TEXT:  
  URANIUM FEVER 
   
  ASTEROID MINING RULES 
  FOR THE CEPHEUS ENGINE 
   
  By Omer Golan-Joel and Richard Hazlewood 
   
  
  1 
   
  URANIUM FEVER 
  CREDITS
  COVER ART 
  Ian Stead 
   
  INTERIOR ART 
  Ian Stead 
  (c) AlgolOnline www.fotosearch.com 
  (c) Andreus www.fotosearch.com 
  (c) MIRO3D www.fotosearch.com 
  (c) sdecoret www.fotosearch.com 
  (c) solarseven www.fotosearch.com 
   
  DECK PLANS 
  Ian Stead 
   
  PLAY TESTER 
  Shawn Fisher 
  AUTHORS 
  Omer Golan Joel 
  Richard Hazlewood 
   
  SCIENTIFIC CONSULTANT 
  Constantine Thomas 
   
  EDITOR 
  Josh Peters 
  Richard Hazlewood 
   
  INTERIOR DESIGN & LAYOUT 
  Kathy Hazlewood 
  Omer Golan-Joel 
   
   
   
   
  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”; Stellagama Publishing is not affiliated with Jason "Flynn" Kemp or 
  Samardan Press™. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e) and are not 
  open content, and thus are property of Stellagama Publishing: All trademarks or registered trademarks, proper names (characters, organizations etc.), 
  dialogue, plots, storylines, locations, characters, artwork and trade dress. (Elements that have previously been designated as Open Game Content or are in the 
  public domain are not included in this declaration.) Open Content: Except for material designated as product identity (see above), any game mechanics are 
  Open Game Content as defined in the Open Gaming License version 1.0a section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission. A copy of the Open Game License licence is shown on the last page of this book. 
  To learn more about the Open Game Licence, please go to http://www.opengamingfoundation.org/. 
  This artwork is copyright (C)2006 Bradley K McDevitt.  You can use this image in commercial or fan projects, however you may not publish it as clip art.  Any 
  company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits. For more artwork or to contact this artist please 
  visit... www.bradleykmcdevitt.net Sold by Postmortem Studios... www.postmort.demon.co.uk 
   
  Roleplaying games to DIE for. 
   
  
  URANIUM FEVER
   
   
  2 
   
  TABLE OF CONTENTS 
   
  Introduction ........................................................................................................................................... 3 
  Setting Overview .................................................................................................................................... 5 
  Belting in the 23rd Century .................................................................................................................... 7 
  A Short History of Space Mining ........................................................................................................ 7 
  Main Players and Organizations ........................................................................................................ 9 
  Terran Mining Slang in 2260 ............................................................................................................ 12 
  A Working-Class Hero is Something to Be! .......................................................................................... 14 
  Striking the Belt .................................................................................................................................... 22 
  Scientific Background ....................................................................................................................... 22 
  Detailing the Mining Area ................................................................................................................ 24 
  General Mining Procedures ............................................................................................................. 27 
  Selling Claims and Ore ..................................................................................................................... 34 
  Mining Ships ......................................................................................................................................... 35 
  Variant Ship Rules ............................................................................................................................ 35 
  TL9 10-ton Kobold-class Gig ............................................................................................................. 38 
  TL11 100-ton Bucca-class Prospector .............................................................................................. 39 
  TL11 600-ton Coblynau-class Miner ................................................................................................ 41 
  Tools of the Trade ................................................................................................................................ 44 
  Open Game Licence Version 1.0A ........................................................................................................ 48 
   
   
   
   
   
   
   
  
  URANIUM FEVER
   
   
  3 
   
  "Uranium fever has done and got me down 
  Uranium fever is spreadin' all around 
  With a Geiger counter in my hand 
  I'm a-goin' out to stake me some government 
  land 
  Uranium fever has done and got me down" 
  - Elton Britt, 1955 
   
  INTRODUCTION 
  Mining is a time-honored practice, its roots 
  going back to the Stone Age. When humanity 
  reached space, it began mining the asteroid 
  bodies and extraterrestrial planets in pursuit 
  of metal and ice. The most desired and 
  profitable of these minerals are rare earths 
  and radioactives. With asteroid mining, the 
  Belter was born – a profession, and then a 
  culture, of space miners. The company miner, 
  working for corporation or government, 
  works long shifts on interplanetary rocks for a 
  steady salary and employment benefits. The 
  independent belter, on the other hand, 
  strikes out into the belt, prospecting, and 
  mining with his own ship. Usually, he scrapes 
  by on base metals and the more abundant 
  rare earths. However, what sustains the 
  belter through hard work and the loneliness 
  of space is the lust for hitting a "motherlode" 
  – good radioactive ore worth a fortune. As 
  the 20th century song goes, this Uranium 
  Fever infects the miner's heart and propels 
  them into the unknown. 
  This 
  product 
  explores 
  the 
  theme 
  of 
  interstellar mining. Its default setting is These 
  Stars Are Ours! – Stellagama Publishing's 
  space-opera setting. However, almost all 
  material in this book will work perfectly well 
  in any science fiction setting using the 
  Cepheus Engine rules or any similar 2d6 OGL 
  ruleset. The book begins with a discussion of 
  belt mining in Terran space in the 23rd 
  century, and then provides detailed rules for 
  generating 
  belter 
  characters, 
  generating 
  asteroid belt characteristics in the Cepheus 
  Engine, and mining asteroid belts. It also 
  includes three belter spacecraft, and a 
  collection of equipment serving in the 
  interstellar mining industry. 
  So, fire up your fission reactor, calibrate your 
  mining laser, and follow the calling of 
  Uranium Fever to distant stars! 
  REQUIRED MATERIALS 
  To use this supplement, you will need a copy 
  of the Cepheus Engine System Reference 
  Document, from Samardan Press™ available 
  from DriveThruRPG. We also recommend the 
  use of the Cepheus Engine Vehicle Design 
  System, also available from Samardan Press™. 
  Alternatively, you may use any other variant 
  of the 2D6 Science Fiction SRD such as the 
  base System Reference Document (SRD), itself 
  freely 
  and 
  legally 
  available 
  at 
  http://www.travellersrd.com. 
  The default setting for this product is These 
  Stars Are Ours! If you wish to use this 
  universe, we highly recommend that you use 
  its core book, available from Stellagama 
  Publishing through DriveThruRPG. 
  Also, to get the most from this book you will 
  need at least two six-sided dice and some 
  pens/pencils and paper or a computer. 
  REFERENCES TO OTHER BOOKS 
  • 
  Cepheus Engine System Reference 
  Document: CE 
  • 
  Cepheus 
  Engine 
  Vehicle 
  Design 
  System: VDS 
  • 
  These Stars Are Ours: TSAO 
   
