocouples to convert the heat released by the decay of radioactive
material into electricity. This type of generator has no moving parts and is ideal
for deploying into space for durations too long for fuel cells or batteries to
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provide electricity economically, and in places where solar cells are not practical
(such as deep space, or the long darkness of the lunar night). RTGs have been
used as power sources in satellites and in deep space probes such as the
Voyager and Viking missions. Already, nuclear reactors have been installed
within submarines, and the same benefits of large amounts of power coupled
with an extremely long endurance requirement, made them candidates for
space station or moonbase power systems. The Americans introduced the SNAP-
8 whilst the Soviets began fielding the TOPAZ-2 nuclear reactor; both generate
electricity and are primarily use to provide electricity for moonbases. The
Soviets have notably installed a TOPAZ into their large manned space station,
the Zarya, mounting the reactor on a 55 metre-long boom to protect the crew
from the effects of radiation.
PROPELLANT
The thrusters which change a spacecraft attitude burn a propellant such as
hydrazine, this is different to the propellant used by the spacecraft’s main
engine which is a combination of volatile chemicals: typically nitrogen tetroxide
and some form of hydrazine compound, that react explosively when combined.
Only specially designed spacecraft are able to refuel whilst in space (such as the
space tugs, and the lunar landers and ferry craft).
RADIO COMMUNICATIONS
Headsets are worn for communicating with ground control or with a comrade
conducting a spacewalk. These are plugged into the communications console
that transmits the conversations and other spacecraft telemetry (flight data) to
Earth via an antenna on the outside of the spacecraft. If the antenna is out of
line-of-sight with the Earth (behind the Moon whilst in lunar orbit, for example),
then the transmissions will not be picked up. With several antenna, transmitting
at different frequencies, there are multiple back ups. American and Soviet
communications systems are not completely compatible, but with some work
spacecraft on either side of the Iron Curtain may be able to communicate with
one another.
If the station or spacecraft is in low Earth orbit, both Soviets and Americans
have a number of relay satellites in geostationary orbit which enables ground
control to remain in contact at all times. Any craft in lunar orbit enters a
communications blackout for 45 minutes as it passes around the far side of the
Moon. On the Moon’s surface, the curvature of the surface compared to Earth
renders line-of-sight communications between a base and its rovers unfeasible
beyond 30 km from the base and so signals are bounced up to relay satellites
high above the nearside surface (in the L1 orbital position).
ROCKET MOTOR
The rocket motor is located in the service module of the spacecraft, and is used
to carry out large velocity changes. It uses propellant that is carried in two or
more tanks within the same module. To accelerate towards something, the
rocket faces to the rear, but if the spacecraft needs to decelerate (perhaps to
slow down and enter lunar orbit, or to drop out of low Earth orbit) then the
spacecraft must pitch over to face its rocket motor forwards ready to carry out
the braking manoeuvre.
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TROUBLESHOOTING
  Let’s work the problem, people. Let’s not make things worse by guessing.
                                                              Gene Kranz
Problems inevitably occur in space. Spacecraft (and bases and rovers) are highly
complex and technical things and when a malfunction occurs it is the crew on-
board that must deal with it. Rather than have this be a straight forward
situation of asking the player characters to ‘roll Engineering to fix the rocket’,
the process is instead a multi-player investigation. Players must decide how they
approach the situation and where to focus their attention. When a Malfunction
occurs (see page 138), follow this troubleshooting procedure:
1) Identify the Malfunction. The Game Master rolls for the nature of the
Problem; then secretly selects a faulty item from that Problem’s checklist. The
player characters need to diagnose that item as the source of the Malfunction.
2) Describe the Malfunction. Describe it to the players as well as its potential
consequence, along with a rough estimate of the deadline: when that
consequence will occur.
3) Consult the Checklist. Give the PCs a Checklist, which is essentially a list of
THREE systems to check, one of which is the cause of the problem.
4) Narrative Link. If a player can narratively link the Malfunction with a very
recent event, manoeuvre or spacecraft operation within the game, diagnosis is
instant. Go straight to 6).
5) Diagnose. Allow a player character to diagnose one of the Checklist items.
To do so, roll 8+ on 2D6, add +1 for each player character assisting in the
diagnosis. The first attempt takes 5 mins, the second 10 minutes and all
subsequent attempts take 20 minutes.
6) Is a Part Required? Roll 2D6, on a 9+ a part is required and the control panel
will need to be disassembled in order to replace it. Roll on the Spare Parts table.
7) Fix the Malfunction. Once the malfunction is diagnosed, it needs to be fixed.
This can almost always be done from the crew module, whilst sat at the control
panel, and involves a process of isolating the malfunction or using other
systems or subsystems to compensate. The GM creates a task difficulty by
rolling 1D6+5. The player character then rolls 2D6 and adds their Pilot skill,
attempting to equal or exceed the task difficulty.
Player Decision-Making – These rules are designed to give players agency in
solving problems. Can they link the Problem to a recent event? Do they split
their efforts to diagnose the problem and all work on a separate part of the
Checklist? Or do they go through the Checklist item by item together? To fix the
problem, a spacewalk might get the job done, but that is time consuming. It’s
up to the players to decide, can they spare the time? Finally, sometimes a spare
part must be repurposed from another system, will they risk the chance of
disabling the subsystem they are cannibalising?
Multiple Attempts – Unlike most task rolls, the attempts to diagnose and repair
can be repeated, eating up time and pushing the player characters closer to
their deadline. If an Exceptional Failure occurs (missed the roll by 6 points)
then the malfunctioning part cannot be repaired.
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                                SPARE PARTS
1D6 Part Situation
1-3 Part is available.
 4  Part is damaged or requires modification; roll 6+ to fix or modify the part,
    add Pilot skill. Takes 10 minutes.
5-6 Part non-existent; the crew may repurpose a part from elsewhere (roll on
    the Malfunction table to learn which subsystem it comes from). Once the
    repair is completed, roll 2D6, on 10+ a Malfunction now occurs in that
    subsystem. Repurposing is a gamble. Takes 10 minutes.
                                      MALFUNCTIONS
1D6   1D6   Problem          Consequence             Deadline      Checklist          Repair Time
       1    Airlock          Cannot pressurise             -       Seals              40m
                                                                   Pumps
                                                                   Latches *
       2    Water Recycle     No drinking water          1 day     Filters            10m
                                                                   Pumps
                                                                   Leak
       3    Computer          No control                35mins     Software           5m
                                                                   Hardware
1-3                                                                Electrical Power
       4    Reactor           Radiation leak            60mins     Coolant            30mins
                                                                   Control Unit
                                                                   Electrical Power
       5    Fuel Cell         No power                  60mins     Fuel Transfer      30m
                                                                   Generator
                                                                   Leak
       6    Solar Panels      No battery recharge        1 day     Sun sensor *       60m
                                                                   Generator
                                                                   Panel Motors *
       1    Cabin Pressure Suffocation                  60mins     Filters            20mins
                                                                   Pump
                                                                   Leak
       2    Heating           Overheat/Freeze           60mins     Coolant            15mins
                                                                   Fans
                                                                   Electrical Power
       3    Sensors           Penalty to dock/land         -       Software           20mins
                                                                   Antenna *
4-6                                                                Electrical Power
       4    Batteries         No power                  60mins     Leak               30mins
                                                                   Generator
                                                                   Connections
       5    Radio             No communication             -       Electrical Power   10mins
                                                                   Antenna *
                                                                   Interference
       6    Smouldering       Fire                       15m       Electrical Power   1min
                                                                   Connections
                                                                   Control Unit
Batteries/Reactor/Fuel Cell – If the player character’s spacecraft is not fitted with the power
system rolled on the dice, then swap if for the system that is on-board their spacecraft.
EVA (*) – A Checklist item with an asterisk (*) indicates that a spacewalk can be carried instead
of trouble shooting from the cockpit. Suiting up and leaving the craft takes time, but doing so
will provide that character with a +2 bonus to fix the Problem. The players decide.
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                          SURVIVAL
Orbital Cold War uses the rules found in Cepheus Universal to resolve tasks
and handle dangers faced by player characters. A summary of the main rules
can be found in the Appendix: Fast-Play Rules at the back of this book. Ways in
which to add drama (Escalating Peril, Countdown to Disaster and Random
Disaster) that are found on CU page 61 are perfectly suited to these space-
based scenarios. This chapter provides a brief summary of survival rules useful
for astronauts, taken from Cepheus Universal.
VACUUM
Suffocation rules apply when a suit or craft runs out of air. The character
suffers 1D6 points of damage per minute.
PRESSURE LOSS
On the Moon and in deep space, humans are battling against lack of pressure,
in most cases a vacuum or a near vacuum. This is always the greatest danger to
any space traveller.
If a weapon hits an outer hull, roll for weapon damage as normal and subtract
from this the armour value (AV) of the craft or station. This is normally AV 4. If
penetration occurs, a 1 cm diameter hole is punched into the hull and
decompression begins. Explosives of any kind automatically strike the hull if
detonated internally. The fact that the atmospheric pressure of the cabin is
exerting great force on the skin of the habitat or vehicle adds a considerable
punch to any internal explosion, increasing the chance of a puncture. Roll
explosive damage and subtract the AV of 4. Every point of explosive damage
beyond that needed to puncture the hull widens the hole by 20 cm. A frag
grenade tossed into a orbital lab goes off and does 24 points of damage,
lowered to 20 after the lab’s hull is considered: that constitutes a breach. The
20 points cause explosive decompression with a catastrophic hull rupture 4 m
in diameter, effectively ripping away an entire bulkhead ... This combat rule can
serve as a guideline for other projectiles, from micrometeoroids striking the
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hull, to vehicles crashing into a surface habitat or fuel pumps exploding. See
the full rules for Defeating Barriers (CU page 111).
To stabilize a patient exposed to vacuum: Difficult (-2) Medical roll. It takes 1D6
minutes and failure indicates the patient continues to deteriorate at 1D6 pts per
hour. The medic can try again each hour. Success indicates the patient regains 3
characteristic points and can begin recovery as normal.
RADIATION
Radiation can be killer in space. A solar storm can bathe the Moon with
energized protons that can reach deadly levels very quickly, although
astronauts in low Earth orbit are protected by the Van Allen Belts. There is also
a danger from the leak of radiation from a nuclear fission reactor, and there are
many of these in use on the Moon. Radiation in Cepheus Universal is measured
in Rads.
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RADIATION PROTECTION
Subtract the relevant protection from the Rad Exposure before totalling up the
character’s Rad dosage. Roll each hour if the exposure is extended.
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ZERO GRAVITY
Simply moving carefully in zero gravity will not require a task roll, but carrying
out some tricky manoeuvre or work activity certainly will. The outer hull of
stations and spacecraft (but not spaceplanes) have a number of usefully-placed
hand holes and grips. The suit comes with multiple carabiners and tethers with
which to latch on to the hull ready for work. Likewise, the inside of a module
includes pull bars that can be grabbed for stabilization in zero gravity. Losing
control in zero-G during a space-walk is a Stress Event. In the movie Salyut 7,
Viktor has a portable step on which to stand. He also straps himself to the
exterior hull of the space station in order to brace himself so that he can use a
hammer to smash off the cover of the sun sensor. If using a firearm in zero-G,
resolve the attack roll first, then (whether the shot hit or not) attempt to retain
control.
Apply the following DMs: Using a tool to repair/construct -2; striking with tool
or melee weapon; or pushing/pulling -4; using a handhold or brace +2
Retain Control Whilst Firing a Gun With Recoil: the player rolls the Recoil
number or higher using 2D6. Most guns have a recoil of 6 or 7 (see CU page
132).
Apply the following DMs: Dex Modifier; Vacc Suit skill; using a handhold or
brace +2; firing a 4-rd burst -4; firing a 10-rd burst -6.
Losing control means the character is tumbling and if a task was being
attempted, it is abandoned. Roll again to regain control, but this time there are
no DM’s, either positive or negative, except for those derived from Vacc Suit
skill and the Dexterity characteristic.
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SPACE SUITS
In the Cepheus Universal rules, space suits are sometimes referred to as ‘soft
suits’ or ‘vacc suits’, and the skill for their use is called Vacc Suit skill. Sealed
spacesuits are vital for survival in a vacuum environment and serve as a
personal space habitat. Space suits are listed in the Equipment section (pg. 59).
SUIT TYPES
There are two categories of space suits used in 1990; the first is a lightweight
pressure suit for launch and re-entry that serves as a life-saver should the
capsule or cabin suddenly decompress (as it did during the Soyuz 11 mission).
It includes a helmet, and receives its air by direct connection to the vehicle. A
‘Snoopy cap’ is also worn, that incorporates a pair of earphones and
microphones, allowing the EVA astronaut to communicate with his crew mates,
as well as ground controllers. It is not designed to be used for a spacewalk or
lunar activity, and if used in that role will balloon slightly, making all physical
tasks Difficult (-2). In addition, it will retain its temperature only for 20 minutes,
after which it becomes unbearably hot or cold.
The second is a suit for space-walking (EVA suit) that is capable of enduring the
heat and cold of a vacuum, it also has additional toughened layers of protection
against tears or micro-meteoroids, and of course it includes a self-contained
6-hour life support pack (a PLSS, ‘personal life support system’). EVA suits are
bulky and hot to wear, and the user dons an absorbency garment (diaper) to
soak up any waste matter, and also dons a liquid cooling vest, before climbing
inside the suit. As with the pressure suit, a ‘Snoopy cap’ is also worn to enable
radio communications. A suit will include gauges on wrists and chest that allow
the wearer to check battery life, pressure, temperature, air and the PLSS system.
Drinking water is included and a drinking tube is fixed close to the wearer’s
mouth. He or she can also mount a food stick into a nearby housing, giving the
wearer a chance to eat something if in the suit for several hours. In Orbital
Cold War, EVA suits are also used on the surface of the Moon.
The US has two pressure suit designs currently in use as well as the
Extravehicular Mobility Unit – the American EVA suit that is constructed in two
halves. The astronaut first puts on the legs, then upper torso, before fastening
them together. The Soviet pressure suit is the tried and tested Sokol suit with
its distinctive blue, metal fittings, while the off-white Orlan serves as the USSR’s
EVA suit. This is semi-rigid, with a solid torso and flexible arms and includes a
rear hatch entry through the backpack that allows it to be donned relatively
quickly (approximately five minutes).
SUIT BREACH!
Once a suit’s Armour Value is breached, the wearer will take damage from
vacuum: in round 1, no damage; in round 2 one point of damage, and in the
subsequent rounds he suffers 2 points of damage. Being inside a breached suit
is a Stress Event. Patching a leak is an Average Vacc Suit roll, taking two rounds.
For major breaches, the damage is difficult to repair:
To repair a major breach: Difficult (-2) Vacc Suit roll, taking 1D3+2 rounds; or
Very Difficult (-4) if repairing one’s own suit. All suits include a suit repair kit.
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AMERICAN SUITS
SOVIET SUITS
      Sokol                             Orlan
   (Pressure)                           (EVA)
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Putting on an EVA suit while under stress: Vacc Suit, 1-3 mins, Average (0)
Taking off an EVA suit while under stress: Vacc Suit, 1-6 rounds, Average (0)
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EQUIPMENT LIST
SPACE SUITS
Pressure Suit: A launch and re-entry suit designed to protect crews from
sudden decompression. Fitted with a helmet, gloves and boots as well as a
connector to the cabin air. It also includes thirty minutes of emergency air.
Fireproof for 1D3 rounds. Weight 12 kg, $12,000, AV 2.
EVA Suit: A heavy-duty suit designed for spacewalks and lunar surface
operations. It includes multiple hard-wearing layers, as well as an integrated life
support system sustaining the wearer for up to six hours. It includes loops and
carabiners for the attachment of tools, in order to keep the hands free.
Fireproof for 1D3+1 rounds. Weight 40 kg, $60,000, AV 4.
Hand-held Thruster: For short duration spacewalks, the handheld thruster is an
invaluable and powerful tool, capable of providing the astronaut with the ability
to move freely in zero gravity. It uses high pressure cold gas (typically oxygen)
as thrust, and being hand-held it is extremely versatile. The thruster costs
$2000 and has a mass of 2 kg. It is good for 20 minutes of flight.
Thruster Pack: Longer spacewalks require the use of a thruster pack. The big
space stations have one in their locker. The pack is a propellant and motor unit
worn on the back, with control arms swinging around for use at the front of a
user. A joystick on the right arm and keypad on the left provide complete
control. Once a desired orientation is achieved, the user can engage an
automatic attitude-hold function that maintains the inertial position of the pack
in flight. This frees both hands for work. The pack holds enough nitrogen gas
fuel for approximately 6 hours of EVA, though this does not constitute
continuous thrust. Weight 30 kg, $80,000.
TOOL KITS
Zero-G Tool Kit: The zero-G tool kit is essential for any repairs or construction
work under-taken in zero gravity. It must be carried to the worksite. Tools in
this kit are tailored for zero-G work, drills have counter-rotating heads to
prevent torque spinning the user around as a reaction. There are powered
screwdrivers, wrenches, angle-grinders and saws, all battery-powered and
benefitting from torque compensation. A basic portable kit costs $2000 and
masses 2 kg. A full kit, based on-board a space station, costs $10,000 and
weighs 12 kg.
Construction Kit: Metal working tools for lunar construction and repair, most of
the tools are battery powered. Weight 8 kg. Cost $1500.
Electronics Toolkit: For repairing, constructing and modifying complex
electronic devices. Weight 4 kg. Cost $1000.
Plasma Torch: A compact hand welder used either for welding together metals
or for cutting through metal sheet. Burn time is 30 minutes before a refill gas
bottle is required. Weight 0.5 kg. Cost $1200. Combat: Personal Range, DM -1,
1D6+3 damage, 5 shots.
Scientific Toolkit: Required for scientific testing and analysis. This kit contains
diagnostic sensors, hand tools, a computer analysis program and spare parts.
Weight 3 kg. Cost $1000.
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USEFUL ITEMS
Star Charts and Sextant: Used for emergency navigation whilst in orbit, in
conjunction with the spacecraft’s optical systems and as a back up to the ship’s
computer. Weight 1 kg, $550.
Computer, Laptop: A portable computer with a folding screen for use in
business, science or as a vehicle workstation. Weight 3 kg, $3000.
Flashlight: An electric torch with a 6 hour endurance. Weight 0.5 kg, Cost $20.
A smaller head-torch costs $50.
Emergency Mask: A full facemask with attached oxygen bottle, providing one
hour of breathable air, should there be a gas leak, smoke or other
contamination. Weight 1 kg. Cost $500.
Survival Kit: A 3-4 person survival kit, for use following a re-entry mishap.
Provides basic survival equipment plus food and water for two days. 5 kg, $400.
Camera: A hand-held camera that uses film, and is capable of colour still
photography. Weight 1 kg. Cost $800.
Vacuum Cleaner: A small battery operated vacuum system for removing lunar
dust from suits and equipment, preventing contamination with other objects
and surfaces inside a habitat or lunar rover. Weight 1 kg, $400.
First Aid Kit: A small medical kit carried on a pouch or belt. It contains basic
items, bandages, a pressure dressing, antibiotics, painkillers, eye-wash,
antihistamines and plasters. It contains enough supplies for two wound
treatments. Weight 0.5 kg, $50.
Medical Trauma Kit: This doctor’s medical kit contains diagnostic devices and
scanners, surgical tools and a plethora of drugs and antibiotics, allowing a
medic to practice his art in the field. Weight 10kg. cost $1,000.
Radiation Survey Meter: A small hand-held radiation meter that indicates the
presence and intensity of radioactivity within a 30 metre radius. The indicating
signal will grow stronger as it gets closer to the source. Weight 0.2 kg, $120.
Survival Machete: For use in a crash landing far from rescue. Usually part of re-
entry capsule’s crew survival kit.
RADIOS
Radio, Headset: Plugs in to a vehicle or station radio system for easy hands free
communication. Weight negligible, $100.
Radio, Suit Radio: Helmet radio with 500m range. Weight 0.25 kg. $800.
Radio, Base Radio: A vehicle or base station radio for use on the lunar surface,
with a basic range of 30 km, but it can uplink to a comsat. Weight 5 kg. $2000.
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SECURITY EQUIPMENT
Bug, Video: With a fisheye lens, these micro-cameras give a distorted 180
degree view as well as recording sound. They are often disguised as a button or
part of furniture. They transmit out to 100m for 72 hours. Cost $260.
Bug Unit: This pocket-sized unit is a receiver and a recorder of bug
transmissions and cable taps, it can also be used as a bug detector to sweep
rooms and search for bugs. The Comms skill can be used to sweep a room for
bugs. Weight 0.2 kg, $600.
Cable Tap: Transmits information that it picks up from a communication cable
within 2cm, transmitting the signal out to 100m indefinitely. Weight 0.5 kg,
$100.
Concealable Vest: A light-weight soft ballistic vest for the torso made of impact
resistant fibres. The fabric absorbs impact energy and spreads it over the torso,
which can result in bruising. It can be effectively concealed under normal
clothing although not a pressure or EVA suit. Weight 1 kg, $500. AV 6.
                                 GUNS IN SPACE
 Obviously firearms and spacecraft don’t mix very well, yet military personnel
 and police officers need the ability to take down and/or kill a target. Popular
 amongst space-borne forces are Glaser bullets which break apart, they are
 frangible, with a good degree of stopping power, but that shatter when
 striking a hard surface such as a bulkhead, window glass or piece of armour.
 Glaser rounds are the opposite of armour-piercing, they cannot penetrate
 even ballistic vests or space suits and so in that respects are not much use to
 a military force. Glaser rounds are great for police officers, bodyguards,
 counter-terrorist units and military groups assigned to stations or habitats.
 Otherwise use them as standard firearms ammunition, at the same prices.
 Standard issue firearms have been taken into space, particularly after the
 hostilities of 1984. Glaser rounds are standard for use on-board space
 stations, as matter of utmost safety. On the Moon, firearms use standard
 ammunition capable of penetrating a space suit, but they do require some
 modification. Firstly, use is made of a special gun oil which does not freeze
 or boil off. Weapons are given a white heat-reflecting coating, and trigger
 guards are often removed to allow the bulky suit gloves to find the trigger.
 Optics are typically added, to give the astronaut a better chance of sighting
 down the barrel through the helmet’s visor.
WEAPONS
M1911 Pistol: A venerable US handgun design still in service with police forces
and special ops units, and popular with civilians. It was replaced in US military
service by the M9 in the mid-80s.
M9 Pistol: Designated the M9 as the US military’s replacement for the M1911
service pistol, the Beretta 92F is popular with militaries and law enforcement
agencies around the world.
Makarov Pistol: The Soviet Union's standard military and police sidearm, still in
plentiful use around the world. It uses a Russian 9mm calibre, different to the
NATO 9mm.
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Colt 9mm SMG: Used throughout the US armed services, and by a few special
forces globally, the Colt SMG looks like a shortened M16, giving it accuracy and
familiarity. It fires 9mm pistol ammunition from a short 20-round magazine.
M16A2: The M16A2 is the standard service rifle of all US military forces. It is an
improvement over the A1 used in Vietnam, with a heavier barrel, longer range
and greater reliability.
M203: Grenade launchers give a soldier the ability to provide his own (limited)
indirect or direct high explosive power to the squad. The M203 is an under-
barrel grenade launcher. The Russian equivalent is the GP-34. Both are one-shot
weapons, and require a full round in order to reload.
AK-74S: The Russian update of the AK-47, with a lighter, faster cartridge. The
AK-74 was widely adopted by Warsaw Pact forces in the late ‘70s and is still in
worldwide use. The ‘S’ model has a folding metal stock and designed for Soviet
airborne troops.
MBA Gyrojet Rifle: In the 1960s Robert Mainhardt and Art Biehl joined forces to
form MB Associates, or MBA, in order to develop Biehl's recoilless rocket
rounds. These are effectively miniature rockets holding both propellant and
projectile. They are detonated electrically, with spin imparted by angled rocket
ports on the round, leaving the barrel smoothbore. Tested by the US Army and
US Airforce, it was soon realized that this ‘space age’ weapon would be ideal for
use in orbit or on the Moon since gyrojet weapons are recoilless. This rifle is
undergoing testing on the Moon.
MBA Gyrojet Pistol: A handgun version of the gyrojet concept as designed by
MBA. Like the rifle, this rocket-firing smoothbore pistol is still experimental.
M6 Aircrew Rifle: An American survival rifle designed in the 1950s for downed
airmen. It is a ‘bare-bones’ design without a fore-stock. The M6 is an ‘over-
under’ combination gun, with a .22 Hornet rifle barrel located above the .410
bore shotgun barrel. A compartment in the stock holds nine rifle rounds and
four shotgun shells, double that is also provided in a canvas pouch. The .410
bore shotgun shells inflict 2D6 damage and gain a +1 to hit, suited to bringing
down birds or other fast-moving prey.
TB-82 Survival Gun: A Soviet survival rifle designed specifically for cosmonaut
crews. It is built around a short barreled 5.45mm single-shot rifle, with a pair of
40 gauge shotgun barrels above it. The weapon comes with an attachable
shoulder stock, which can be used as a machete (when in use as a stock, it is
protected by a heavy canvas cover). The 40 gauge shotgun shells inflict 2D6
damage and gain a +1 to hit, suited to bringing down birds or other fast-moving
prey. It is packaged with 20 shotgun shells and 15 rifle rounds.
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M1911 M9 MAKAROV
M16A2
AK-74S
                                      GYROJET
                                       RIFLE
                TP-82
M6 AIRCREW RIFLE
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                 SPACE VEHICLES
The spacecraft first used to get men and women into space are already
antiquated and out-of-date: the Mercury, Gemini, Vostok and Voskhod
spacecraft are now museum pieces. Other craft used for the moon landings are
in use, they cost billions of dollars to develop and have been modified and
extended to get the most out of them, even in the late-1980s. In this book we
use the word ‘spacecraft’ to denote a manned vehicle, or an unmanned vehicle
carrying cargo to a space station or the Moon; an unmanned vehicle in orbit is
referred to as a ‘satellite’; and an unmanned exploration vehicle (such as a Mars
lander) is referred to as a ‘probe’. A ‘rover’ might be manned or unmanned. A
‘launch vehicle’ is a technical term for a rocket that launches any of the above
from the Earth’s surface, into orbit. A ‘space plane’ is a winged shuttle that can
glide to Earth to land on a conventional runway.
LAUNCH VEHICLES
Both the Soviets and the United States have a variety of rocket systems available
for launching spacecraft, probes and satellites into space. The biggest of the
launch vehicles are required to launch orbital or lunar modules, or send humans
to the Moon, but these cost a great deal to construct and launch. The US has the
Saturn MLV (‘modified launched vehicle’ – an uprated Saturn V) as well as the
Titan III for smaller payloads, and a variety of other launch vehicles used in
satellite launches. The Soviets introduced the N1-L5 heavy launch vehicle in
1980, equal in power to the Saturn V; this is used for all lunar missions. The
smaller Proton-K is used to launch modules into orbit. The Soyuz-U rocket is a
development of a family of rockets specifically designed to launch the Soyuz
spacecraft into orbit, but it is also used to put probes and satellites into orbit.
Prior to the founding of the European Space Agency (ESA) in 1975, European
partners including the United Kingdom, had already developed a successful
launch vehicle called Europa, launched in 1968. With some American
collaboration, the project accelerated rapidly, Europa-5 now serving as Europe’s
primary heavy launch vehicle, coming into service in 1983.
One final launch vehicle of note is the Saturn RLV or Reusable Launch Vehicle.
This is a modified Saturn 5 that has been adapted to carry the Saturn Shuttle
orbiter into low orbit, then return to Earth and land at Kennedy Space Centre via
a gliding approach. It is fitted with wings, undercarriage, tail-plane and even a
cockpit for a pilot (though the system is now fully automated). In comparison,
the European Hermes spaceplane rides to orbit atop a Europa-5 heavy lift
vehicle.
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SATURN MLV   N1- L5   SATURN RLV WITH SHUTTLE   SATURN IB    TITAN IIIE    SOYUZ-U   EUROPA-5   PROTON-K
   (USA)     (USSR)             (USA)             (USA)        (USA)        (USSR)    (ESA)       (USSR)
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SPACECRAFT
Orbital spacecraft differ from spaceplanes and landers in that they do not re-
enter the Earth’s atmosphere for landing, neither do they land on the Moon.
Instead, orbital craft either spend their lives in space carrying out a variety of
missions, or burn up in the upper atmosphere once their missions are complete
and the crews have undocked to return to Earth in a re-entry capsule. Orbital
craft include the American Apollo CSM, the Ajax Space Tug and Big Gemini, as
well as the Soviet Soyuz and TKS.
SPACECRAFT DATA
Each spacecraft entry includes a written description, a flag demoting its country
of origin, and a data table. The table includes the following information:
                                  An early version of
                                  the modern Soyuz-TM
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                                                           Forward Crew
                                                           Compartment
The designs in this chapter are based on real world spacecraft or proposals
that were on the drawing boards in the 60s and 70s. They were built using the
Small Craft Design rules in Cepheus Universal (pages 270-272), with some
slight modifications. Rules for batteries and solar panels have been added in
this book (page 87).
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                                                 Block D
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POLYUS – KILLSAT
SATELLITE - GENERIC
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SPACEPLANES
In our world, the Space Shuttle Orbiter was developed in the 1970s and flew for
the first time in 1981. In Orbital Cold War, we follow an alternate plan which
wanted to build a space station using Apollo spacecraft as ferries, with a
reusable spaceplane following on later. The Hermes is a real-world design that
was never developed, but in this book it flies in the late-80s. likewise, the
Saturn Shuttle was one real world proposal that aimed to cut down the cost of
developing a new winged launch craft by turning to the Saturn production line.
HERMES - SPACEPLANE
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LANDERS
Landers are not multi-mission spacecraft, they have a single task: to carry a
crew or cargo from orbit down on to the Moon’s surface. Most return to orbit,
bringing the landing gear with them, for the next flight. Landers are fitted with
heavy-duty landing gear, and are crucial to the construction of lunar bases.
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LUNAR ROVERS
A lunar rover is a surface exploration vehicle, some are manned, others are
robotic. Here we are only interested in those that can be driven by player
characters, carrying passengers and cargo across the lunar surface. It includes a
lunar flyer, used in surface exploration.
LUNAR BUGGY
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MOLAB
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MOBEV
PL LUNOKHOD
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LUNAR FLYER
                                SOVIET FLYER
                        The American proposal for
                        a    one-man       flyer  was
                        discarded in 1965, but
                        Soviet spies provided full
                        details to the Soviets, who
                        now use their own version
                        on the Moon. It can
                        transport one cosmonaut
                        and 136 kg of equipment
                        (or weaponry) for return
                        trips of up to 100 km.
                        Instead of the cargo, a
                        second cosmonaut can be
                        strapped on at the front of
                        the flyer. Soviet military
                        forces have shown interest
                        in this vehicle. It masses 0.2
                        ton and costs $M0.4 to
                        purchase.
                        Hull/Structure: 1/1; AV 4.
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NEW DESIGNS
The spacecraft and space stations in this book are based on real-world designs
(both those that reached production, and those that did not). But they were
‘built’ using the Small Craft Design rules on page 270 of the Cepheus
Universal RPG. Those rules provide costs, fuel requirements, available interior
space and more. Although some of the rules had to be bent or modified slightly
here-and-there to recreate those real world designs, the rules cope well with this
primitive level of space technology. Game Masters may want to create their own
designs, or perhaps convert a real world design that did not make it into this
book (and there are many!). This section provides a some advice.
TECH LEVEL
The Apollo era was Tech Level 6, but by 1990, when this game is set, the world
had progressed to TL 7 (in some ways due to that pioneering space research).
COSTS CONVERSIONS
Costs in this book are given in American dollars ($) or more often in millions of
dollars ($M). This equates very approximately to $1 to Cr1 in Cepheus
Universal credits.
HULL
These rules use a displacement ton or just ‘ton’ to serve as a measure of
volume for spacecraft and their cargoes (roughly equal in size to 500 cubic feet
or 14.5 cubic metres). This is sometimes abbreviated to ‘dton’ and it should be
differentiated from the familiar metric tonne, which is equal to 1,000
kilogrammes of mass (how much matter there is in an object). How much mass
does a dton of spacecraft have? That varies, but use 2,000 kg per dton as a
rough rule of thumb. So an Apollo CSM masses 12,000 kg unfueled, which we
can roughly equate to a 5 dton spacecraft hull. For this period, a 20-ton payload
is the maximum to be lifted routinely into orbit (a cylindrical object the size of
Skylab). All spacecraft have an Armour Value of 4 and cannot be armoured.