   
  
  URANIUM FEVER
   
   
  4 
   
  ABOUT THE AUTHORS 
  Omer Golan-Joel is a 36 years old freelance 
  English-Hebrew-English translator and an avid 
  sci-fi and fantasy gamer from the town of 
  Yavne, Israel. He lives with his fiancée and 
  two cats Saki and Chicha – the real masters of 
  the house – as well as an entourage of lizards, 
  from the gang of house geckos to the large 
  Star Agama who graces the wall of his home 
  in the warm and hot months. Omer is a fan of 
  science-fiction, 
  fantasy 
  and 
  history, 
  an 
  amateur cook, and a hobbyist herpetologist. 
  He also writes sci-fi and fantasy role-playing 
  gaming material, including Outer Veil, a full-
  scale campaign setting for the rules once 
  known as Mongoose Traveller, which was 
  published by Spica Publishing® in 2011. In 
  early 2016, he joined forces with his old 
  comrade-in-arms Richard Hazlewood to form 
  Stellagama Publishing, an independent role-
  playing publishing house. 
  Richard Hazlewood has been playing RPGs 
  since 1976.  He served eight years in the US 
  Navy, 
  operating 
  nuclear 
  reactors 
  on 
  submarines.  He enjoyed that so much he got 
  out of the Navy and went into aviation.  
  Richard has a Master’s Degree is Aerospace 
  Engineering and works for a major US Airline.  
  He has two grown children and three 
  grandchildren. Richard lives with his wife and 
  three dogs in the Southern USA. 
  STELLAGAMA PUBLISHING 
  Stellagama 
  Publishing 
  is 
  a 
  small, 
  independent, international role-playing game 
  publisher focused on science fiction gaming 
  founded in January 2016. We publish gaming 
  material for Cepheus Engine, 2d6 Sci-Fi OGL, 
  Stars Without Number, and the White Star™ 
  RPG based on Sword & Wizardry: White Box. 
  Our interests are first and foremost to put 
  forth 
  enjoyable, 
  immediately 
  playable 
  supplements, settings, and adventures for 
  these games for the enjoyment of our fellow 
  players and referees. 
  
  URANIUM FEVER
   
   
  5 
   
  SETTING OVERVIEW 
   
  The Stars Are Ours! Takes place in 2260 AD, 
  two years after the Terran-Cicek victory in the 
  Terran Liberation War against the mighty 
  Reticulan Empire. This is a time of uneasy 
  peace, when all former belligerents of the 
  War now vie for political, military, and 
  economic power. Many of the worlds in the 
  Terran Borderlands were battlegrounds in the 
  War. The War affected the life of almost 
  every Terran who lived through it. Most 
  human player characters would have actually 
  fought in the War to liberate their homeworld 
  from alien rule. For Reticulans who support 
  the Technocratic Movement, the War was 
  fought for liberation from outdated Imperial 
  rule. For Imperial Reticulans, however, the 
  results of the War are a shameful disaster: 
  the upstart Terrans had the audacity to 
  challenge the Empire – and the impudence to 
  win. A few Reticulans even plot revenge. 
  THE UNITED TERRAN REPUBLIC 
  Terra and the space she carved out of the 
  stars by force of arms is the new thorn in the 
  side of the Reticulan Empire. Defeating House 
  Thiragin – the wealthiest of the Reticulan 
  Great Houses – the Terrans established 
  themselves as a force to be reckoned with. 
  The United Terran Republic (UTR) rules over 
  Terran Space. The UTR is a vigorous power 
  administered by the pragmatic President 
  Alberto Shen. Militarized and centralized to 
  the hilt during the war years, the UTR now 
  moves to more pluralistic economy and 
  politics. When the War ended, the UTR 
  demobilized a significant part of its military, 
  though still retaining an impressive force. The 
  Terrans - are a rising force in interstellar 
  politics and are aggressively developing their 
  economy, as well as pushing to colonize the 
  wide-open frontiers of space. 
  THE RETICULAN EMPIRE 
  Immensely old and vast beyond any Terran 
  comparison, the Reticulans rule over more 
  than a Sector of space. The humanoid 
  Reticulans, sometimes referred to as “Greys”, 
  are rational, technologically advanced beings. 
  All Reticulans are biologically “female” and 
  reproduce asexually. The Imperial system is 
  one of vertical and horizontal monopolies 
  held by the nine Great Houses, on top of 
  which sits the Empress. Both Terran and Cicek 
  were once client species of the Reticulans, 
  but have recently won their freedom. The 
  Reticulans have been engaged for what 
  seems like an eternity in an intermittent war 
  against the aggressive Chiwak to the Rimward 
  of Imperial space. The Reticulans usually fight 
  with warbots and alien, often human, 
  auxiliary troops. 
  SSESSLESSIAN HARMONY 
  The 
  Terran 
  victory 
  created 
  two 
  new 
  interstellar polities, both of which are Terran 
  client-states. The first is the Ssesslessian 
  Harmony. Centuries ago, the Reticulans 
  glassed the Ssesslessian homeworld, forcing 
  them to become nomads and thralls of the 
  Empire. The UTR gave two former Reticulan 
  worlds to the Ssesslessians as their new 
  homeworlds. Highly spiritual but sectarian, 
  the snake-like Ssesslessians maintain multiple 
  mystery-cults to their numberless gods, all 
  presided over by the Council of Harmony – 
  and its Terran advisors. 
   