SPACEPLANES
Reusable spaceplanes like the shuttle require the Lifting Body option (revised in
a recent update of Cepheus Universal). This increases hull cost by 400% and
reduces available interior tonnage by 20%. The tonnage and cost includes the
spaceplane’s landing gear.
MANOEUVRE DRIVES
The chemical rocket is the only form of manoeuvre drive, and it requires 0.2 x
Hull tonnage x Drive number in tons of chemical propellant (‘fuel’ in Cepheus
Universal). That formula provides enough propellant for 4 Burns. If fewer Burns
are required, simply cut the amount of propellant commensurately. A drive
rating of 2 is the minimum required to leave Earth orbit.
POWERPLANT
The three available powerplants are: fuel cells (see CU page 270), batteries, and
nuclear fission reactors (see CU page 255). Fission reactors cannot be fitted to a
craft or station under 50 tons. Rules for batteries are included here:
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 Batteries: These have halve the mass of a powerplant, and only 10% of the
 cost. They last for 1 day plus the battery rating. Solar panels can be fitted to
 recharge the batteries (if the craft is to operate within the inner solar
 system). Solar panels cost the same as the batteries, but have half of their
 mass.
CENTRIFUGE
Rules for induced rotational gravity habitats are included on CU page 257-258.
SPACE-BASED WEAPONS
Spacecraft or space stations may be fitted with weaponry, although only
missiles and autocannon are readily available at TL 7. Lasers are large and
experimental.
Ballistic missiles are the upper stage and warhead of a Trident or SS-25 nuclear
ballistic missile, designed for orbit-to-surface strikes. They cannot be
successfully targeted against a spacecraft or space station. Defensive screens
(CU page 266) are not in use, but are on the drawing board for future orbital
conflicts.
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                            IN ORBIT
 This is the future, Pavel! Cars that never need refueling. Free power for every
 family. Maybe even travel to the planets!
                          Lt.Vadim Radtchenko, K-19 The Widowmaker (2002)
INDEPENDENCE STATION
Independence Station is the largest
manned station currently in Earth
orbit, and serves as the flagship
space project of the United States.
Proposed in 1970 and beginning
operations in 1976, it was sold as
the ‘Spirit of ‘76’, a bold
celebration of two-hundred years
of American independence. The
core module reached its 420 km-
high orbit atop a Saturn MLV rocket
in 1976. The barrel-shaped 7m
diameter, 15m tall station core
module, was soon joined by a
second. Together the core section
is 30m long and is topped by a
power boom extending from the
base of the station which supports
the solar arrays required to power
the entire station. Further launches
in the early-80s saw the addition of
six more modules, each of a similar
size to those that make up the
core. All of the station’s modules
are equal, 7m wide, and each with
space for four decks connected by
a central vertical shaft.
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LAYOUT
Module 1 holds the primary and                  INDEPENDENCE STATION
secondary docking ports, which also Tons (t)            170 Burns               -
serve as airlocks. Module 1 is the Mass (kg)            280k Propellant (t)    10
command           centre,      holding Hull               4   Solar Panels?   yes
communications gear, a couple of Structure                4   Design Cost    26.5
offices, attitude control, a galley, Crew/Pass 15/5 Height (m)                57
                                          Cargo (t)      36   Width (m)        37
equipment lockers, ward room and Endurance                -   Armour           4
life support. The station commander Powerplant                      Code    Rating
works from here. Module 2 is fitted Batteries                        B        2
out as a supply and cargo area, with Fittings                                tons
two decks devoted to five sleep Module 1                                       20
compartments, shower, mess area,           Control  Centre
gym and laundry. It also includes a        2x Airlocks
                                          Module 2                             20
small propellant tank for the attitude
                                           Cargo & Supplies (10t)
control thrusters. Module 3 also has       Passenger Cabins (x5)
two decks for accommodation, and Module 3                                      20
the outer most decks packed with           Crew  Cabins  (x5)
communications and electronic equip-       Communications Radar Array
ment both for Earth transmissions, Module 4                                    20
                                           CSM Hanger
but also communication with other          Propellant (10t)
orbital stations as well as the Moon.      Grappling Arm
Module 4 includes a hanger with            Airlock
which a supply ship (an Apollo CSM) Module 5                                   20
can dock, it is then pressurised and a     Crew Cabins (x5)
handling arm retrieves cargo modules       Medical Laboratory
                                          Module 6                             20
stored within the cylindrical hull of      Crew Cabins (x5)
the craft’s Service Module. A tank         Science Lab
holding 10 tons of propellant can be Module 7                                  20
used to refuel the CSM or other            Cargo & Supplies (20t)
visiting craft. Modules 5 and 6 are Module 8                                   20
                                           Science Lab
both       split     between       crew
                                           Technical Workshop
accommodation decks and two decks         Power Stem                           10
devoted to research: Module 5 has a        Batteries
medical research lab (doubling as a        Solar Panels
sickbay), while Module 6 has a mixed       Cargo & Supplies (6t)
science lab. Module 7 is all cargo and    Notes
supplies, whilst Module 8 contains a
two-deck science lab and two decks
devoted to technical and engineering research and experimentation. The hollow
power stem holds the station’s power cells, electrical generators and solar panel
attitude motors as well as additional supply lockers.
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OPERATIONS
Shifts of 3 crewmembers are usually rotated each time an Apollo MODAP CSM
docks with supplies. The commander is currently Sherman Carswell, a Navy pilot
veteran and a seasoned astronaut that is likely to become the next NASA
administrator after the 1992 election. He is steady and calm, and an effective
leader. The station’s chief scientist is Misha Cassada, newly appointed but with
experience with the US Centre for Disease Control. Her position was questioned
by the Russian ambassador to the US when it was revealed her position within
the CDC was as a manager in the Federal Select Agent Program that deals with
bio-agents and deadly toxins. The current chief engineer is Vic Vanderhal, and
this is his third tour aboard Independence; he was part of the first mission and
coordinated the repair of a whole series of initial problems with the station
before it could be made habitable. For visitors to the Independence, improvised
bunks can be set up in Module 1. Both the Medical Lab in Module 5 and the
Communications Radar Array in Module 3 are completely off-limits to non-
station personnel. Locked hatches deny access to those decks.
The station is in zero-gravity, and crew pull or push themselves through the
central opening in the centre of each deck to reach the next, connected module.
All modules can be sealed off from one another via hatches, which are
otherwise latched open. EVAs are generally conducted from the secondary
airlock mounted on to the side of Module 1. Supply ferries dock within the CSM
hanger on the end of Module 4, Once a CSM MODAP has completed its supply
run, it is used by the three astronauts who have reached the end of their
mission tour. They board the craft, leave the hanger and (after conducting a de-
orbit burn) they jettison the service module and the command module re-enters
the Earth’s atmosphere. Visiting spacecraft can dock in the hanger, or at the
secondary airlock. A lifeboat is always docked at the primary airlock in order to
return injured or sick personnel to Earth rapidly, this lifeboat is a modified
6-man CSM designated the CSM Crew Return Vehicle.
KEY PERSONNEL
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ZARYA STATION
The Soviet Union’s Zarya space
station was designated as Project
MKBS (Multi-module Space Base
Station) and formed the logical
next step in the utilisation of the
N1 launch vehicle following the
Moon      landings.      Zarya    was
designed to solve a wide range of
tasks:     military      applications;
navigation; materials research;
Earth observation for the study of
forestry, farming, geology and
fisheries;     astronomical       and
astrophysical      research;      and
communications. Zarya differs
from the American Independence
station in that it is designed to
carry a number of Soyuz orbital
craft    for    in-orbit    missions,
returning to the station once
completed.
The station controls all of the Soviet orbital systems and provides headquarters
for the crews, an orbital control centre, a supply base, and servicing facilities for
on-orbit systems. Independently functioning spacecraft dock with Zarya for
repair, upgrade, and refueling. The station co-ordinates the activities and
manoeuvres of its autonomous spacecraft, resulting in the start of a unified
transport system.
The station consists of three large core modules, launched by the N1. These are
powered by a TOPAZ nuclear power plant located on long booms in order to
keep the radiation dosage affecting the crew to a minimum. Solar arrays
totaling 140 square metres of area provide backup power. Two Proton-launched
modules are connected to large spin arms which rotate to provide artificial
gravity for crew conditioning and experiments. Additional Soyuz and TKS
spacecraft can be attached and detached to the docking module to serve as
additional research space. Total mass of the station is around 250 metric
tonnes, with a basic core diameter of 7m and a length of 100m. The Zarya
station occupies an orbit of 400 km altitude. A basic crew of 12 occupies the
station. Crews serve two to three month tours, with overlapping crew member
replacements four times a year. The station is equipped with two types of
reaction control thrusters, standard hydrazine and electric ion thrusters,
powered by the TOPAZ reactor.
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LAYOUT
Modules 1, 2 and 3 are 20-ton, four-                    ZARYA STATION
deck cylindrical modules, similar in        Tons (t)       100 Burns                  -
size to those used in the American          Mass (kg)      170k Propellant (t)        -
Independence Station, and all three are     Hull            2     Solar Panels?     yes
in   zero    gravity.   Zarya’s   great     Structure       2     Design Cost       46.8
                                            Crew/Pass 12/3 Height (m)                73
innovation is the centrifuge, a motor
                                            Cargo (t)       15    Width (m)          72
turning two 26m booms, each ending          Endurance        -    Armour              4
in a 10-ton module. These small             Powerplant                  Code      Rating
modules are split into two decks. A         Batteries                    A           1
spin of 4 revolutions per minute            Nuclear Reactor              A           1
imparts an artificial or rotational         Fittings                               tons
gravity of 0.5G on the upper deck and       Docking Module                            3
0.6G on the lower deck.                      Grappling Arm
                                             Airlock
                                            Module 1                                 20
Module 1 is the main control centre,         Control Centre
with an office and communications            Crew Cabins (x6)
area, as well as accommodation for 6        Module 2                                 20
crew. Forward of this is the docking         Cargo & Supplies (20t)
                                             Batteries
module,     containing    five    docking
                                             Solar Panels
hatches, the primary of which is also       Module 3                                 20
an airlock. A grappling arm is mounted       Science Lab
on the exterior of this section. The two     Engineering Workshop
decks of Module 2 contain cargo and         Centrifuge                                2
supplies. A tunnel runs through the         Module 4                                 10
                                             Crew Cabins (x3)
centrifuge into the aft section of the
                                             Medical Lab
station. The decks of Module 3 are          Module 5                                 10
devoted to a science labs and                Crew Cabins (x3)
engineering workshop; this module            Technical Lab
also holds an airlock for EVA work          TOPAZ Reactor                             8
carried out aft of the centrifuge.          Notes
                                            The reactor provides all electrical needs of
Module 4 is under gravity and its two
                                            the station as well as power for the station-
decks     are    occupied      by    crew   keeping ion thrusters. The batteries and
accommodation       and      a    medical   solar panels are used as a back-up, proving
research lab. Module 5, also under          useful when the reactor is off-line due for
gravity, holds more crew accom-             testing and research purposes.
modation as well as a technical lab.
Aft of Module 3 are two support trusses for the TOPAZ nuclear reactor. A small
shield at the forward end of the reactor and is just wide enough to protect the
crew from radiation, even those in the spin modules.
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                      NASA OPERATIONS HANDBOOK
OPERATIONS
Zarya is a civilian and military collaboration. It is re-crewed using Soyuz
spacecraft, and resupplied with cargo by a TKS orbital ferry. A Soyuz is often
docked with the station for use as a lifeboat and orbital missions. One or two
Soyuz PPKs are sometimes docked at the station, these are anti-satellite or anti-
spacecraft hunter-killers, illustrating the military nature of the station’s mission.
The extensive communications equipment on board is used both for electronic
intelligence gathering, kilometer-long wavelength transmissions are also used
to communicating with submerged Soviet submarines.
KEY PERSONNEL
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Both Skylab B and C are composed of two connected Skylab A modules, each
6.6m in diameter and 15m long, with a multiple docking adapter and airlock
added at the forward end for both EVAs and the docking of resupply craft. Both
of a station’s cylindrical modules are divided into two large compartments
(upper and lower) with a central opening in the deck for access between them.
Some compartments are dedicated to habitation (sleep, rest, eating, exercise
and recreation), whilst other compartments are mission-related. Some of the
compartments are subdivided into small rooms (without doors), depending on
the compartment’s intended use.
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A secondary mission for Silver Plate is as a base for enemy satellite interception
and study. Two docking ports allow for two Big Gemini to be docked
simultaneously, one serving as a crew return vehicle, the other as an orbital
interceptior, allowing the Silver Plate crew to study and perhaps sabotage Soviet
satellites. There are rumours that the station is also trialling experimental space
weaponry under President Regan’ Strategic Defence Initiative (SDI). Silver Plate is
in a polar orbit, allowing it to pass over the entire surface of the globe over a
short period of time.
Four USAF astronauts are typically on the station, although this can drop to two
depending on crew rotas. Since it is essentially a double-sized Skylab, two
astronauts enjoy plenty of room. Visitors may include senior officers aiming to
get their astronaut wings, crews coming up to Silver Plate for training and
familiarisation, and sometimes astronauts from other military branches
provided they have an adequate security clearance.
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LAYOUT
A central pressurized base tunnel with             LEONARDO STATION
module docking ports forms the spine       Tons (t)      150 Burns               -
of the station, and the method by which    Mass (kg)     125k Propellant (t)     -
crewmembers move from one module           Hull            4  Solar Panels?     yes
to another. There are three airlocks: at   Structure       4  Design Cost       100
                                           Crew/Pass 15/5 Height (m)             45
modules 2 and 6, as well as at the 3-ton
                                           Cargo (t)      26  Width (m)          23
docking module.                            Endurance       -  Armour             4
                                           Powerplant               Code       Rating
Module 1 holds cargo and supplies, as      Batteries                 C     3
well as an experimental hydroponics        Fittings                       tons
bay. Module 2 is the location of the       Docking Module                   3
station’s control centre, associated        Grappling Arm
offices and a medical bay. It includes an   Airlock
                                           Module 1                         10
EVA airlock. Module 3 is an ESA
                                            Cargo (5t)
technical lab, while Module 4 is a West     Hydroponics
German      project   studying     zero-G  Module 2                         10
metallurgy. Module 5 is a mixed crew        Control Centre
accommodation area for 5 people.            Medbay
Module 6 is a communications and            Airlock
                                           Module 3                         10
cargo area, with its own airlock.           Technical Lab
Module 7 is an ESA science lab,             Cargo (2t)
Module 8 is a British lab studying         Module 4 (W. German)             10
particle physics and micro-gravity, and     Science Lab
Module 9 is an Italian technical lab.       Cargo (2t)
                                           Module 5                         10
Module 10 is another accommodation          Crew Cabins (x5)
area and Module 11 is a Canadian           Module 6                         10
science module, the researchers are         Communications
studying bacteriological phenomenon.        Airlock
Module 12 is used for guest                 Cargo (4t)
                                           Module 7                         10
accommodation, and holds five sleep
                                            Science Lab
berths. Module 13 is a dedicated cargo     Module 8 (British)               10
and supply storage facility, whilst         Science Lab
Module 14, the latest to be installed, is  Module 9 (Italian)               10
a Soviet science lab. With the recent       Technical Lab
recall of cosmonauts, the Russian          Module 10                        10
                                            Crew Cabins (x5)
scientists here have elected to stay, and  Module 11 (Canadian)             10
are in limbo. Station members refer to      Science Lab
these Russians jokingly as ‘koboyskis’     Module 12                        10
The central spine holds no facilities,      Crew Cabins (x5)
and is simply a transfer tube for crews    Module 13                        10
                                            Cargo (10t)
moving around the station. It features
                                           Module 14 (Soviet)               10
three sealable hatches along its length     Science Lab
in case of depressurisation, and at its     Cargo (2t)
aft end connects to a power boom
containing the station’s batteries, electrical switching gear and solar panel
motors. A free-flying module (named Delphi) is floating 110m away in formation
with the larger station, in order to limit disturbances by other experiments, or
crew exercises. It is used for various microgravity and crystal-growth
experiments,
OPERATIONS
Leonardo is a busy station, with crews from multiple nations coming and going.