   
  
  URANIUM FEVER
   
   
  6 
   
  The second Terran client state is the Reticulan 
  Technate. Even before the War, many 
  Reticulans began to question the rationale 
  behind the Imperial system. In its stead, they 
  proposed the Technocracy – meritocratic rule 
  by experts and scientists rather than by 
  hereditary 
  nobles. 
  This 
  underground 
  Technocratic 
  Movement 
  supported 
  the 
  Terrans during the War and now control the 
  Terra-backed Reticulan Technate. Rationally 
  managed in both economy and politics, the 
  Technate shows much vigor, a characteristic 
  in short supply in the old Empire. 
  CICEK CONFEDERATION 
  To the Spinward-Rimward of the UTR dwell 
  the tribal, reptilian Cicek. Highly individualistic 
  and competitive in the case of males, and 
  tribal-community oriented in the case of 
  females, the Cicek dislike any political 
  framework larger than a tribe. As a male’s 
  Glory can change quickly over time, so does 
  the Cicek hierarchy. Only a particularly 
  Glorious male may hope to unite several 
  tribes under his command. The latter 
  happened recently when the warlord Nine 
  Talons accumulated enough notoriety and 
  Glory to unite the tribes behind him. He 
  formed the Cicek Confederation, combining 
  multiple 
  tribes 
  into 
  a 
  very 
  loose 
  "government". However, Cicek being Cicek, 
  things are unstable and the only hope for 
  stability is continued effort by Cicek females 
  to reign in male competition. 
  ZHUZZH AND PRECURSORS 
  The insectoid Zhuzzh are opportunistic 
  nomads, traveling space in their many 
  starships and trading in all sorts of artifacts, 
  trinkets, and other goods. They are not above 
  turning to piracy or smuggling when the 
  opportunity arises. Zhuzzh are said to 
  originate from a former Precursor world. They 
  were originally semi-sentient scavengers who 
  filled the vacuum vacated by the Precursors' 
  fall. The Zhuzzh then quickly evolved 
  sentience and learned how to use Precursor 
  technology. This allowed them to advance 
  rapidly, though usually through jury-rigging 
  rather than a profound understanding of the 
  principals of engineering behind their devices.  
  THE TERRAN BORDERLANDS 
  Reticulan space stretches many parsecs to the 
  Rimward of Terra, and Terran space expands 
  further Coreward. This vast universe holds 
  boundless opportunities for adventure and 
  drama under the light of many distant stars. 
  The greatest drama, however, occurs in the 
  narrow band of territory called the Terran 
  Borderlands. There, the spheres of influence 
  of the United Terran Republic, the Reticulans, 
  the Cicek, and the Ssesslessians intersect. 
  There, 
  political 
  machinations, 
  covert 
  operations, 
  and 
  still-fresh 
  war 
  wounds 
  simmer as these interstellar powers jockey for 
  dominance in the Post-War universe. 
  ON TO ADVENTURE! 
  This is a time of great danger among the stars, 
  as well as great opportunities. Enterprising 
  people – both human and alien – can find 
  employment make a name for themselves in 
  a wide variety of daring enterprises, from the 
  exploration of unknown worlds beyond the 
  frontier, to diplomacy and espionage along 
  the border, to trade and commerce between 
  the far stars and across borders, to mercenary 
  work in the many local and interstellar 
  conflicts – or, indeed, active-duty military life 
  in these interesting times. Adventure awaits! 
   
   
   
  
  URANIUM FEVER
   
   
  7 
   
  BELTING IN THE 23RD CENTURY 
  "The industrialization of space is perquisite to 
  our freedom." 
  - Terran President Vera Singh, 2235 
   
  Asteroid, planetary, and gas-giant mining are 
  important industries in the United Terran 
  Republic. The same goes to its alien 
  neighbors. Vast mineral wealth waits in 
  distant belts and rockballs. These riches 
  surpass the dwindling reserves present on 
  long-exploited 
  terrestrial 
  planets. 
  The 
  industrialization of space allows, therefore, 
  great economic expansion. This chapter 
  reviews the history of mining in Terran and 
  alien space. It also presents the current 
  situation in 2260 and the main players in this 
  industry. 
  A SHORT HISTORY OF SPACE MINING 
  Evidence suggests that the Precursors mined 
  asteroid belts throughout known space and 
  beyond. Occasionally, a modern-day miner 
  comes across Precursor relics on some G-d-
  forsaken rock. The Reticulans and their 
  Chiwak rivals took to the stars millennia ago, 
  one or two thousand years after the 
  Precursors were gone. From these early days 
  and on, they enthusiastically mined any 
  mineral-rich asteroid belt they came across. 
  Reticulans preferred, from an early time, 
  highly mechanized drone, and robotic mining. 
  On the other hand, the Chiwak had, and still 
  have, a hands-on approach. The Great Houses 
  of the Reticulans all engage in massive-scale 
  mining operations to produce their own raw 
  materials. 
  The Reticulan Empire conquered Terra in the 
  late 21st century. They soon took note of the 
  unexploited asteroid belts and rocky planets 
  of Terra and its barely-explored neighbors. 
  House Thiragin, Terra's master, aggressively 
  expanded its mining operations into the Sol 
  system as early as 2090. In the early 22nd 
  century, they already had mines and ore 
  refineries on many worlds and belts in Sol's 
  stellar neighborhood. The owners and ranking 
  managers were Reticulans. The miners and 
  foremen were humans. Work was back-
  breaking, hours were long, and safety 
  precautions were minimal at best. 
  Mining work intensified during the Chiwak 
  escalation of the late-22nd century. Losing 
  world after world to its predatory enemy, the 
  Empire needed all the resources it could 
  muster. It lifted all technological restrictions 
  once placed on humanity. The EFA - the 
  Reticulan client-state controlling Earth - 
  transformed into a powerhouse of military 
  production. This necessitated intensified 
  mining and even harsher work conditions in 
  the mines. However, low wages on the EFA's 
  terrestrial planets kept a constant flow of 
  workers to the asteroid and planetoid mines, 
  regardless of the danger and grueling toil. 
  Harsh work and low pay led to resentment. 
  Resentment led to resistance. The Terran 
  Coalition - humanity's leading underground 
  resistance movement - found fertile ground 
  for recruitment in the mines. In the early 23rd 
  century, 
  Terran 
  miners 
  organized 
  the 
  underground Terran Miners' Union (TMU). It 
  later joined the highly illegal General 
  Organization of Terran Labor (GOTL, also 
  called the "GOAT" by miners). Miners 
  organized strikes for better pay and safety 
  precautions. EFA authorities responded with 
  brutality. This only cemented the miners' 
  commitment to the resistance movement. 
   