The European Space Agency (ESA) funds the station, but a number of nations
have paid for and run their own modules. Everyone pulls together, however, and
the ESA manages the modules, maintenance, supplies, crew co-ordination and
crew rotations with skill and efficiency. The station manager is new: Günter
Zimmermann is a great administrator and diplomat, but with few hours in
space. He takes over from disgraced commander Leanne Deloge, a French
astronaut who was unable to solve the heated disputes between the West
German and Soviet crews. The current second-in-command is Sophie Benelli, a
disciplined and motivated astronaut with a background as a jet pilot in the
Italian Air Force. Benelli is also one of two crewmembers overseeing the Italian
module. There is always a qualified doctor onboard: the current medical
professional is Jerry Mandell, a member of the two-person British team. Mandell
is also a psychiatrist, and his insights into the behaviour and psychology of the
Leonardo’s crew are proving useful to Zimmerman. Benelli is beginning to
resent their partnership, which sees her shut out of some crucial decision-
making.
Not every module has personnel assigned to it, although the modules owned by
specific countries often have a crewman assigned. Experiments, tests and
maintenance are generally carried out by any and all of the crew as fits their
skills and training. A new experiment trialing zero-G freeze-thaw experimental
technology, for example, might arrive on the station and be installed in Module
3. Mission control assigns one or two of the Leonardo crew to set up the tests
and to monitor or adjust the experiment at prescribed intervals. National crews
don’t just work in isolation inside their own modules. A lot of work is shared
out. Movement between modules is via the central transfer tube, and then into
the desired module, all in zero gravity. These small modules are not divided
into decks like they are on Zarya or Independence, any facilities within are
simply arranged at different ends of the 10-ton module. A closed hatch signifies
a module not in use, though access can still be made if desired. Crew
accommodation modules include private sleep berths, a shower, lockers, toilet
facilities and a fully equipped galley and dining table that is built into the floor.
KEY PERSONNEL
                         THE MOON
 And the heavy night hung dark, the hills and waters o'er, when a band of
 exiles moored their bark, on the wild New England shore.
                        The Landing of the Pilgrim Fathers, Felicia Hemans
The focus of the orbital Cold War is the Moon, without a doubt. Initially, the race
was to simply to get there and plant a flag. However, with both the US and USSR
arriving on to the surface on the same day, it appeared as if both sides had
crossed the finishing line at the same time. It just wasn’t decisive enough.
Space programs moved quickly to getting a semi-permanent presence back on
the Moon, with lunar expeditions lasting days or weeks. When isotope analysis
of the recovered Moon rocks revealed that helium-3 existed on the Moon’s
surface, that lunar settlement stepped up a gear. Helium-3 is a non-radioactive
fuel for fission reactors, or for possible fusion reactor projects. Soviet landers
discovered a heavy presence of helium-3 in the Sea of Showers (Mare Imbrium)
and began a campaign of lunar base building coupled with prospecting. The US
followed quickly on their heels, as did the Europeans, with American assistance.
The Moon does have day and night, but they are both two weeks long – two
weeks of harsh daylight, followed by two weeks of deadly-cold night. These
extremes can cause problems with equipment and buildings, which must be
able to survive the incredible changes in temperature, from 100 ºC at ‘midday’
at the equator, to -150 ºC in the depths of the long night. The Moon's daylight
is brighter and harsher than the Earth's since there is no atmosphere to scatter
the light, no clouds to shade it and no ozone layer to block the ultraviolet light.
SURFACE FEATURES
The Moon’s ‘near-side’ face is covered with maria (or ‘seas’), regions of volcanic
flood basalts, separated by regions of ancient highlands and mountain chains.
The near-side has been cratered by asteroid impacts over a period of 4 billion
years, although the far-side, which is never seen from Earth, is far more
intensively cratered, with no discernible regions of volcanic activity. The Moon is
not large enough to hold on to an atmosphere, and vacuum conditions prevail
across the its surface. And with only a tiny liquid core, the Moon has only a
trace magnetosphere which provides no protection to its inhabitants from
cosmic radiation or solar flares.
MARIA
The dark plains visible on The Moon are the maria or ‘seas’, vast solidified
oceans of basalt lava that contains a high-iron content. Maria fill the large
impact basins and were formed from a process of volcanic upwelling several
billion years ago. Several extinct shield volcanoes have also been found on the
Moon, although only on the near side. Most of the maria are connected with one
another, forming one huge system of flat plains. A notable exception is Mare
Crisium on the north east of the near side. There are no maria on the far side to
speak of. Because there are few impact craters on the lava plains, scientists
know that the great bombardment of the Moon occurred before the cataclysmic
episode of lava upwelling, around 3,500 million years ago.
HIGHLANDS
Separating the maria are the highlands or terrae. Lighter in colour to look at
from orbit or from Earth, these highlands are ridges, mountain chains and
rough terrain. Since they were not covered by the flood lavas, the highlands are
the oldest rock structures on the surface, they are the remnants of the lunar
crust. The far side of The Moon is almost exclusively made up of these terrae or
highlands.
RILLES
Moonquakes do occur, but in the distant past these were far stronger and have
left their mark on the surface. Faults, uplifts and depressions all exist on the
Moon. Rilles are long fractures or valleys that twist and turn across the surface,
typically several kilometres wide and hundreds of kilometres in length. Some
are caused by faults opening up, others were cut out by lava flows that were
heading for lower terrain, or are collapsed lava tubes, once buried, but now
exposed on the surface.
CRATERS
Dominating the surface of the Moon are the thousands of impact craters that
litter the near side and absolutely cover the far side. There are more than
300,000 craters over 1 km in diameter, on the near side alone, many have
diameters measuring in the hundreds of kilometres. The South Pole-Aitken
Basin is the solar system’s largest impact crater, some 13 km deep and 2,240
km wide. Some of the craters are so large they could be described as walled
plains, and some are truly immense, Bailley, for example is 300 km in diameter.
Impacts continue today and small meteors (often much less than a metre
across) strike the surface every year.
While many craters are of the standard type, with a wide flat floor and a wall of
hills or scarps around the edge (Bailley’s rim rises to around 3.6 km), there are
other types. Some have central peaks or mountains. Terraced craters have a
central mountain peak and the ground rises to the rim in well-defined steps or
terraces. Concentric craters have nested rings of crater rims, getting gradually
higher. Ghost craters occur in maria, these are so flooded by ancient lavas that
only the very tops of the rim can be seen to show where the crater once existed,
sometimes only poking up a few metres or tens of metres above ground. Ray
craters are distinguished by systems of bright rays which may extend for great
distances. There are some huge craters on the far side, but of course they are
not flooded with basalt.
REGOLITH
A blanket of regolith, or shattered rock fragments, covers much of the lunar
surface. This ‘soil’ is composed of basalt fragments and silicon dioxide glass. It
has a texture like snow, and when the dust falls off in airlocks and habitats, it
has the faint smell of spent gunpowder. Looking around in daylight everything
is some shade of ‘concrete’ colour, and the glare from the sun is strong. At
night the stars shine brightly in the lunar night sky. Although the surface looks
dead and fossilized, there is some activity: lunar out-gassing of radon and other
gasses occurs intermittently and is seen as a faint haze or white cloud above
the surface of a floor-fractured crater or at the edge of a maria. Although rare,
these out-gassings prove that there is some kind of geothermal activity going
on beneath the surface. The Moon is not dead!
MOON BASES
Most of the human settlements on the Moon are concentrated in the north-
western near-side quadrant, in and around the Sea of Showers, although one
military base, Camp Copperhead, has been established in the Sea of Tranquility
(more than 1,000 km from the Sea of Showers). There are three types of
settlement: civilian modular bases, military modular bases, and temporary
prospecting outposts that use limited infrastructure. Cylindrical modules are
usually placed in an excavated trench and protected from micro-meteoroids by
bags of regolith strapped across the upper, exposed surface.
                                  MOONBASES
Base Name                  Purpose                     Type       Population
Artemis                    Science                     Modular    24
Unity                      Science                     Modular    20
Eurolab                    Science                     Modular    12
Zvezda                     Science                     Modular    15
Barmingrad                 Science                     Modular    15
Camp Goddard               Military                    Modular    12
Camp Copperhead            Military                    Modular    12
DLB-3 ‘Polyaris’           Military                    Modular    12
DLB-4 ‘Zenit’              Military                    Modular    12
Kepler                     Mass driver research        Modular    10
Rubin 1                    Prospecting                 Outpost    3
Rubin 2                    Prospecting                 Outpost    3
Rubin 3                    Prospecting                 Outpost    3
Lunex 1                    Prospecting                 Outpost    6
Lunex 2                    Prospecting                 Outpost    6
Lunex 3                    Prospecting                 Outpost    6
Artemis is trialing different types of tall, vertical solar panels that catch the
sun’s rays, while Unity is running off-of an experimental SNAP nuclear reactor,
with batteries serving as a back-up power source.
Key
A Airlock – Divided into an equipment area, for suit stowage, repair and
recharge; and the moon-lock with its hatch leading on to the surface. It holds
two suited people at once
1 Science – Tailored for a specific scientific or technical purpose.
2 Science – Tailored for a specific scientific or technical purpose.
3 Science – Tailored for a specific scientific or technical purpose.
4 Supply – A warehouse for food, spares, and drinking water. Includes a hatch
for connecting to a MOLAB.
5 EVA – Originally a large airlock and equipment module, now used for extra
supplies, visitor bunks or recreation. It still includes its external airlock.
6 Galley – A kitchen, galley table and TV screens, as well as chairs and tables
for recreation. Food supplies are kept here.
7 Crew – A dorm room, with six bunks, each screened by a curtain. There is a
shower and toilet here as well as personal lockers and chairs. It can often serve
as an impromptu mess area.
8 Supply – A second supply and storage warehouse.
9 Maintenance – Life support and electrical switching and generators are in this
module. The actual batteries and fuel cells are located in a buried pit just south
of module 5, to prevent injury from leaks of acidic gasses or hydrogen.
10 Crew – A dorm room, with six bunks, each screened by a curtain. There is a
shower and toilet here as well as personal lockers and chairs. It can often serve
as an impromptu mess area.
11 Crew – A dorm room, with six bunks, each screened by a curtain. There is a
shower and toilet here as well as personal lockers and chairs. It can often serve
as an impromptu mess area.
12 Science – Tailored for a specific scientific or technical purpose.
13 Drive-In Garage – A pressurized garage for the MOLAB, with tool bays.
14 Crew – A dorm room, with six bunks, each screened by a curtain. There is a
shower and toilet here as well as personal lockers and chairs. It can often serve
as an impromptu mess area.
15 Operations – A control room, with video screens, radios and crew rota and
mission planning boards. MOLABS are tracked by radio, as are incoming supply
landers. Other bases can also be contacted. EVAs are also monitored from this
module. The station commander has a small office here.
16 Medical – A doctor’s surgery, and walled-off operating theatre. Various
instruments and drugs are held here in locked cabinets. The doctor has a small
office in this module.
Each of the three crew modules contains living facilities (bunks, shower, toilet
and kitchen), for 5 crew-members, but there is also a dedicated community
module, for meetings, recreation and group meals. A transit module is also
maintained, which has 5 bunks for visiting personnel. There are three lab
modules, each containing equipment suited to its dedicated mission. There is a
medical centre, with surgery and gym, a stores module (connected to a
pressurized drive-in garage for the lunakhod), The base has a single airlock
module, but the garage can be used as an airlock if required. Finally, there is a
workshop, as well as an operations module, containing the radio sets and
monitoring systems, as well as the main life support equipment. Both bases are
powered by TOPAZ 2 nuclear reactors, buried 120m away from the settlements,
but rechargeable batteries are also installed, that can serve as emergency
measure for up to 7 days.
Key
A Airlock – Divided into an equipment area, for suit stowage, repair and
recharge; and the moon-lock with its hatch leading on to the surface. It holds
two suited people at once.
1 Science – Tailored for a specific scientific or technical purpose. This module
also houses the electrical transformer and switching gear and is connected to
the TOPAZ nuclear reactor some 120m distant.
2 Workshop – An engineering station, with tools and fabrication machinery.
3 Crew – A dorm room, with five bunks, each screened by a curtain. There is a
shower and toilet here as well as personal lockers and chairs.
4 Operations – A control room, with video screens, radios and crew rota and
mission planning boards. Lunakhods are tracked by radio, as are incoming
supply landers. Other bases can also be contacted. EVAs are also monitored
from this module. The station commander has a small office here.
Camp Copperhead is a
facility that tests missiles
that might be used in any
lunar conflict. They have
been             extensively
modified to operate in a
low-gravity,        vacuum
environment. There have
been several failed tests.
Copperhead has both a
remote missile storage
module and a remote
radar      plotting     and
control module.
Both Polyaris and Zenit have received surface-to-surface rockets with which the
soldiers will be practicing emplacement, deployment and practice firings.
LUNEX OUTPOSTS
RUBIN OUTPOSTS
The Rubin expeditions land two modules on two LK-700 landers. Each module is
4.5m long and 3.3m wide, although once on the surface they telescope out
from 4.5m to 8.6m. The two modules are connected together, one serving as a
crew and operations area, the other as a store and workshop. Both are powered
by a fuel cell that requires bi-monthly cargo drops. A third lander will bring in a
lunakhod, and a fourth LK lander will bring in the crew.
An early round of prospecting sites (the Safir 1 and Safir 2 sites), have since
been abandoned, as has a single Izumrud 1 site. The GM is free to place these
abandoned Soviet sites where-ever seems most appropriate for the scenario.
The Rubin outposts are more recent:
RUBIN 1 – Located in highland terrain north of the Sea of Vapours. This team
are investigating the extraction of anorthite ore for the creation of carbon-
dioxide filters for spacecraft and perhaps as a cement for lunar construction.
RUBIN 3 – Located close to Delisle crater on the western edge of the Sea of
Showers, R3 is experimenting with helium-3 extraction techniques. It is situated
barely 70 km south of the American LUNEX 2 outpost, which is operated by
Rockingham International and suspected of being the front for a spying
operation.
EUROLAB
Eurolab has three remote unmanned science modules, with experiments that
require frequent checks and attention: Harmony (biochemistry), Geolab (oxygen
retrieval from iron oxide ores), and Serenity (unknown). A SNAP reactor is buried
200m from Geolab, and supplies it with the high levels of energy needed for its
experiments. A second SNAP reactor provides power for Eurolab.
KEPLER
                     LUNAR ORBIT
Spacecraft can enter orbit around the Moon; this differs from a low Earth orbit
in that it takes much longer for a craft to make one orbit around the Moon. This
is due to the Moon’s lower mass and density. To make a full lunar orbit a
satellite or spacecraft will take around 2 hours. Unfortunately, very low lunar
orbits (250m or less) are not at all stable, and the orbit of anything left at that
altitude for more than a few days will begin to decay. This is due to the
gravitational anomalies (termed ‘MASCONs’) that are buried beneath the Moon’s
surface, considered by scientist to be the metal rich remains of meteors and
planetesimals that collided with the Moon in its ancient past. Consequently,
both the Soviets and Americans have established a lunar space station in higher
orbits (400-450 km), the Soviet Kondor Orbital Station, and the US Air Force’s
Igloo Station. Both serve as transfer stations for lunar expeditions, allowing
landers to dock and transfer crews ready for the return to Earth in a lunar ferry,
or as a destination for cargos, crews and modules from Earth, that can be
transferred to landers ready for the descent to the lunar surface. A small crew is
kept on board to handle operations, logistics and communications. Both
stations also serve as propellant storage facilities, allowing craft to refuel for
the flight back to Earth or for the next lunar descent. They also serve as repair
facilities, with crews able to swap out rocket motors or fouled RCS thrusters.
The gravitational tug-of-war between the Moon and the Earth has established a
zone of equilibrium at several locations (the Earth-Moon ‘Lagrange’ points) and
Lagrange point 1 (L1) sits some 58,000 km above the nearside surface of the
Moon. Here a satellite can occupy an empty or ‘halo’ orbit in relative stability.
From the viewpoint of an observer on the surface of the Moon, they appear to
sit almost motionless, high in the night sky. This L1 position is used by
communication relay satellites as well as lunar observation satellites. From a
military perspective, the Lagrange point is useful as a place from which an
unmanned military satellite can monitor signals intelligence (SIGINT) picked up
from enemy moonbases or other activities.
By bouncing radio signals off of the relay satellites at the Lagrange point,
Russians, Europeans and Americans are able to maintain radio communications
between all of their bases and rovers (as long as the uplink dishes are working!).
IGLOO STATION
Igloo Station was established by the
USAF with the help of NASA. It’s initial               IGLOO STATION
role was as a military recon platform       Tons (t)       65   Burns              -
                                            Mass (kg)     125k Propellant (t)      -
for the 553rd Recon Wing. As needs
                                            Hull           1    Solar Panels?    yes
changed in NASA towards staging             Structure      1    Design Cost      15.6
missions to a lunar orbital gateway         Crew/Pass     3/8 Height (m)          28
station, Igloo became a dual purpose        Cargo (t)      10   Width (m)         20
platform. It was extensively expanded       Endurance       -   Armour            0
to include multiple docking ports,          Powerplant                Code      Rating
accommodation and most dramatically         Batteries                  sD         1
of all, a quadrilateral truss for the       Fittings                             tons
                                            Docking Adaptor                        5
mounting of propellant tanks, both
                                              Airlock
cryogenic     (liquid   oxygen     and      Module 1                              10
hydrogen, as well as Aerozine and            Ops, Medical, Crew Cabins x 3
other hydrazine-type propellants.           Module 2                              10
                                             Visitor Cabins x 8
A     cross-shaped     arrangement     of   Module 3                               5
                                             Cargo, Airlock
modules (3, 4, 5 and 6) form the core
                                            Module 4                               5
of Igloo station, with modules 1 and 2       Cargo
located to port and starboard. Beneath      Module 5                               5
the modular component is the truss           Surveillance
(8), a grid upon which cargo and            Module 6                              10
propellant modules (7) can be docked         Workshop, Airlock
                                            Power Stem                            5
(although without any connection to
                                            Truss                                 10
the     station’s  modules     or   their
interiors). These can later be docked to
a lander for a lunar descent. Module 1
is the operation centre, medical bay
and crew quarters. Module 2 is the
crew and visitor habitat. Module 3 is a
docking module with an EVA airlock.
Module 4 is a supply and storage area,
with a multi-port docking adaptor at its
tip, allowing up to five spacecraft or
landers to dock at once. Module 6 is a
workshop, and includes its own EVA
airlock. A truss mounted on to the hull
of module 6 includes a grappling arm
as well as mounting areas for
spacecraft parts such as spare engines
and propellant lines. These can be
used for EVA repair jobs of visiting
spacecraft. Module 5 is the military
surveillance module, and is off-limits to
all visiting personnel and reputed to be
fitted with radar, infra-red and optical
sensors and SIGNINT monitoring
equipment.
                          FACTIONS
Politically, the Cold War is back on in 1990 after a hard-line coup. The
intelligence agencies of both East and West form major factions, as do the
aerospace contractors. Factions are used to generate scenarios, with each one
pulling in its own direction. The player characters work for either NASA, the ESA
or Glavkosmos, but will also have a faction ally for whom they carry out secret
missions, hidden even from their employer. To prevent mistrust and in-fighting
within the PC group, the entire player character crew works for the same secret
faction. The faction is usually broadly sympathetic to the space agency’s
operations, but has its own agenda.
Fledgling Space Agencies: These groups are desperate for rocket technology,
plans, test results, prototypes, photographs and other types of sensitive
information. They don’t want to damage a space agency, but they do want to
steal its ideas and get a head start on their rivals.
Intelligence Agencies: A Soviet crew will probably have the KGB or GRU, or
perhaps the Stasi as a faction; although it may have been bought off by a
Western spy agency and have MI6, the DIA or CIA as a faction. An American
crew will probably have a US intelligence agency as a faction, but if the players
agree, and want to live dangerously, they might agree to play as KGB or GRU
spies. A European crew may have a faction from any national concern: the US,
USSR or Europe. Intel agencies want secrets, or may have been using some
space agency facility of craft for their own nefarious goal. They wish to conduct
a secret war on their enemies, and will use the crew to help them achieve that.
Corporations: The multinational corporations that built the space-based
infrastructure desire the technological secrets of their rivals, and that includes
not just rival corporations, but rival nations. They want to stay ahead of their
industry competitors – the survival of the company might depend on it.
SPACE AGENCIES
NASA (United States of America) – The National Aeronautics and Space
Administration was created in 1958 following the Soviet success of Sputnik. It
was tasked with developing American launch capabilities to match and then
exceed those of the Russians. The agency grew vastly in size following
President Kennedy’s Moon landing commitment, but the agency also conducted
aeronautical research, and it pioneered projects like the X-15 and the
development of lifting body aircraft. NASA has landed Apollo astronauts on the
Moon, and built Skylab space stations and moonbases. A landmark for NASA
was the launching of Independence Station, a tremendous engineering project
dubbed the ‘Spirit of 76’.
NASA has a number of facilities across the US, not just research centres
(including Langley, Ames and Goddard), but also the Jet Propulsion Laboratory,
the Marshall Space Flight Centre and the Johnson Space Centre (JSC). Marshall in
Huntsville, Alabama is a spaceflight engineering and development facility, whilst
Johnson (located in Houston) serves as an astronaut training centre. It is home
to the US Astronaut Corps, as well as the Mission Control Centre which
communicates with and manages the flights of all manned space missions after
launch. It is renowned for its call sign ‘Houston’. The US Astronaut Corps is led
by the Chief Astronaut. Some ‘retired’ astronauts move into management roles
at JSC. NASA’s primary launch facility is the sprawling Kennedy Space Centre
(KSC), on Merritt Island and Cape Canaveral, in Florida. All manned missions
are flown from here. Notable locations at KSC are the 160m tall Vehicle
Assembly Building used for stacking NASA rockets, the Launch Control Centre,
which oversees space launches, the Operations and Checkout Building, which
houses the astronauts' dormitories and suit-up area, as well as a 4.8 km long
Shuttle Landing Facility. The closest airport for large cargo transport is Cape
Canaveral Air Force Station just to the south; this airbase is known as the ‘Skid
Strip’.
USAF – The United States Air Force is the only other American organisation that
has a manned spaceflight program. From the 1950s, the USAF was looking to
establish a space programme, and in the 1960s launched its own Manned
Orbital Laboratories (surveillance stations). In the 1970s, the USAF launched spy
satellites as well as its own manned spaceplane (the Dyna-Soar), and it
collaborated with NASA to launch an Air Force space station: Silver Plate. The
USAF has its own astronaut training programme, whose candidates come from
the Air Force itself. This is due to the familiarity needed with Air Force
procedures and doctrine as well as the required security clearances. The USAF’s
launch facility is Vandenberg Air Force Base, on the Santa Barbara coast, in
California. Over the years, satellites of every description and purpose, were
placed in orbit from Vandenberg by a large variety of boosters. Amongst its
many launch facilities is Space Launch Complex-6 (SLC-6, pronounced as ‘Slick
Six’), originally built for the Manned Orbital Laboratory project, it was
repurposed for the new Dyna-Soar operations. A 4.6 km runway is used by the
aircraft on the base, as well as a return runway for the Dyna-Soar. The USAF has
two bases on the Moon, with the purpose of trialling military equipment,
procedures and tactics in the lunar environment.
Soviet cosmonauts are trained at Star City, a large complex just outside
Moscow. Many Russian cosmonauts as well as training personnel, live in Star
City with their families. It is a small town with restricted access. Air
transportation is via Chkalovsky Air Base, nearby. Star City is home to the Yuri
Gagarin Cosmonaut Training Centre which forms the base of operations for the
Cosmonaut Corps, and is led a veteran cosmonaut called the Chief Cosmonaut.
ESA (Western Europe) – The European Space Agency was formed in 1975 and is
made up of a partnership of most western European nations, as well as Canada.
It developed from the European Launcher Development Organisation which was
working on a series of launch vehicles called Europa. In Orbital Cold War, this
launch vehicle succeed its testing programme and continued in use with the
newly-formed ESA. This launcher, developed earlier, made any plans for the
Ariane launcher irrelevant. Today the agency launches satellites, cargos and its
manned spaceplane (Hermes) from the Kourou Space Centre in French Guiana,
South America. French Guiana is a French territory, with its capital at Cayenne.
ESA’s greatest triumph is its multi-national space station, Leonardo.
CSIR (South Africa) – The Council for Scientific and Industrial Research is not a
South African space agency (one does not exist) but instead a research and
development organisation that has overseen the development of a satellite
project that was successfully launched in the USA. It aims to create a national
space agency.
ISRO (India) – The Indian Space Research Organisation was formed in 1969,
Since 1980 it has built satellites and flown them into orbit on-board Indian
launch vehicles and from Indian facilities (primarily from the Satish Dhawan
Space Centre, in Andhra Pradesh state).
KARI (South Korea) – The Korea Aerospace Research Institute was established
only in 1989, the South Korean space agency is keen to develop its own space
launch capability and satellites. It only has 30 employees at the moment, and
operates out of a temporary building in Daejeon.
INTELLIGENCE AGENCIES
UNITED STATES
The CIA’s Directorate of Operations serves as the clandestine arm of the Central
Intelligence Agency (CIA). This creates and maintains spy rings within foreign
countries. It’s clandestine managers or ‘handlers’ are called Case Officers (CO).
Specialized skills officers (SSO) provide useful skills, resources and knowledge,
including languages, psychological warfare, or technical information on aircraft,
weaponry and nuclear engineering. Planners and tactical experts are also
classed as SSOs.
SOVIET
known to interfere and even sabotage each other’s operations. This is not a
friendly rivalry. Be warned!
COMMITTEE FOR STATE SECURITY (KGB) – The KGB serves as both a foreign
intelligence service and an internal secret police force, carrying out internal
security, foreign intelligence, counter-intelligence and secret police functions.
Similar agencies operate in each of the republics of the Soviet Union. It is
infamous for its role in rooting out and crushing nationalist, dissident, religious and anti-
Soviet activities with absolute brutality and ruthlessness. The agency is a military
service governed by army laws and regulations, in the same fashion as the
Soviet Army. The KGB’s departments each have a separate focus: intelligence,
counter-intelligence, military counter-intelligence etc. It also has its own troops,
completely separate from the Soviet armed forces: Border Troops, Signals
Troops, Special Service Troops (which provide Electronic Warfare, ELINT, SIGINT
and cryptography) as well as the spetsnaz of the KGB (the Kremlin Regiment,
Alpha Group and Vega Group). In recent months, Vladimir Kryuchkov, the
chairman of the KGB, has seized control of the USSR after masterminding a pro-
communist coup to depose the leader, Mikhail Gorbachev.
STASI (MfS) – The Ministry for State Security is the intelligence agency of
communist East Germany. It closely resembles the Soviet Union’s KGB in that it
maintains state authority and the position of the Communist Party through a
network of civilian informants. In fact the KGB and the Stasi are partner
agencies. The Stasi also conducts espionage and other clandestine operations
outside East Germany through its subordinate foreign-intelligence service, the
Office of Reconnaissance. Its operatives also maintain a spy ring in West
Germany and throughout the Western world. It recruits young military officers
who have been recommended by their unit’s political officer. The Stasi has its
headquarters in East Berlin. Like the KGB, the Stasi has gained a reputation for
ruthlessness, cruelty and brutality.
BRITISH
EUROPEAN
FEDERAL INTELLIGENCE SERVICE (BND) – The BND was founded in 1956, with
the close cooperation of the CIA, as the official foreign intelligence agency of
West Germany. The BND enjoys very close cooperation with the CIA, and is often
the western intelligence community's only eyes and ears on the ground in the
Eastern Bloc. The BND is also regarded as one of the best informed intelligence
services in regards to the Middle East since the ‘60s.
CORPORATIONS
To allow us to use the powerful corporations of the American military-industrial
complex as antagonists, it has been necessary to change their names. Feel free
to change them back if you so desire!
WHAT DO WE DO?
So, what do player characters do in this game, and how will it differ from other
modern-day roleplaying games? Characters are all astronauts, either pilots or
else highly-trained specialists that are required for some technical or scientific
task. Even though this game increases the number of astronauts and
cosmonauts in space by a factor of a twenty, they still face certain restrictions
that are inherent with spaceflight of this era:
This differs from other roleplaying games, where player characters can feely
travel in any direction, visit new locations and talk to people, often with a great
deal of independence and anonymity. Instead, missions in Orbital Cold War are
best thought of in much the same way as a military special forces mission. A
team of commandoes will be given their mission, and often allowed to plan out
the approach and tactics themselves. Once on the plane these commandos have
to sit there and be transported hundreds or thousands of kilometres to the
mission location. Once they disembark, or make their parachute drop, they are
on their own, without help, and are free to carry out the mission as they see fit.
Think of a space-based mission in this way, but with the astronaut player
characters flying themselves to the mission location.
Interceptions – The crew rendezvous with an orbital craft or satellite and the
mission involves repairing, sabotaging, modifying, or even removing (or
stealing) something from that satellite.
Space Stations – The crew rendezvous with a space station. The mission must
be carried out on the station, often covertly.
Moonbases – The crew land on the Moon and enter a moonbase. The mission
must be carried out within the base, often covertly; or out on the Moon’s
surface.
Earthside – The crew are on Earth between missions. They may find themselves
drawn into a Cold War plot or problem due to their technical knowledge and
expertise.
How is a typical scenario structured? Let’s say the mission is to recover (steal)
surveillance photographs from a Soviet satellite that is no longer responding to
ground control. The Defence Intelligence Agency has learned that a Soviet Soyuz
mission is to be launched in order to recover the film manually. The player
characters (PCs) are being bumped up to the next launch window in order to
beat the Russians to the surveillance photos. The PCs are given several days of
training on the Soviet satellite and how to access the onboard camera, then
there is a day of preparation followed by the launch from Kennedy Space Centre
in a Big Gemini or Apollo MODAP. Much of this is narrated by the Game Master
as part of the mission briefing. The game really begins once the PCs are
established in orbit and now must manoeuvre in order to catch up with the
satellite and then rendezvous. The game begins when players either have to
start making decisions, or skill rolls.
From there, the scenario becomes a series of challenges mixed with a surprise
or two. Challenges in this particular scenario might include the following:
      The camera is a newer, more advanced model than the one used in
       training. The DIA want it recovered, rather than emptied of film.
      The Russians arrive and threaten to attack the astronauts if they do not
       hand over the film canister.
      The Soviets manage to regain contact with the satellite, and it begins to
       reorientate and to manouevre to a slightly higher orbit, potentially taking
       one or two of the spacewalking astronauts with it!
What about Malfunctions and desperate repairs (page 51)? Note that there is no
mention of Malfunctions or system problems in the list of scenario challenges.
This is because they are actually part of every aspect of spaceflight, and may
occur at any stage of the mission, no matter what the objectives of that mission
are. Three Malfunction checks per mission are recommended, increasing in
probability as the mission progresses: the first is made while en route to the
mission location (9+), the second at the mission location (8+), and the third
after the mission has been completed or abandoned (7+), and well before the
spacecraft carries out its deorbit braking manoeuvre. Usually, only one
Malfunction during a mission will occur, further checks are no longer necessary.
Of course the Game Master can change this, allowing for the chance of multiple
Malfunctions to occur, but the danger of having multiple failures and problems
is that players get desensitized and bored by them. They become routine and
expected rather than a one-off element of inconvenience or even danger.
Several of the Malfunctions listed on page 50 can prove fatal if not corrected in
the time allotted. Use the threat sparingly.
SPY SHIPS
Russian surveillance ships sat in international waters near many Western coastal
bases. They were simply fishing trawlers, converted for eavesdropping and
signals intelligence, under a very dubious cover occupation. The Americans
referred to these spy ships as Auxiliary General Intelligence (AGI) boats. During
the 60s and 70s, Russian trawlers often stood out to sea within sight of
Vandenberg Air Force Base, the USAF’s rocket testing and launch facility on the
Californian coast. Their crews reported all launches, as well as radio and radar
activity, back to Soviet naval headquarters. US warships were disallowed from
sinking these trawlers, but could interfere with their operations as much as they
liked, bumping up along side them, fouling their propellers with steel cables
and even melting their electronic gear with high power electromagnetic bursts.
PROJECT AZORIAN
Project Azorian was a top secret CIA operation to recover a sunken Soviet
submarine from the Pacific Ocean seabed. The ballistic missile submarine K-129
was lost in March 1968 and an extensive Soviet naval search failed to locate it,
with the result that the search was abandoned. Several months later, after
analysing acoustic data, and after dispatching a submarine to the area, the
K-129 was discovered by the US Navy in waters 3-miles deep. In 1970, a top
secret plan was hatched to recover the submarine and its three nuclear ballistic
missiles; but it had to be done without arousing the suspicion of the USSR. The
CIA arranged for a purpose-built ship to be commissioned, a ship that appeared
to be a seabed prospecting vessel that was looking for manganese nodules.