   
  
  URANIUM FEVER
   
   
  8 
   
  When the Terrans rebelled in September 
  2232, the TMU organized a general strike in 
  all mines and platforms. Armed by the Terran 
  Coalition and with weapons improvised from 
  mining equipment, they waged a short but 
  decisive battle against EFA security forces. 
  Within a few weeks, however, the new Terran 
  Navy defeated any remaining EFA forces. The 
  miners became proud citizens of the United 
  Terran Republic. 
  The UTR quickly nationalized all Reticulan 
  holdings, which included the asteroid mines. 
  It organized them as a subdivision of TAMI – 
  the Terran Aerospace and Military Industries. 
  Their new goal was to supply the war effort 
  with raw materials. The TMU now had a seat 
  on local management boards and on the 
  TAMI board itself. Safety improved, but the 
  early War conditions prevented a significant 
  pay raise. The miners did not object; fighting 
  the Reticulans was more important than 
  working conditions. GOTL representatives 
  worked hard to motivate the belters to 
  increase production for the war effort. This 
  was successful. Many miners volunteered to 
  work on Sunday without pay to help supply 
  the arms industry. 
  After the Terran victory of 2258, the miners 
  expected relaxed workloads and significantly 
  increased pay. The Shen administration, 
  prioritized reconstruction. Building a strong 
  civilian 
  economy 
  means 
  investing 
  in 
  infrastructure 
  and 
  civilian 
  production 
  capabilities. It also means replacing inefficient 
  but 
  crucial 
  War-production 
  firms 
  and 
  practices with efficient ones appropriate with 
  peacetime regrowth. Finally, to the Shen 
  administration, it meant attracting private 
  investments and private entrepreneurship in 
  fields 
  once 
  dominated 
  by 
  state-owned 
  militarized industries. 
  Unfortunately, this policy had negative 
  implications to the star miners. The pay raise 
  was 
  minimal. 
  Once 
  TAMI 
  ended 
  war 
  production, it saw no need to maintain the 
  less efficient platforms. It began closing off 
  unprofitable mines. It sold others to Chiang 
  Robotics or moved them to joint ventures 
  with the Durnhal Colonial Bank. Between 
  postwar layoffs and stagnant pay, anger rose 
  in the belts. The Terran Front, an opposition 
  party, organized the Terran Confederation of 
  Labor (TCL), nicknamed "Tickle" by its 
  detractors, an independent, rival union to 
  GOTL. Other miners renounced their GOTL 
  membership and tried to gather funding for 
  their own independent ships, but to no avail. 
  In February 2259, TCL announced a UTR-wide 
  strike in the mines, platforms, and refineries. 
  GOTL declared this strike an illegal wildcat 
  strike and demanded that all miners return to 
  work. A minority of miners loyal to GOTL 
  continued working. The majority did their 
  utmost to stop such work. 
  Thus, began the Miner Wars. GOTL, backed by 
  police, fought to reclaim the mines and 
  resume work, while TCL fought to maintain 
  the strike and win better pay and job security. 
  The 
  Shen 
  administration 
  tried 
  sending 
  Marines to break the strike, deemed illegal by 
  the Terran Supreme Court, but the Marines 
  refused to fire on fellow Terrans. They knew 
  very well where the metals for their weapons 
  came from during the War. The Terran Front 
  capitalized on this and cemented a wide 
  voting base among miners when it viciously 
  condemned these actions in Parliament. 
  Both sides reached a settlement in early 
  August 2259. TCL consented to let many of 
  the old miners retire and agreed to a modest 
  pay raise. In return, these retired miners, 
  given a long history or technical expertise in 
  the mines, received compensation in the form 
  of ship shares. Many of the old mining ships 
  were antiquated. Chiang Robotics or the 
  Durnhal Colonial Bank did not need or want 
  to 
  purchase 
  such 
  obsolete 
  equipment. 
  Instead, miners purchased them from TAMI, 
  financed by low-interest rates from the 
  Terran Republic State Bank (TRSB). Instead of 
  requiring a down-payment - which the miners 
  could not afford – 30 ship shares replaced it 
  
  URANIUM FEVER
   
   
  9 
   
  and allowed a loan. The typical miner 
  received 5 or 10 such shares. A few of the 
  older miners earned enough to obtain their 
  own loan outright. 
  This led to the current situation in February 
  2260. Many belters work for Chiang Robotics, 
  TAMI, or companies jointly owned by TAMI 
  and the Durnhal Colonial Bank. Others work 
  independently and own their own ships. 
  The Shen administration ended the Miner 
  Wars by privatizing dozens of old mining ships 
  to small owners – former workers in TAMI. 
  Instead of War production in the partially-
  depleted Core and near-Core, they now reach 
  to further stars. Highly valuable ores await. 
  Among these, radioactives reign supreme. 
  Independent miners now go for these glory 
  rocks. 
  The Uranim Fever has begun.  
  MAIN PLAYERS AND ORGANIZATIONS 
  As noted above, asteroid mining is the 
  backbone of interstellar industry, producing 
  the mineral wealth required for advanced 
  production. The 23rd century is no exception 
  to this. The following organizations are the 
  major players in mining in the United Terran 
  Republic and its surroundings. 
  CHIANG ROBOTICS 
  Robots do the actual mining and Chiang 
  makes the robots. This was true as of 2258. 
  However, when TAMI sold its mining 
  subsidiaries, Chiang was quick to buy the ones 
  employing newer hardware. In two years, 
  Chiang grew from the supplier of mining 
  drones to a mining giant, all by itself. This was 
  by virtue of the privatized TAMI assets. 
  Chiang Robotics built these assets' equipment 
  in the first place, so technical transition was 
  seamless. Manpower transition, however, 
  was a rough process. The typical TAMI 
  bureaucrat felt like a fish out of water in 
  Chiang's results-focused rational corporate 
  culture. The miner who worked for Granny 
  Vera found adjustment to this culture to be 
  even harder. 
  The result was that only a small part of the 
  manpower transferred with the privatized 
  assets, and Chiang brought its own trained 
  staff, formerly robotics and survey experts, to 
  replace the old miners and administrators. 
  This included Reticulans from the Technate - 
  with whom Chiang had strong relations 
  during the war. Sol Invictus - a Terran nativist 
  opposition party - and its allies quickly raised 
  a hue and cry about "Reticulan infiltrators 
  replacing human workers". This outrage 
  ignored the fact that these Technate Grays 
  were Terra's allies in the War. The Shen 
  Administration spared no effort to emphasize 
  the latter fact, but this situation has 
  contributed 
  to 
  the 
  ongoing 
  Outback 
  Insurgency of the last two years. 
  DURNHAL COLONIAL BANK 
  The Terran Republic State Bank - TRSB - was 
  used to finance mining operations. It had a 
  legal monopoly on all mining investments, 
  which the UTR considered to be military 
  assets. From 2255 to 2258, the Terran 
  government gradually sold these holdings to 
  private interests. Francois Durnhal, the rising 
  star of Terran private financing, quickly 
  bought them. The Durnhal Colonial Bank now 
  owns shares in mining operations across 
  Terran space. It also provides loans and 
  starship mortgages to mining enterprises. 
  Thus, Terran miners call the Durnhal Colonial 
  Bank simply "The Bank". 
  The UTR Ministry of Finance works with the 
  Durnhal Colonial Bank to provide state-
  subsidized 
  colonial 
  and 
  mining 
  loans, 
  including small mining craft mortgages. The 
  expected rapid post-War economic growth 
  made 
  government 
  bonds 
  a 
  popular 
  investment, and these play a prominent role 
  in colonial joint ventures. The bank made a 
  concerted effort to build its reputation as a 
  reliable financial institution with excellent 
  service, and it now enjoys great popularity 
  among Terran colonists and miners. This is 
  