Howard Hughes was approached to become the front man for the operation,
giving it a veneer of credibility. Launched in November 1972, the Glomar
Explorer had to be fitted with a submarine catch harness (called ‘Clementine’)
that was hidden within the ship and which was lowered through large doors
which opened up along the bottom of the hull. Clementine was to be slowly
lowered the 3 miles down to the seabed, where it would grab the K-129 and
then slowly return to the ship, with the hull doors closing behind both it and the
submarine. The entire salvage operation would be hidden from view of any
Russian ships on the surface.
Recovery operations began in July 1974, with at least two Soviet navy ships
visiting the area and questioning the Glomar’s crew over the radio. Would their
cover story hold? Did the Soviets suspect what was going on? At one point the
lift suffered a catastrophe when part of Clementine sheared off, dropping two-
thirds of the submarine back to the seabed – however the bow section along
with code books, sonar equipment two nuclear torpedoes, and the bodies of six
Soviet sailors, was successfully recovered. The CIA considers Project Azorian to
be one of the greatest intelligence coups of the Cold War.
When Soviet authorities learned of the mutiny, the Kremlin ordered that control
be regained. Warships from the Baltic Fleet were sent in pursuit, soon to be
joined by hastily dispatched Yak-28 bombers. These planes had first mistakenly
strafed an unarmed merchant ship, before later arriving at the Storozhevoy and
carrying out a bombing run, dropping bombs on and around the rebel ship.
Other Yak-28s arrived at the scene, but they misidentified one of the pursuing
warships as the Storozhevoy and began to strafe it. All the ships began firing
wildly into the air to dissuade the planes from continuing their mistaken
attacks. The engagement was chaotic. The Storozhevoy had been damaged,
however, and after warning shots were fired from the pursuing warships, the
frigate was eventually boarded by Soviet marine commandos. By then, Sablin
had been shot and wounded in his leg and detained by members of his own
crew, who also freed the ship’s captain and his officers. Back on land, the entire
ship’s complement (mutineers and loyalists, and including the captain) were
brutally beaten, arrested, tortured and interrogated by the KGB. But only Sablin
and his second-in-command, were tried and convicted of treason, being
executed by firing squad on 3 August 1976. The crew were dispersed among
other ships of the fleet, and the Storozhevoy herself was transferred to the
Pacific Fleet.
On its way to the rail-yard for shipment, the CIA had arranged for the truck
holding the Lunik in its crate, to be the last vehicle in the convoy. When it was
established that there was no Soviet escort, the CIA had the truck at the rear of
the convoy diverted to a discrete salvage yard. Overnight, the agents took the
Lunik apart, photographed it, and even forged a plastic seal that had been
installed to prevent tampering. Other agents ensured that the guard at the rail-
yard would be entertained and diverted all night, giving the team the
opportunity to box up the probe, drive it to the rail-yard and park the truck up
as if it had been there all along. The information the CIA gathered was passed
to rocket engineers at NASA who used it to assess the true power and thrust
capabilities of the Soviet launch vehicle. And as far as anyone can tell, the USSR
never discovered that their Lunik was ever missing.
OPERATION RYAN
This was the largest and most complex intelligence operation in Soviet history,
in which both the KGB and GRU attempted to predict and prepare for an
expected ‘first strike’ nuclear attack by NATO. It was named Operation Raketno-
Yadernoe Napadenie (RYN) and translated simply meant ‘operation nuclear
missile attack’. The fears of the Soviet leadership intensified once the avowed
anti-Communist Ronald Reagan came to power in Washington. On 23 March
1983, Ronald Reagan publicly announced the development of the Strategic
Defense Initiative (SDI), which aimed to create a high-tech ‘shield’ of anti-
nuclear ballistic missile technologies in low Earth orbit, making America
invulnerable to a nuclear attack. The Soviet government, however, was
convinced that the purpose of SDI was to allow the US to launch missiles against
the USSR without fear of any kind of retaliation. This concern about a surprise
attack prompted the sudden expansion of the RYAN program. Concern
heightened after the Soviets shot down a Korean Air Lines jet on 1 September
1983, and during the NATO exercise Able Archer 83 a few months later. The
Russians believed a United States ‘first strike’ on the Soviet Union was
imminent.
President John F. Kennedy was able to force the Soviets to remove their nuclear-
tipped SS-4 missiles from Cuban soil – but the Lourdes SIGNIT base remained on
the island until the very end of the Cold War.
PROJECT SUNSTREAK
In the late 1970s a secret program was established by the US Army to
investigate the potential military uses of psychic phenomena. Its activities
focused on remote viewing, that is ‘seeing’ an event or location at great
distance purely through psychic ability, but other tests were also carried out,
including telepathy and precognition (seeing the future). The CIA and DIA were
concerned that the Soviet military were carrying out similar work. One of the
project's successes was the location of a lost Soviet bomber flown by Libya, that
crashed into the African jungle in 1976. The newly established US Army
Intelligence and Security Command (INSCOM) oversaw the project, which was
known as Detachment G. In 1985, Project Sunstreak was taken over by the
civilian Defence Intelligence Agency (based at Fort Meade, Maryland), and
reputedly, would only receive a mission after all other intelligence attempts,
methods, or approaches had been exhausted. Working with maps and
photographs provided to them by the CIA, some agents were able to retrieve
information from facilities behind Soviet lines, and in one incident, even create
sketches of cranes and gantries which the CIA confirmed, matched their
intelligence photographs.
As if that were not strange enough, the Apollo 14 astronaut Edgar Mitchell, was
deeply interested in psychic phenomena himself. He claimed to have had a
moment of ‘raised consciousness’ during the mission, and used Zenner cards in
order to communicate remotely with a psychic friend back on Earth. After
leaving NASA, Mitchell established the Mind Science Institute which one
journalist claimed was used by the CIA as a way to fund psychic research (prior
to the establishment of Project Sunstreak). The astronaut also helped to create
government interest in establishing its own psychic project, through his
friendship with CIA director, George H. W. Bush. His Mind Science institute was
soon replaced by the Institute of Noetic Sciences, devoted to psychic research,
mindfulness, spirituality and alternative healing – it still exists today.
BUYING SECRETS
In the mid-1970s, the KGB tried to secretly purchase three banks in northern
California to gain access to high-technology secrets. The banks were the
Peninsula National Bank, the First National Bank of Fresno, and the Tahoe
National Bank. These banks had made numerous loans to advanced technology
companies and had many of the corporations’ executives and directors as their
clients. The efforts of the KGB were discovered and stopped by the CIA. The KGB
used the Moscow Narodny Bank to finance the acquisition, and an intermediary,
Singaporean businessman Amos Dawe, as the front man.
STARFISH PRIME
Starfish Prime was an American high-altitude nuclear test launched from
Johnston Atoll in the Pacific, on July 9, 1962. At 1.4 megatons, it was the largest
of five space-based nuclear tests conducted by the Americans. Johnston Atoll is
1400 km south-west of Hawaii, and the 400 km altitude detonation was seen
from the Hawaii islands just above the horizon. The bomb’s electro-magnetic
pulse (EMP) had extreme results, causing electrical damage in Hawaii, knocking
out about 300 streetlights, setting off numerous burglar alarms, and damaging
a telephone company microwave link. The EMP damage to the microwave link
also shut down telephone calls from Kauai to the other Hawaiian Islands. A
number of ships and aircraft of the US military were positioned to record and
photograph the Starfish Prime explosion. An uninvited Soviet spy ship (AGI
boat) had also appeared at Johnston Atoll just prior to the test, as well as
another Soviet AGI boat that took up a position near the Samoan Islands.
After the Starfish Prime test, some of the detonation’s energetic beta particles
followed the Earth's magnetic field and illuminated the sky with bright auroras
visible across large areas of the Pacific. Meanwhile, high-energy electrons
became trapped and formed radiation belts around the Earth, intensifying the
natural inner Van Allen radiation belt by several orders of magnitude. Three
satellites in low Earth orbit were disabled, including Telstar 1, the world’s first
communications relay satellite, launched only months earlier. International
shock regarding the dramatic and unexpected side effects of Starfish Prime,
both on the ground and in orbit, brought the US and USSR together twelve
months later to sign the Partial Nuclear Test Ban Treaty. This banned all above-
ground nuclear testing. Proposals for an arms control treaty in outer space were
also debated during a United Nations session in December 1966, culminating in
the drafting and adoption of the Outer Space Treaty the following January.
The Outer Space Treaty is a multilateral agreement that forms the basis of
international space law and it entered force on 10 October 1967. More than a
hundred nations have signed the treaty. Key provisions of the Outer Space
Treaty include prohibiting nuclear weapons in space; limiting the use of the
Moon and other celestial bodies to peaceful purposes; establishing that space
shall be freely explored and used by all nations; and precluding any country
from claiming sovereignty over outer space or any celestial body. Although it
forbids establishing military bases, testing weapons and conducting military
maneuvers on celestial bodies, the treaty does not expressly ban all military
activities in space, nor the establishment of military space forces or the
placement of conventional weapons in space.
In Orbital Cold War, both the United States and the USSR pulled out of the
Outer Space Treaty in December 1970, essentially turning the agreement into a
worthless piece of paper. The provisions of the treaty that banned military
bases or activities on the Moon proved to be the sticking point for the two
superpowers that now foresaw a crucial battle for the Moon and for its strategic
location. Withdrawing from a UN treaty has been done in the real world:
President George W. Bush withdrew the US from the Anti-Ballistic Missile Treaty
(ABM) with Russia, in 2002; and President Donald J. Trump withdrew the country
from the Paris Climate Accords in November 2020.
MOSCOW SIGNAL
In 1975, the US ambassador to Moscow, Walter Stoessel, began to suffer
strange symptoms, including headaches, bleeding from the eyes and mental
confusion. He was shown to have contracted a disease similar to leukaemia and
died soon after. This came after years of complaints from other members of the
embassy staff who complained of ringing in their ears, headaches, dizziness
and difficulty in concentrating, all mainly on the east-side of the building. Two
other ambassadors returned to the US sick and shortly afterwards died of
cancer. Investigations carried out in the ‘60s had already revealed that the
building was being subjected to a measurable transmission of low-level
microwaves, probably originating from a Moscow apartment building, some 100
metres east of the embassy. It’s purpose was unknown, perhaps this was
targeted harassment, or an attempt to jam or disrupt the embassy’s radio
communications. Shielding against the microwaves was installed, but the signal
power increased. Washington took this seriously, and at a US-Soviet summit in
1967 the United States made several protests to the Kremlin over the use of
microwave technology against the embassy – to no avail.
Some fringe theories believe that the Moscow Signal was the field test of a
‘psychotronic’ weapon, a device which uses beamed energy to remotely alter a
person’s behavior, disrupt their thinking or brainwash them. Russian
parapsychologist Eduard Naumov described how a psychotronic generator could
influence an individual or whole crowd, causing fatigue, disorientation or
arouse fear, depression and even suicidal thoughts. His critical views on
Russia's brutal mind control experiments saw him jailed by the Soviet
authorities, and upon his release in 1988, he thanked his friend astronaut Edgar
Mitchell for making appeals on his behalf, as well as Soyuz cosmonaut Vladimir
Aksenov, who was also a good friend of Naumov’s.
The KGB, just like the CIA were certainly conducting their own studies into
psychic abilities at the time, and KGB defectors like General Oleg Kalugin and Dr
Nilolai Khokhlov revealed that a number of Soviet scientists were working in
well-funded, heavily guarded, labs on a multitude of harmful psychic
experiments including psychokinesis (PK) – the ability of a mind to remotely
influence matter. Kalugin reported that they had 'transformed human psychic
power into a practical, controllable resource,' indicating they could do things
like trigger devices, stop an animal’s heart or paralyse a test subject – all
remotely.
One of the few Russian psychics able to operate publicly during Stalin's
repressive era was Wolf Messing. A celebrity psychic of the 50s and 60s, and
master of telepathy (TP). It is alleged that the Soviet leader of the time, Josef
Stalin, challenged him to pull off a psychic bank robbery. He was ordered to
steal 100,000 roubles using TP from the Moscow Gosbank. Messing duly
complied. He succeeded in hypnotizing a cashier to hand over the money
merely by handing the unfortunate man a blank piece of paper. In another test
Messing succeeded in penetrating Stalin's heavily guarded dacha by 'mentally
deceiving’ the guards into thinking he was Lavrenti Beria, Stalin's feared head of
Secret Police, which of course allowed him access to walk unimpeded into
Stalin's private office.
POLITICAL COMMISSARS
The political commissar of Soviet military forces appears throught military
fiction, in books such as The Hunt For Red October. The figure is depicted as a
politically-driven loyalty officer, watching over the crew and commander. He can
be cast as a totalitarian enforcer who frequently butts into military operations
and is a source of terror for his own officers, making for great drama and on-
board tension. In reality the commissar was a deputy to the military commander
of a military formation or ship who was to assist the officer to maintain socialist
discipline and ensure the political loyalty of the troops. Commanders seem to
have chosen their own political officers. Their duties tended to be limited to
ideological training and indoctrination, assisting the commander in maintaining
discipline, and to maintain morale. The Cold War era commissars (‘zampolits’)
were recruited from the Main Political Directorate which was part of the Ministry
of Defence. In fact, the commissar might sometimes collude with their military
counterparts to cover up evidence of wrong doing. However, the presence of
these semi-autonomous officers did create some friction with their military
counterparts, especially since a commissar’s endorsement was crucial for the
promotion of an officer.
How does the secret war affect the player characters in their day-to-day
activities? Although the characters work for a civilian space agency such as
NASA they will also have a secondary employer, a secret patron or faction
working on their side of the Iron Curtain. this faction will provide additional
missions for the crew to perform, and sometimes when the crew is performing a
standard civilian mission, it will ask them to carry out some top-secret objective
in the service of the faction. They may need to retrieve something, to plant
something, to observe something, to steal something, to sabotage something,
to pass on a message, or to interrogate or question somebody. This covert task
must be kept secret which might prove difficult. Of course the faction will have
rivals or even enemies, and they will not want any of the faction’s objectives to
be met. This means that the player characters might stand in the way of this
enemy faction – as if the cold, vacuum, radiation, and limited air supply wasn’t
enough already!
The secret war is a campaign of covert operation: a game of chess, hidden from
the public and the media, played out across the globe, in orbit and on the
Moon. It involves espionage, which is the theft of secrets, or the coercion of
those that know the secrets to share them. But it also involves a range of covert
operations, anything one might imagine that a special forces commando team
might get up to. In this orbital Cold War, if the Pentagon wants a Soviet satellite
sabotaged, it’s no good calling on the Green Berets or Army Rangers … only
American astronauts have the access and ability to pull off that kind of mission.
And that is how the astronauts in this setting become spies and special ops
Cold Warriors, and not just scientists, technicians and pilots.
YOUR MISSION
Factions have agents or ‘handlers’ spread throughout the space agency and
military-industrial complex. These handlers conceal their connections to the
faction, and when that faction decides it requires a covert operation to be
carried out, it will contact the handler best placed to get it done. The
communication will either be via a public, but coded message, or via an
encrypted signal. This might be a station commander or their deputy, a military
officer, a civilian contactor, and so on. The handler’s job is to manage or run an
agent operation, which might include recruiting, instructing, paying, debriefing,
or advising the agents he is in contact with. If the PCs happen to be agents of
that faction, then they are the ones who will be discreetly approached to carry it
out. If the PCs have recovered an item or data as part of their mission, then they
need to pass it to their handler, but preferably through an oblivious third party
they both trust, or through a dead drop – a secure location that both parties
have access to.
COMPLICATIONS
Being a covert agent for a faction has its complications. The activities of the
characters or their conversations regarding an operational mission, might
attract suspicion, perhaps from another astronaut or from the station or
moonbase commander. They need to allay suspicion, possibly getting entangled
in a web of lies. Or they might throw off suspicion by implicating someone else.
If the operation is exposed, their handler will deny all knowledge and always
have an alibi, as well as corroborative evidence that they are entirely
unconnected with the sordid operation.
What happens if they are caught red-handed by their space agency carrying out
an unauthorized (and perhaps even illegal) operation? They will be returned to
Earth for a full debrief. But their career in space does not end, they are far too
valuable an asset for that! Instead, a rival faction is introduced to now handle
the player character astronauts. If they had been working for the CIA, then now
they are working for the Office of Naval Intelligence or the DIA, and the
astronauts will sometimes find themselves carrying out activities against or in
competition with their old faction, the CIA. Things just got more complicated –
and that probably means more dangerous.
WAR GAMES
By focusing on the Role of the military operators, the game can instead by
played out purely from the military perspective. If the campaign is going to be
set in orbit, on the Silver Plate station or Zarya station, for example, then many
of the missions suggested later in this chapter can be played, just with more of
a military orientation.
SPACE TROOPERS
Where a military game differs radically from the standard astronaut scenario is
when it is set on the Moon’s surface. Here the player characters are USAF or
spetsnaz soldiers, armed and ready, and with objectives that involve patrolling,
observing, and perhaps sabotaging the activities of the enemy. If a low-level
conflict exists, this will be a tit-for-tat exchange of harassment, kidnapping,
sabotage and reconnaissance. This kind of activity can serve as the prelude to
an actual lunar war, War on the Moon (later).
In a military game, the PCs will form a small squad or team, operating without
much backup. There are so few soldiers in the Earth-Moon theatre that these
guys will be asked to do all kinds of military tasks. Their military equipment and
assets are limited, and much of what they have is simply civilian gear
    repurposed. There hasn’t been the time or the funding so far to create purpose-
    made armoured space suits or lunar APCs, and the weapons available are simply
    repurposed firearms from the nation’s current inventory. Only the Americans
    have a weapon that may be of great use in a lunar conflict, the recoilless MBA
    gyrojet – a private experimental enterprise that looked like it was going
    nowhere – until the Soviets reached the Moon at the same time as the Apollo
    astronauts. PC soldiers will have to get innovative when it comes to tactics and
    weapons, much of what they are doing is untried, untested and totally
    experimental.
      Task Group Zenyth – The Soviet leadership decided that special forces
       troops would be the perfect candidates for lunar combat training, and
       recruited officers and senior enlisted men from the 24th Spetsnaz Brigade to
       form the top secret Task Group Zenyth. This elite brigade-sized unit has
       trained for survival and combat on the lunar surface, with its soldiers
       launching from Baikonur to the Moon. Zenyth consists of a headquarters
       company with medical and support sections, and three companies. The
       companies provide 5-man sections to be shipped to the lunar surface,
       relieving a section that will take their lunar lander back to Kondor Station. A
       5-man section is composed of a captain in command, and four senior
       sergeants. The section is armed with AK-74 rifles and an RPG-7. The base
       commander is a spetsnaz major.
      Orbital Response Force (ORF) – The USAF opted to recruit junior officers
       from the Air Force’s own missile combat crews, these are experts in nuclear
       and missile operations. They are technically proficient, and deal with missile
       fueling, computer systems and extremely high margins of safety. Given
       training in space suit and lunar surface operations, as well as special
       weapons and tactics, the ORF troops are then dispatched for a short three
       month tour on the Moon. They have received the nickname of ‘Kit Carsons’.
       A typical ORF squad comprises 12 platoon: an Air Force captain in
       command, two 3-man assault teams, a 3-man heavy weapons team and a 2-
       man rover team (both trained as drivers/technicians). Both the heavy
       weapons team and one of the assault teams is commanded by a lieutenant.
       Assault teams are armed with M16A2s and M9 Beretta pistols. The heavy
       weapons team is typically armed with Colt SMGs plus two M72 LAWs and
       either an M3 Carl Gustav recoilless weapon, or a M249 medium
       machinegun.
infrastructure and the area around it, along with any prospecting or scientific
developments that had been made.
There are deadly weapons on the Moon; both sides are trialing types of surface
to surface missiles, and it man-portable anti-tank rockets as well as recoilless
rifles are also under evaluation on the lunar surface. Certainly base defences
have been constructed, mainly Claymore anti-personnel mines, ground-based
radar and searchlights for those long lunar nights. Some of the bases have
experimented with encircling ditches, dug out using the MOBEV excavators,
forcing vehicles to enter the compound across defended causeways. Whether or
not these ditches (too wide to jump across) will stop space-suited infantry
climbing down into and up out of them, is an unresolved matter. The Soviets
have experimented with a simple anti-personnel mine that the Americans have
named the ‘buzz bomb’ (after Buzz Aldrin, naturally); this is an improvised
explosive that propels a blast of lunar regolith at the enemy.
HEAVY WEAPONS
Should the GM and players wish to play out a lunar conflict, the following heavy
weapons are detailed:
MOON MYSTERIES
What’s on the Moon? Should the GM want to inject a big dose of fiction into the
science fiction, than exploit those wild alien-Moon theories made famous by the
History Channel. There are plenty of directions to take this. Here are some
suggestions:
BLACK KNIGHT
According to some UFO researchers, Black Knight is an artificial satellite of
extraterrestrial origin that has orbited Earth for approximately 13,000 years.
This mysterious object was then spotted by an amateur astronomer in 1958. He
determined its distance from the Earth (about 1000 km), length (10 m), and
even the time of its next appearance. Its high speed and strange elliptical
trajectory led him to conclude that his discovery was artificial. Two years later a
US Navy radar system identified it as a dark, tumbling object. It wasn't
American, and it wasn't Soviet either. The researcher Duncan Lunan looked at its
past transmissions and radar data and determined that Black Knight’s
transmissions were directed to a double star in the constellation of Boötes.
Whatever Black Knight was, wrote Lunan, it appeared to be transmitting its
secrets to intelligent creatures in the Epsilon Boötis star system, and it may
have been doing so for 13,000 years. Despite this mystery being explained in
later years, what if Black Knight was real? What is it? And if it is an alien probe,
what is its next move?
HOLLOW MOON
The Moon is hollow and artificial. If it is entirely hollow then it may have within
it a rotating disk, a mini-ring world (CU page 311) that spins around the Moon’s
inner equator to create a habitable 1G living space. At the centre of the Moon is
a fusion plant providing heat and light for the inhabitants (ancient or current) of
the ring. There may be hidden, or just obscurely located, entrances into the
Moon through which spacecraft might be able pass on into the interior, to make
a landing on the ring.
Or the Moon may be a huge space station constructed in Earth orbit, and
camouflaged to look like any other innocuous natural satellite. Why? Perhaps its
creators were fleeing a hostile race, and sent out this mobile planetoid in order
to protect the last of their species. They may still be alive within the Moon, or
perhaps extinct, or mummified, fossilised or preserved via alien biotech
computer mainframes. Perhaps some of these aliens made it to Earth 500,000
years ago … and stuck around to become the human race.
If the Moon is natural, then there may be voids or hollows within the upper
strata of its crust. Perhaps these are the living spaces of some alien race that
has retreated there to avoid either the gaze of Mankind, the Sun’s radiation or
the dramatic heat and cold (or all of those). The insectoid Selenites of H.G.
Well’s The First Men in the Moon are a perfect example of this suggestion.
HOME TO ALIENS
Let’s assume that the Moon is natural, but that it was once home to some alien
civilisation. The Moon has never had an atmosphere or running water, so these
aliens might not need such luxuries, they may be vacuum-resistant. Or, like
humans, they require the use of a suit for survival. Their cities are pyramids,
easily misidentified as mountains, or the peaks at the centre of lunar craters.
Mare Imbrium (the Sea of Storms) is an interesting place, an impact region from
an ancient planetoid, that sits above a huge, buried MASCON, or density
anomaly. Or is it a MASCON? What might be below the surface to distort gravity
enough that satellites in lunar orbit have their trajectory altered by its
gravitational pull? Could it be a vast fusion powerplant, part of the space
stations warpdrive?
On the edge of Mare Imbrium sits the enigmatic Plato crater, with lunar rover
‘jeep trails’ leading to the crater floor on both its northern and southern rims.
Plato has developed a reputation for fleetingly-glimpsed lunar phenomena,
including flashes of light, unusual colour patterns, and areas of hazy visibility.
Astronomers believe that these anomalies are likely a result of visual conditions,
combined with the effects of different illumination angles of the Sun. But what if
they aren’t? Is Plato an entranceway into the caverns beneath the surface? Or to
the interior of the hollow Moon? Is the haze a temporary atmosphere pumped
out to flood the crater to make it temporarily habitable? Are the lights those of
vehicles moving about, or are they glimpses of light from opened hatches and
tunnels that lead down into a well-lit underground city?
Who are the aliens? There are many options to choose from:
      Advanced humans from ancient Earth
      Advanced humans who created the human race
      Advanced humans from the far future
      Octopoid alien horrors experimenting on abducted humans
      Robotic slaves of a dead alien race
      Alien race of robots or cyborgs
      Insectoid-like humanoid aliens
      Insectoid horse-sized spider-like aliens
      Mind-shredding spawn of an alien monstrosity inside the Moon
      Horrifying race of bat-winged alien spiders, able to fly in vacuum
TECHNICAL ROLEPLAYING
This roleplaying game is a techno-thriller, with the technology front and centre –
everyone depends on it for their lives. For some players, familiar with the
concepts of spaceflight and engineering, there won’t be any problems in
adapting to this technically-dominated style of gaming. But for many players,
this setting might seem daunting, they may struggle to play scientifically, and
to meaningfully interact a technical or science-driven adventure, particularly
when it’s about sciences or technology they aren’t familiar with.
For these players, who just want to play a role, make some meaningful
decisions and have fun, taking on the role of an astronaut or scientist is just an
exercise in frustration. With their only viable option being to confront every
problem with the phrase “I roll my skill to solve the problem...”. If the GM denies
the roll, they are forced into solving a problem for which they have no answer,
and if the GM allows that skill roll, any inherent tension in the situation is
dissolved. It is, however, possible to find a middle-ground, but this requires a
little attention from both the player and the GM.
The issue really is one around conflict. Conflict sits at the heart of most of
fiction – including tabletop roleplaying games For most roleplaying games,
conflict takes a combative form: one faction wants one thing, another wants an
something else, and both sides will physically fight each other until the conflict
is resolved. In less combat-orientated games, the conflict may be economic,
social or political. Luckily, most of these conflicts are easily-relatable – players
understand resource issues, or navigating a tangled social situation.
Unfortunately, that doesn’t apply to the technical conflicts of hard science
fiction. Unless your players are all space nuts, mechanics or engineers, your
players will likely face some trouble when relating to technical conflicts.
Game Masters are advised to try and make the conflict obvious to the players.
What is at stake, and what options to the players have? For example, if they
were the pilots of an airliner, the lights that indicate if the landing gear is down
may have failed to illuminate. So what? What’s at stake? Well, the plane may
crash and burn on landing. What can we do about it? Here the GM has the
opportunity not just to ‘see how the players handle it’ but instead give the
characters their options. After all, the players aren’t pilots. But the characters
who are will know what their options are. The GM could state the options:
‘maybe the bulbs are out, maybe the gear is down but not locked in place, but
maybe the gear has failed to come down.’ If they have some ideas, let them try
them. If not, suggest possible actions like ‘try changing the bulbs, or try
retracting and lowering the gear again, or make a fly past of the airport, and see
if someone can see your gear down’. Its up to the players what they want to try
and in what order. And each alternative might have some downside to it, or
maybe not.
When we add some resource management in there, we add in drama. Resources
include air, power and propellant (Burns). These don’t dominate the game, but
are certainly aspects that can be fed into the problem solving to provide a
meaningful stake in what will happen if the situation can’t be resolved. The
approach this book takes in technical problem solving is through a method of
                             MISSIONS
Standard missions can be fairly straightforward, routine and unsurprising. This
is what mission control wants, and what is supposed to happen. The PC crew
probably fly a few of these missions, but they aren’t the missions that are
played out at the table. Instead, games focus on the missions that are
dangerous, unpredictable and meaningful.
The way to do this is to create a chain of tasks that must be performed for the
mission to be classed as a success, and then add in a dramatic element into that
situation. This chapter provides a list of suggested missions, many with
integrated complications. Finally, there is a suggested list of missions goals that
might be given to the PCs by their faction.
The missions are subdivided into three separate themes: Orbital, Space Station,
and Lunar Surface. Lunar surface missions will be needed for any game set on
the Moon, space station missions occur within and around a space station, and
orbital missions occur somewhere else in orbit. If the game is set on a space
station, then the GM could mix missions from both the Space Station list and
the Orbital list, if the station has access to a spacecraft with which then can
travel around in low Earth orbit. Multiple missions can be linked to create longer
scenarios or campaign arcs. As an example, see how missions 14, 15 and 16
from the Lunar Surface Mission suggestions, are linked together.
Note that the setting provided in this book is merely the playing board for the
GM’s game, and not some rigorous canon. When creating mission ideas, feel
free to add in another station, or faction, or a rogue satellite, or moonbase, or a
tyrannical commander with an evil plan, or the Chinese … whatever the GM
thinks will add spice and drama to a mission.
ORBITAL MISSIONS
   1. Investigate a satellite that has recently been visited by an unidentified
      spacecraft.
   2. Disable a killsat of your own government that is out of control.
   3. Disable an enemy killsat that is out of control.
   4. A tumbling object must be intercepted, stabilized and investigated. It is a
      science module from the Leonardo Station that has been purposefully (and
      covertly) detached. Bio-weapon experiments within were released, and so the
      ESA have ejected it into space and then covered up the crime.
   5. Repair a tumbling satellite.
   6. Visit the experimental Catch Platform, dominated by a large Kevlar funnel that is
      500m across, and that sits in orbit catching mineral ore sandbags launched from
      the LUMAS facility at Kepler Base on the Moon. This is trialing the orbital
      recovery of mined ores. The small unmanned station (a single module) requires
      attitude change, but whilst performing this mission the station shifts and an
      incoming hypersonic sandbag threatens to strike the module.
    save both of their lives? Remember that an airlock only holds two suited people
    at once. Meanwhile other NPCs can investigate the NPC’s bunk to determine the
    cause of his psychosis.
5. The radio dish seems to be malfunctioning, cutting the station off from mission
    control. The PCs must conduct an EVA and replace the part that the technical
    manual recommends. It doesn’t work. After some investigation back on board
    the station, the crew might discover the malfunctions are being caused by a
    jamming signal coming from a small comsat in a slightly higher orbit. What
    would be the purpose of the radio jamming? Harassment? Or are the enemy
    about to carry out an action at the space station that they don’t want mission
    control to see?
6. Just as in the movie Life (2017), a biologist onboard the station studies a
    dormant cell that was found in ice on the Moon. It soon grows into a multi-celled
    organism. This is a restricted access experiment, coded top secret. It attacks the
    biologist in the ‘glove box’, breaking free. It’s octopus-like appearance allows it
    to move in zero-G, climb into vents etc. It can also punch its way into space
    suits, is unharmed by vacuum, and can climb down a victim’s throat. It wreaks
    havoc. Who just shut off communications with Earth? Why is there a spacecraft
    dropping out of a high orbit to dock with the station? How do they kill it?
7. A koboyski (see page 26) is on his way back to Earth from the Moon, to defect to
    the United States, stopping off at the Independence Station. Whilst there, and
    waiting for the next crew rotation to take him back to the surface, he is
    murdered. Is there a Russian agent onboard? Why was the koboyski’s bunk
    ransacked? Did the killer find what they were looking for? What was the
    astronaut carrying with him? State secrets? A bio-organism? A rare crystal? A
    fossil? And why is the deputy commander keen to wait for the relief crew to
    arrive before any investigation?
8. There is a solar flare warning from mission control. They advise the crew to
    orientate the station toward the Sun, with the crew sheltering at the far end. The
    flare is tremendous, and it starts several fires that must be dealt with
    immediately. The station quickly fills with smoke, and a small explosion on the
    exterior sends the entire station into a tumble. Can systems be brought online,
    the fire put out and the station stabilised before it spins itself apart? Can the
    crew carry out these actions whilst the spinning station tries to pin them to a
    bulkhead?
9. A famous real-world astronaut comes aboard on the next rotation and the
    commander fawns all over them and they get treated like royalty. This gets
    worse. Perhaps the PCs spot him making a critical error (regarding a life support
    chore, for example, or accidentally blowing fuses). He denies it and the
    commander blames someone else, or the PCs. Then they are tasked with
    working with him, perhaps on EVA and he puts their lives in danger. This
    mission is interpersonal – this astronaut should have retired years ago. Is it
    Leonov, Tereshkova, Glenn or Shepard?
10. Dr. Grigory Gazenko defected to the West several years ago, a brilliant nuclear
    physicist. Now a mission scientist aboard an American or European shuttle,
    Gazenko arrives at the space station. He will conduct isotope experiments, and
    while here, there will be a kidnap attempt by the Spetznaz Vega group. Initially
    there will be a call for medical help from Griffin station. They ask for help as
    their Big Gemini spacecraft arrives carrying the heart attack patient. This is a
    rouse. Vega now control Griffin, and have sent the spacecraft over to dock with
    the station, carrying 2 Soviet crewmen and 3 armed Soviet space-suited Vega
    troops. Can the PCs stop the kidnapping with only improvised weapons?