  URANIUM FEVER
   
   
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  also the source of many bearer bonds used in 
  mining finances – and coveted by pirates and 
  claim-jumpers. 
  GENERAL ORGANIZATION OF TERRAN LABOR 
  (GOTL – THE "GOAT") 
  The "GOAT" as miners refer to it is the 
  government-run trade union for Terran 
  miners. GOTL behaves like a government 
  organization – bureaucratic, hierarchical, and 
  thoroughly patriotic. GOATs see themselves 
  as loyal Terran citizens who help organize 
  workers – in this case, miners – to achieve the 
  Republic's goals, especially military ones. 
  During the War, this organization was highly 
  popular – as miners considered it to be an 
  instrument for victory against the Reticulan 
  Empire, as well as an organization which 
  represents them. 
  Recent events, in which GOTL sided with 
  unpopular 
  decisions 
  of 
  the 
  Chen 
  administration, reduced its popularity among 
  miners. However, it still enjoys the War-time 
  aura as a staunch and proud weapon in the 
  hands of Terra. This is the reason GOTL 
  membership still eclipses that of the more 
  radical TCL, despite resentment towards the 
  GOAT's support of Chen's reforms and broken 
  promises. The compromise which ended the 
  Miner Wars, however, did restore some of 
  GOTL's old prestige. 
  TERRAN AEROSPACE AND MILITARY INDUSTRIES 
  (TAMI) 
  The 
  early 
  UTR 
  organized 
  the 
  Terran 
  Aerospace and Military Industries (TAMI) 
  during the Terran Revolution and tasked it 
  with war production. "Aunt Tammy" - as 
  Terran miners affectionately call it (the more 
  neutral 
  term 
  is 
  "The 
  Industries") 
  - 
  administered the nationalized EFA-era mining 
  operations. In the miners' eyes, TAMI, GOTL, 
  and the UTR were one and the same - all 
  personified by President "Granny" Vera Singh. 
  Wartime morale was high, as miners saw 
  themselves as part of the war effort - 
  supplying raw materials for the military 
  industries. 
  Things changed after victory. Once the need 
  for massive war production declined, the 
  Shen administration instructed TAMI to close 
  or sell its less efficient mining assets. Many 
  closed; TAMI sold others to Chiang Robotics. 
  Later, following the Miner Wars, it sold its 
  older assets to the miners themselves. The 
  remaining TAMI mining enterprises are now 
  joint ventures financed by the Durnhal 
  Colonial Bank. These operations use newer 
  equipment, and competition with other 
  businesses raised the wages. However, TAMI 
  remains a government-run bureaucracy. It 
  also adheres to a patriotic rhetoric, assisted 
  by GOTL. However, it had to "repackage" 
  these politics to appeal to the youth who 
  came to age in the late 2250's and who lack 
  the revolutionary fervor of the previous 
  generation. 
  TERRAN CONFEDERATION OF LABOR (TCL) 
  ("TICKLE") 
  President Alberto Shen, the UTR's current 
  president, enacted much-needed economic 
  reforms. These were necessary to transform 
  the UTR from military production to a more 
  civilian economy capable of rebuilding the 
  war-ravaged Terran space. However, these 
  reforms had deleterious effects on Terran 
  miners and other colonial workers. Shen 
  made War-time promises of higher pay and 
  shorter hours, not to mention job security, 
  once 
  the 
  war 
  ended. 
  This 
  failed 
  to 
  materialize. Miners complained to GOTL and 
  demanded action, but the GOATs sided with 
  the government. 
  The Terran Front, an opposition party 
  composed of Terra's political "old guard", 
  seized the opportunity to organize among 
  miners and colonists. TCL – named "Tickle" or 
  "The Tickle" by its GOTL detractors - fought 
  against the reforms with great militancy. It 
  stood for the miners' interests in negotiations 
  with GOTL and the government. Thus, it 
  gained much popularity. However, it speaks 
  