7. In the long lunar night of 14 Earth days, Cold War tensions are high. Rumours
    abound at the moonbase that some surprise Soviet attack is imminent against
    the PC’s nation on the Moon. Then all communications are lost. The commander
    suspects the Soviets have destroyed the relay sat in L1 orbit. Can the PCs re-
    establish radio contact somehow? And then over the next three days, a pistol
    goes missing from the armoury, and a space-suited figure is fleetingly seen
    outside. Is it a Russian? Is this the Russian attack? The PCs investigate… there
    are plenty of tracks outside (the crew’s) and it is impossible to prove the figure
    was there. Is he a hallucination brought on by paranoia? Can they spot some
    details? Does he appear in the same place, or at the same time? Is this figure a
    ghost? Or something even more horrible?
8. A unique sandy-coloured lunar dust is discovered that holds some electrostatic
    properties. It is evaluated in the moonbases’ lab. It is in fact a mineralogical life-
    form, able use its electrostatic properties to coalesce and move in the low-
    gravity. It is able to affect electrical items and systems that it touches. It escapes
    (though the crew might think it has been stolen). A series of accidents and
    strange incidents occur as it wreaks havoc, until it eventually attacks someone,
    suffocating them. How do the PCs deal with this weird alien life?
9. An exploratory team tasked with mapping a newly discovered lunar cave system
    becomes trapped inside after a collapse. As they navigate the maze-like tunnels,
    they encounter lave tubes, sinkholes, dust pools, collapsing roof blocks and
    more. Can they find a way out before their air runs out? Perhaps they find
    evidence of Soviet exploration in the tunnels, a clue to help them escape?
10. A lunar geologist conducts experiments to determine if lunar mining is viable.
    He is highly introverted, and prone to sudden mood swings. His experiments
    involve analysing lunar soil samples, testing smelting methods, and using
    advanced spectrometry to evaluate their potential for extraction. With an
    inspection from Earth imminent, pressure is put on him to prove his theories
    and he loses confidence in the data he has collected, second-guessing himself
    and becoming more and more obsessed with the idea that his research could be
    invalidated. He soon starts sabotaging his experiments to give himself excuses
    for not completing the research, mounting up the pressure on himself. PCs
    could be attached to the geologist to assist his project, not knowing about his
    instability, going out to dig up more samples, repairing the ‘malfunctioning’
    smelting furnace, and so on. At some point they may find out the truth during
    the inspection. What do they and the base commander do?
11. A prospecting outpost has been damaged, the crew killed by gunfire. But they
    seem to have fought back with weapons of their own. Were they soldiers
    masquerading as prospectors? The attackers seem to have arrived and departed
    in a lunar lander. What is going on?
12. An enemy lander has come down between their base and that of the PCs.
    Intelligence says it contains surface-to-surface missiles for testing on the Moon.
    The PCs must retrieve the missiles before the enemy get there. When on-site,
    enemy flyers arrive carrying soldiers who will try to stop the PCs from taking the
    missiles with them.
13. As a follow-up to 15, the Soviet lunar scientist reports that there is a mission
    planned by his old comrades to land inside a north polar crater (Erlanger) and
    recover water-ice for testing, not just for use in life support, but for evidence of
    life. The station commander wants to use a lander they have available to launch
    a similar mission to Erlanger crater in order to beat the Russians. The PCs must
    plan and execute the mission with the defector’s help, who may accompany
    them on the mission, if there is space.
14. After a minor moon quake, a moonbase calls for help in restoring structural
    integrity. The PCs are dispatched. When they arrive, they hear tales from the
    crew of a luminous mist which came out of fissures during the quake,
       enveloping the base. The crew reluctantly report seeing hideous monsters in the
       mist. It dissipated. But they say that exterior components are now being
       damaged frequently, and that strange unearthly tracks are left behind – leading
       to the fissure. Yet cameras do not record the image of what is making the
       tracks. More such terrifying incidents will follow, with the invisible creatures
       carrying out more serious and life-threatening attacks each time.
   15. An American moonbase helps a Soviet scientist to defect, and the PCs can play a
       key part in that, planning the defection, perhaps also a diversion, and avoiding
       or fighting off Soviet lunar troops.
   16. As a follow-up to 14, the PC’s moonbase will be assaulted four days later by a
       small team of Soviet lunar troops (an element of Task Group Zenyth) aiming to
       recover or kill the defector. The PCs must defend the base.
   17. The PCs find out that a nearby enemy base has just received a prototype lander
       fitted with next generation avionics from a military spaceplane that is under
       development. The PCs are ordered to make their way to the enemy base either
       by rover (which will drop them off) or by flyer (which they must abandon) and
       steal this lander.
   18. As a follow-up to 17, the PC’s moonbase will be assaulted four days later by a
       small team of Soviet lunar troops (an element of Task Group Zenyth) with the
       goal of recapturing the lander, or destroying it. The PCs must stop that from
       happening.
   19. A strange substance contaminates a shared water supply. As conditions
       deteriorate, the bases must work co-ordinate to investigate possible sabotage or
       an unintended scientific mishap.
   20. A tremendous explosion close to the moonbase rocks the structure, causing
       localised decompression, including casualties, fires and damage. Dust from the
       explosion blankets the base and surrounding equipment. The base radio
       antenna is destroyed. The PCs must help in the saving of lives and restoration of
       power and air. Is this the start of a lunar war? Are enemy troops about to
       appear? Was the explosion radioactive? Perhaps later analysis of the explosion
       crater reveals that it was actually a nearby meteor impact.
FACTION MISSIONS
Not every PC mission will offer the chance for a faction mission to be carried out at the
same time. Where a mission does suggest some faction interest, then select one of the
following that best fits the scenario and the situation.
      Steal an item
      Plant an item
      Steal data
      Alter data
      Spread a rumour
      Send an encrypted report
      Cause the official mission to fail
      Implicate another faction in a mission failure
      Carry out sabotage
      Implicate another faction in sabotage
      Advance the interests of the faction In whatever way possible
      Set another crew at odds with each other
                     FASTPLAY RULES
If you don’t own a copy of the Cepheus Universal rules, you might want to play Orbital Cold War using
the following cut-down, fast-play rules, based on that book. They form a quick and easy way to get a
game of Orbital Cold War up and running.
CREATING CHARACTERS - Player characters (PCs) are defined by six Characteristics ranging 2-12, and
a number of skill levels. Details of character creation vary from setting to setting, but generally follow this
pattern:
1) Decide on a career or concept from those suggested by the setting or Game Master.
2) Pick a string of numbers that you will allocate as you decide to the Characteristics. The strings are: 5,
9, 6, 5, 10, 7 and 7, 7, 9, 9, 5, 6. A ‘7’ is average. The characteristic are:
Mechanical: Operating and repairing mechanical devices, from truck engines to airlock doors.
Melee Combat: Fighting hand-to-hand, with fists, or a melee weapon such as a knife.
Medical: Training and skill in the medical arts and sciences, from diagnosis and triage to surgery.
Mining: Experience and training in prospecting and mining, both on a world surface and in a zero-G.
Navigation: Plotting courses on planets, and in space and using instruments, maps and beacons.
Pilot: Operation and control of interplanetary, and interstellar spacecraft.
Recon: Scouting, spotting threats and ambushes, also adept at silent movement.
Security: Bypassing security measures, from mechanical locks to swipe-card locks and keypad locks.
Steward: The care and serving of passengers and other guests, including customer service.
Streetwise: Familiarity with underworld society, its rules, personalities, groups and customs.
Survival: Staying alive in the wild, including hunting or trapping animals, and avoiding exposure.
Tactics: Tactical military planning and decision, as well as calling in fire support correctly.
Vacc Suit: Use of vacuum suits, hostile envirosuits, as well as operating in a zero-G environment.
Vehicle (Cascade Skill): Select Aircraft, Grav Vehicle, Ground Vehicle or Watercraft.
Watercraft: Operation of boats, hydrofoils, hovercraft, submarines and large commercial ships.
RESOLVING TASKS – To carry out an action, the player rolls 2D6 and adds a skill level if appropriate, it
succeeds on an 8+ result. If the GM thinks a certain Characteristic might also be useful, apply +1
Characteristic Bonus (CB) if the PC has that Characteristic at 9+, apply -1 CB if it is at 5-. A difficult task
imposes a -2 penalty, whilst a Very Difficult task imposes a -4 penalty. Often, a -3 penalty is incurred if
the PC does not have the skill needed (although having ‘level-0’ means that you can skip that penalty).
Some tasks are Opposed by another character; both roll 2D6 + skill level + CB, highest roll succeeds,
some are also Extended, requiring the ‘best of three’ rolls.
RESOLVING COMBAT – Combat takes place in 6-10 second ‘rounds’. Instead of fighting, a PC can run
36m or walk 12m in a round. Allow the PCs’ side to go first before their opponents, in the order of the
players declaring their actions (or let the PCs act in order of Dexterity).
Gunfire – To hit a target is an 8+ task, with -2 for shooting Over Weapon Range and -4 for Over Double
Weapon Range. The shooter gets a -3 penalty if the target is using cover, running or dodging into cover.
On a ‘double 2’ dice roll, the gun jams or runs out of ammunition.
Hand-to-Hand Fighting – This is an Extended Opposed roll using Melee Cbt + Strength as a CB. After
the three rounds, the winner inflicts 2D6 damage on the loser. If the target is unaware of the attacker
(surprise) the Opposed roll is not Extended, and is resolved in a single round. If the winner is unarmed,
then don’t inflict damage, instead temporarily lower the target’s Strength by 2D6. If lowered to 0 the
target is knocked down and out for 1-2 minutes. They recover Str after an hour’s rest.
INJURY – Weapons roll dice to create damage points; other examples include falling from a 2 nd floor
window (1D6), hit by a car in a busy street (3D6), poisoned (5D6), exposed to space (3D6 per round).
Damage is subtracted from Hit Points (Str + End), but armour first reduces the damage by its AV. Partial
coverage like a bulletproof vest requires a 1D6 roll: 1-3 Use the full AV; 4-6 use only half the AV. After a
character suffers damage, check the chart below:
VEHICULAR COMBAT – Vehicles count as either heavily armoured (tanks, submarines, ‘90s space
stations), lightly armoured ( APCs, 90’s spacecraft), or soft skin civilian vehicles (cars, lunar rovers, etc.).
An anti-armour weapon (guided missile, rocket, tank gun, heavy laser) will disable a heavily armoured
vehicle with a 2D6 roll on 6+ and destroy it on 8+. Against lightly armoured vehicles the weapon has a
DM+2. Unarmoured vehicles are always destroyed. Higher tech levels have an advantage – either add or
subtract the following DMs: TL 8 +2, TL 10 +3, TL 12 +4, TL 15 +5. A TL 8 missile, hitting a TL 10 tank,
for example, suffers a -1 on the roll. Tech Levels (TL) are used in Cepheus Universal, with the 1990 of
Orbital Cold War rated as TL 7.
Support weapons, used on helicopter gunships or infantry fighting vehicles, such as autocannon, grenade
launchers, heavy machineguns, medium lasers, etc. will disable a lightly armoured vehicle with a 2D6 roll
on 8+ and destroy it on 10+. Against unarmoured vehicles these weapons have a DM+4. Heavily
armoured vehicles are immune from support weapons. Do not apply any modifiers for TL. Firearms only
have a chance of damaging unarmoured vehicles; if hit then roll 2D6 and on 10+ a crewman suffers the
full weapon damage, and on a 11 or 12, the vehicle is disabled.
Disabled vehicles can be repaired, but are immobile and without power. Any crew must roll 6+ (with Dex
CB) or suffer 2D6 damage. Destroyed vehicles explode, break apart or catch fire. Any crew must roll 8+
(with Dex CB) or suffer 6D6 damage.
VEHICLE CHASES – These rules are highly descriptive in their approach to vehicle combat, requiring
description by the Game Master and the players to describe how the action unfolds. Chase turns are an
abstraction in combat and vary in length depending on circumstances. The GM should inform the players
of how long each chase combat turn is at the start of the chase. At the start of each turn both
participants throw 2D6:
                                                                             CHASE BONUS TO HIT
                                                                                   Effect         DM
  + the relevant vehicle skill
                                                                                      0           -2
  + 1 if the vehicle is half-again as fast as the opponent’s                       1 or 2         -1
  + 3 if the vehicle is twice as fast (or more) than the opponent’s                3 or 4         +0
                                                                                     5+           +1
The pursuer wins on ties. The winner has Advantage and may attack using the regular vehicle attack and
damage rules, with the following modifiers based on the chase roll’s Effect (see table). Where vehicles are
unarmed, the winner may instead cut in front of the loser, forcing them to drive off the road, or may even
ram the losing character’s vehicle, forcing it to crash. Ramming requires a successful Average (8+)
Ground Vehicle roll, disabling a lightly armoured vehicle on 8+, and disabling a softskin vehicle
automatically.
The loser of the Advantage throw cannot attack in that turn, unless their vehicle has a turret-mounted
weapon. Turret attacks made without Advantage suffer DM -4 to hit. Note that there is no tracking of
range in a chase. This is intentional. The attack penalty for low-Effect Advantage rolls is meant to reflect a
bad angle of attack, or sub-optimal range for an attack, among other things. It is possible to have
multiple parties engaged in a chase. Simply record the different Advantage results in descending order.
The vehicles higher on the ‘ladder’ may attack any vehicle below them. Chases last five turns. At the end
of the fifth turn, if the prey has not been stopped, disabled, or destroyed, the prey escapes and the chase
ends.
                                      LEGAL
This Product is derived from the Traveller System Reference Document and other Open Gaming
Content made available by the Open Gaming License and does not contain closed content from
products published by either Mongoose Publishing or Far Future Enterprises. This Product is not
affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or
challenge to any trademarks held by either entity. The use of the Traveller System Reference
Document does not convey the endorsement of this Product by either Mongoose Publishing or
Far Future Enterprises as a product of either of their product lines.
Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp”; Zozer
Games is not affiliated with either Jason "Flynn" Kemp or Samardan Press™. The names
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All of the text in this document is designated as Open Gaming Content, except for the titles of
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
High Guard System Reference Document Copyright © 2008, Mongoose Publishing.
Mercenary System Reference Document Copyright © 2008, Mongoose Publishing.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors
Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!,
Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Collins, and JD Wiker.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave
Arneson.
T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a
trademark of Far Future Enterprises and is used under license.
Traveller System Reference Document Copyright © 2008, Mongoose Publishing.
Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and
distinctive likenesses thereof are trademarks of Far Future Enterprises unless otherwise noted.
All Rights Reserved. Mongoose Publishing Ltd Authorized User.
Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason
"Flynn" Kemp
Cepheus Light © 2018, Stellagama Publishing; Authors Omer Golan-Joel and Josh Peters.
Cepheus Quantum © 2019, Stellagama Publishing; Author Omer Golan-Joel
Modern War, Copyright 2020, Zozer Games
Hostile Setting and Hostile Rules, Copyright 2021, Zozer Games
16. Orbital Cold War is all OGL. © 2025 Zozer Games; Author Paul Elliott,
paulelliottbooks@yahoo.com.
IMAGES
NASA/JPL, Depositphotos, iStock,
Lunar Mapping: https://pubs.usgs.gov/sim/3316,
Dyna-Soar: Djroam at English Wikipedia, Public domain, via Wikimedia
Commons.
Hermes Spaceplane: Daniel Villafruela, CC BY-SA 3.0 <https://creative
commons.org/licenses/by-sa/3.0>, via Wikimedia Commons; all
Colour Image of Mare Imbrium: Ferruggia Aldo, CC BY-SA 4.0
<https://creativecommons.org/licenses/by-sa/4.0>, via Wikimedia Commons
Soyuz Cockpit: Samantha Cristoforetti, CC BY 2.0
<https://creativecommons.org/licenses/by/2.0>, via Wikimedia Commons
Apollo CM Cockpit: Smithsonian Institution/Eric F. Long, CC0, via Wikimedia
Commons
Gemini Cockpit: http://www.collectspace.com/restoration/gemini6.html
Boris Yegorov: via Wiki Commons, Creative Commons Attribution-Share Alike
4.0 International
Some firearms line drawings via clipart-library.com
All unattributed images are Public Domain via NASA/JPL, available from
wikicommons.
Various line drawings of rovers, spacecraft and firearms, by P. Elliott.