  URANIUM FEVER
   
   
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  the language of the "old guard", such as fiery 
  patriotic speeches and much quoting of the 
  late President Singh. This appeals to older 
  miners but sounds antiquated to the ears of 
  the younger generation who came of age in 
  the late War.  
  INDEPENDENT MINERS 
  Following the Miner Wars, TAMI sold its older 
  hardware to the miners themselves. A decade 
  ago, 
  the 
  idea 
  of 
  independent 
  miners 
  prospecting on their own would have raised 
  eyebrows. Today, this is the young miner's 
  dream: to own a share in a Prospector craft 
  and seek hypothetical vast fortunes in an 
  asteroid belt. Independent mining ships - this 
  book describes two models of which in detail 
  - are typically old rust-buckets used by their 
  crews during Wartime. Their crews love them, 
  but shipyard workers hate them. 
  Independent work is hard. The independent 
  miner rises or falls under their own fortune - 
  lacking the safety net of a large company. 
  Insurance coverage is spotty at best with such 
  risky operations and accident-prone ships. 
  There is, however, a potential for profits far 
  beyond 
  the 
  bonuses 
  paid 
  by 
  mining 
  companies. This is where adventure awaits - 
  for those willing to take the risk and gamble 
  their own life in the pursuit of a rich uranium 
  deposit. 
  ALIEN MINING 
  Reticulans have mined asteroid belts for 
  millennia, and so do their Chiwak rivals. 
  Reticulan mining is highly automated, as the 
  frail Reticulan frame is maladapted to heavy 
  physical work – and Reticulan mining bots are 
  second to none. Imperials mine belts and 
  planetoids with vast motherships, enjoying 
  the economy of scale. The Technate, 
  however, sees such centralized management 
  pattern as inefficient and sluggish in its 
  response to stress. Thus, Technate miners 
  prefer small, nimble craft built for flexible – 
  though still highly mechanized - mining 
  operations. 
  Cicek mining, on the other hand, is highly 
  independent. Male belters compete over the 
  Glory 
  of 
  getting 
  rich 
  from 
  hitting 
  a 
  motherlode of precious ore. Small mining 
  craft, often heavily armed, ply the belts of 
  Cicek space. Many also try their hand in 
  mining Terran belts. They have the blessing - 
  and tax reduction - of UTR authorities, who 
  see them as a yet another tool for developing 
  the frontier. Cicek prefer physical work – 
  which 
  they 
  consider 
  more 
  Glorious 
  - 
  alongside the ordinary drones. On the other 
  hand, there are Cicek tribes who engage in 
  larger-scale belting operations, often led by 
  the tribe's females. These tribes live in space, 
  in a flotilla of craft, making their living in the 
  belts. Finally, Cicek are also famous for claim-
  jumping and belt piracy, including along the 
  Terran frontier. After all, taking wealth by 
  force is a legitimate way for the Cicek to show 
  his Glorious prowess. 
  Mining is a necessity for the nomadic Zhuzzh. 
  Living in large ships and hollowed-out 
  asteroids, they mine belts for raw materials 
  for agriculture and history. A Zhuzzh fleet can 
  descent on a belt like a swarm of locusts, 
  quickly mining ore to feed the shipboard 
  factories and hydroponics - before moving to 
  the next system. This means that like Terran 
  corporations and unlike independent belters, 
  Zhuzzh belters mine all types of asteroids, 
  including ice and carbonaceous rocks, for 
  basic raw materials. Terran and Reticulan 
  authorities 
  frown 
  upon 
  such 
  "shock" 
  technique of mining, and heavily regulate 
  this. However, they do enjoy the trading 
  opportunities brought by having a Zhuzzh 
  fleet in the system. 
  The 
  above-mentioned 
  Chiwak, 
  like the 
  Reticulans, prefer mechanized mining. They 
  see belting as a tool for producing war 
  materials. The real prize they covet is not a 
  load of radioactives but a terrestrial planet – 
  of which there is an acute shortage in Chiwak 
  space. 
   
  
  URANIUM FEVER
   
   
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  TERRAN MINING SLANG IN 2260 
  Below are common slang terms used by 
  Terran space miners in the early 2260's. 
  Adit: Enter a mine, rather than send the 
  drones there. 
  AGAS: All GOATs Are Scabs. Anti-GOTL slogan 
  promoted by TCL and independents during 
  the Miner Wars of 2259. 
  Aunt Tammy: TAMI – Terran Aerospace and 
  Military Industries. The state-owned company 
  which dominated the mining industry until 
  2258. Also "The Industries". 
  Bench: Floor. 
  Carrack: Big cargo ship. 
  Company, The: Chiang Robotics, the new big 
  player in mining. 
  Confeds: Terran Confederation of Labor (TCL). 
  Independent union affiliated with the Terran 
  Front opposition party. See also "Tickle". 
  Dig Suit: Mining vacc suit. 
  Dirtsider: Planetary miner. Also "Dwarf". 
  Dustman: Miner. 
  Dust, to: To mine, i.e. "blast stardust up into 
  space". 
  Drift: Tunnel. 
  Dwarf: Planetary miner. Also "Dirtsider". 
  Face: Surface being drilled into. 
  Firecracker: 
  Heavy 
  explosive 
  charge, 
  sometimes nuclear. 
  Flashlight Pick: Laser drill. 
  Fuel: Coffee or other stimulants. 
  French Kiss: Dock with an asteroid and mine 
  it. 
  Geneberries: 
  Genetically-upgraded beans. 
  Common frontier food. 
  Glitters, The: Precious stones. 
  Glory Rock: Mineral-rich asteroid. 
  Glows, The: Uranium, i.e. glows in the dark. 
  GOAT: General Organization of Terran Labor - 
  GOTL. State-run union once focused on 
  increasing war production. Now perceived as 
  a rubber-stamp on economic reform and 
  mine closure. 
  GOATs: GOTL appartchiks and affiliated 
  miners. An endearing term during the War 
  years, now quite negative. See AGAS. 
  Golem: Industrial powered suit. 
  Gut Burglar: Canteen operator at a mining 
  site. Archetypally sells treats at outrageous 
  prices. Similar to the Terran military term 
  "Robber", referring to the typical kiosk 
  operator near remote military bases, usually 
  with no competition around and thus 
  atrocious prices. 
  Granny's Bequest: Mining ship shares offered 
  at low price to miners after the Miner Wars. 
  i.e., "just as Granny Vera would have 
  approved". 
  Granny Vera: Terran government. Named 
  after Vera Singh, the UTR's much-beloved 
  founding president. Common Terran slang. 
  Granny: Cr100 bill with President Singh's 
  visage. Common Terran slang. 
  Grey Blaster: Plutonium. Used in nuclear 
  missiles vs. the Greys (Reticulans) during the 
  War. 
  Hug n' Kiss: Dock with an asteroid. 
  Industries, The: TAMI – Terran Aerospace and 
  Military Industries. Also "Aunt Tammy". 
  Jackpot: Ironic term for a particularly bad 
  rock hard to work on. 
  Lizard Chow: TAMI-produced SPAM LOAF. 
  Canned cultured fatty meat with high calorie 
  and protein content. Originally intended as 
  battle rations during the War. Also common 
  in the more remote mines. This is canned 
  food for soldiers produced by an arms 
  manufacturer and tastes accordingly. Hardly 
  palatable for humans. However, Cicek – the 
  eponymous Lizards - love it with a passion. 
  
  URANIUM FEVER
   
   
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  Lose your pick: Leave the mine, ship, or even 
  the industry altogether in frustration. 
  Macher: "Fixer". Someone who can get things 
  done in the GOTL/TAMI bureaucracy. From 
  Yiddish. 
  Muck: Rock. 
  Old Hypo: Ship's or colony's doctor, i.e. uses 
  hypodermic injectors. 
  Pard: Partner, co-worker. 
  Plastic Monkey: Demolitions expert. 
  Robobot: Mining drone. 
  Roboboter: Drone operator. 
  Roughneck: Worker who refines "fluid" 
  oceans or gas giant atmospheres. 
  Sizzler: Mining ship's or colony's cook. 
  SPUG: Space Bug. A belter "buggy" used for 
  short-range space travel. 
  Suit n' Tie: Suit up in a vacc suit and attach a 
  work tether. 
  Sunday Warrior: Miner who volunteered – 
  during the War years – to unpaid Sunday 
  work for the War Effort. 
  Tickle: Terran Confederation of Labor. Term 
  used by GOATs against those that they see as 
  having betrayed the cause. Individuals are 
  referred to as “Ticklers”. 
  Toad: Model/3a mining robot. Squat and ugly, 
  equipped with lasers and explosives. 
  Wildcatter: Worker who collects and refines 
  ice, usually on an iceball moon. 
   
   
  
  URANIUM FEVER
   
   
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  A WORKING-CLASS HERO IS SOMETHING TO BE! 
  Life in an asteroid belt or on an airless 
  rockball is harsh, but mining can be lucrative. 
  Thus, these jobs attract many of the tougher 
  people in Terran space. Belters are the hardy 
  people who work the belts and dig in the 
  larger inhospitable rocks in search of mineral 
  wealth. CE Chapter 1 provides a single Belter 
  career. Here we provide more detailed belter 
  generation rules, including three distinct 
  careers for independent belters, company 
  belters, and planetary miners. All careers here 
  include advanced Event tables, like the ones 
  included in These Stars Are Ours; additionally, 
  we also describe additional rules and 
  clarifications 
  for 
  character 
  generation. 
  However, apart from the rule variants 
  suggested below, the character generation 
  process in this chapter follows the rules in CE 
  Chapter 1. 
   
  OPEN CONTENT BEGINS HERE. 
  VARIANT CHARACTER GENERATION RULES 
  THE PROSPECTING SKILL 
  These rules use the Prospecting skill, briefly 
  mentioned in the Cepheus Engine Standard 
  Reference Document but not elaborated on. 
  Below is its description. 
  Prospecting: This individual is experienced in 
  finding 
  minerals 
  and 
  precious 
  mineral 
  deposits. Such finds can be in deep space 
  asteroids and on a world's surface. 
  OPTIONAL RULE: MAXIMUM SKILLS LEARNED 
  With longer lifespans, and longer careers, 
  possible at higher tech levels, it is likely that a 
  character could amass many, very well-
  developed skills that could unbalance a game. 
  We recommend that for any character, player 
  or NPC of any race, the maximum number of 
  skill levels cannot exceed the sum of their INT 
  and EDU scores. Level-0 skills do not count 
  against this limit and a character could have, 
  theoretically, every skill at Level-0. Thus, if a 
  character has an INT of 6 and an EDU of 8, 
  they would be able to retain a maximum of 14 
  levels of skills. 
  If a character stays in a career long enough 
  that they gain a number of skill levels that 
  exceed this limit, the Player should wait until 
  the end of character creation is completed 
  and then reduce the skill levels of their 
  learned skills until they get under the 
  INT+EDU limit. Once skills are reduced to 
  Level-0, they no longer count against the 
  maximum and do not need to be reduced 
  further (to unskilled). A skill reduced from 
  some higher level to a lower level, even Level-
  0, represents a skill that the character knew 
  well at a younger age, but through lack of use, 
  has simple forgotten much of the details and 
  specific 
  knowledge 
  that 
  would 
  be 
  represented 
  by 
  the 
  higher 
  skill 
  level. 
  Characters may feel an “I used to know that” 
  feeling when using these reduced skills. 
  OPTIONAL RULE: TECHNOLOGY AND AGING 
  As the tech level improves, overall health 
  improves too, therefore we believe that to 
  account for the effects of advanced medicine 
  on longevity, the following table should be 
  used to apply DM’s to any rolls on the Aging 
  table for any race based on the tech level of 
  the character’s homeworld.  
   
  Tech Level 
  Aging Roll DM 
  0 
  -3 
  1-2 
  -2 
  3-5 
  -1 
  6-8 
  +0 
  9-11 
  +1 
  12-14 
  +2 
  15+ 
  +3 
   
  
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  OPTIONAL RULE: TERRAN COLONIAL MILITIA 
  Due to the long, protracted war for 
  independence, the UTR insists that all healthy 
  citizens receive basic militia training as part of 
  their schooling, as well as periodic militia 
  training if they are not in active military 
  service. To represent this, all UTR characters 
  will enter their first career with both Melee 
  Combat-0 and Gun Combat-0 in addition to 
  any other background skills, regardless of 
  their homeworld’s law level or the EDU 
  characteristic. 
  NEW MATERIAL MUSTERING OUT BENEFITS 
  • 
  Gig: You receive a 10-ton Kobold-class 
  Gig (as described in the Mining Ships 
  chapter). If you roll this Benefit again, you 
  may gain a Level of Pilot (small craft). 
  Additional rolls of this benefit can be used to 
  reduce the age of the boat or allow small 
  improvements (not to exceed MCr.1.0 each) 
  to the boat. Note: unlike other ship benefits, 
  multiple belters may each gain their Gig. Note 
  that the ship is 40 years old, and the Old Ship 
  rules (see the Mining Ships chapter, using the 
  Civilian table). 
  • 
  Prospector: The character is a partner 
  in a 100-ton Bucca-class Prospector (as 
  described in the Mining Ships chapter). If a 
  group of characters are adventuring together, 
  this benefit can only be gained once, 
  additional rolls of this benefit can be used to 
  reduce the age of the ship by 10 years, or 
  allow improvements (not to exceed MCr1.0 
  each) to the ship. Note that the ship is 40 
  years old, and the Old Ship rules (see the 
  Mining Ships chapter, using the Civilian table). 
  • 
  Ship Shares: A character may receive 
  ship shares as benefits. Each ship share is 
  worth approximately MCr2 toward the 
  purchase of a vessel. You may purchase a 
  starship for one-fifth of its base value with a 
  40-year loan attached to it. For every one-
  fifth of its base value that is paid to the bank 
  in either ship shares or cash, the period of the 
  loan is reduced by ten years. Ship shares may 
  not be redeemed for cash. 
  • 
  Subsidized Miner: The character is 
  partner in a Coblynau-class Miner (as 
  described in the Mining Ships chapter) run as 
  a joint venture with the Terran Republican 
  State Bank (TRSB) as part of the Frontier 
  Development Act of 2259. Typically, the ship 
  operated in the past under the state-run 
  Terran Military and Aerospace Industries 
  (TAMI), 
  but 
  recent 
  economic 
  reforms 
  transformed it into joint ownership between 
  the state bank and private individuals. 
  Alternatively, 
  this 
  can 
  represent 
  semi-
  freelance arrangements between a private 
  corporation 
  and 
  former 
  high-ranking 
  employees, where the latter hold shares in a 
  corporate miner and operate it in partnership 
  with the company. In any case, the bank or 
  company pays for the ship, the characters 
  must 
  cover 
  all 
  operational 
  expenses 
  themselves, and they retain half the net 
  profits while the bank or company takes the 
  other half. Note that the ship is 40 years old, 
  and the Old Ship rules (see the Mining Ships 
  chapter, using the Civilian table). 
  ALLIES AND ENEMIES 
  We introduce two new concepts when rolling 
  on Mishap, Event, or Mustering Out tables: 
  Ally and Enemy. These people represent 
  contacts that the character has developed, for 
  good or ill, during their lives. An Ally may be a 
  close friend or relative who may be willing to 
  help the character from time to time. An 
  Enemy is someone that feels the character 
  has done them wrong, real or imagined, and 
  wants revenge. The details of the Ally or 
  Enemy are left to the Referee and Player. 
  Allies and Enemies should not be a crutch for 
  play, but should represent someone from the 
  characters past who appears from time to 
  time. 
  CIVILIAN DECORATIONS 
  The 
  United 
  Terran 
  Republic 
  rewards 
  noteworthy scientific and technical excellence 
  by these two civilian decorations. Note that 
  they only refer to the Event tables, as given in 
  the careers below. 
  
  URANIUM FEVER
   
   
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  Order of Gaia: Outstanding achievements 
  outside of the line of fire, such as prominent 
  professional excellence or significant scientific 
  discoveries, are rewarded with the Order of 
  Gaia medal. Any character – not only those in 
  active military service – who makes a skill 
  check or characteristic roll in a non-combat 
  event with an Effect of 5 or more may earn 
  this medal. This medal gives the recipient 
  DM+2 on their next Advancement or 
  Commission roll. 
  Hero of Terran Reconstruction: The greatest 
  scientific and technical minds of the UTR may 
  receive this medal, which is the highest 
  civilian honor granted to Terrans. Any 
  character – not only those in active military 
  service – who makes a skill check or 
  characteristic roll in a non-combat Event with 
  an Effect of 8 or more may earn this medal. 
  This medal gives the recipient an automatic 
  Commission 
  or 
  DM+4 
  on 
  their 
  next 
  Advancement roll. 
  OPTIONAL RULE: EVENTS AND MISHAPS 
  To provide additional background information 
  and more variety during character creation 
  we strongly recommend that Referees and 
  Players use the following optional tables 
  appearing on each career table. 
  Events: When using this optional rule, roll 
  each term for an Event, after rolling for 
  Survival but before rolling for Advancement 
  or Commissioning. 
  Mishaps: Mishaps occur when called for by 
  the Event tables. Optionally, a particularly 
  merciful Referee may decide that characters 
  who have failed their Survival throw can roll 
  on this table in lieu of dying. In this case, they 
  are automatically ejected from their career 
  after two years, gain no Benefit roll for that 
  term, and do not gain any career skills for that 
  term. 
  War Events 
  The Event tables in the career tables below 
  sometimes refer to the War Event table. On 
  such an Event, roll 2D6 and consult the 
  following table. This represents those types of 
  events which can occur to an individual of any 
  species during the Terran Liberation War, as 
  well as various personal events. 
   
   
  
  URANIUM FEVER
   
   
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  2D6 
  War Event 
  2 
  Biological Weapon. A biological or chemical weapon deployed by one of the belligerents in the war affects you. Roll twice 
  on the Injury table and take the lower roll. 
  3 
  Sickness or Injury. You are sick or injured – roll on the Injury table (CE Chapter 1). Unlike injuries caused by failed Survival 
  rolls, this does not represent combat wounds but rather injury or sickness outside of combat, such as from an accident. 
  4 
  Liaison. You serve as a liaison or attaché with an alien unit, or if you are a civilian, you engage in business or other 
  collaboration with aliens. Gain Liaison-1 and Linguistics-1 in that specie’s language. 
  5 
  Collaborator. You are wrongly accused of collaborating with the enemy. Throw Advocate 8+. If you succeed, gain a +1 DM 
  on your next Advancement roll. If you fail, you spend the term in Prison (see below) before you are cleared of charges. 
  6 
  Battle. You participate in one of the major battles of the war. If you are in a military career, gain an additional roll on your 
  Service Skill table. If you are a civilian, you may join the Army or Navy next term with DM+2 to your Qualification roll. 
  7 
  Good fortune. You do well in your job or work. Gain an additional benefit roll. 
  8 
  Reassigned. You are moved between units or locations and find new opportunities. You must leave your career at the 
  end of this term, but you gain a +4 DM on your next Qualification roll. 
  9 
  Conscription. If you are not currently in a military career, you are conscripted. Roll on the Draft table and automatically 
  join the rolled service next term. If you are in a military service, you may make a roll on your career’s Service Skill table. 
  10 
  Captured. You become a prisoner of war. You spend the rest of this term as a prisoner of the enemy and are then 
  released in a prisoner exchange or a daring raid by friendly forces, or an even more daring escape. During your 
  incarceration, you cannot roll for Advancement or Commissioning, but do earn your full Mustering Out Benefit as 
  compensation. Roll END 8+ or INT 8+ to avoid a roll on the Injury table. If you are injured, you are Honorably Discharged 
  once you are liberated. If you avoid injury, you may return to your original career without having to roll for Qualification 
  and may roll on the POW Skill table below. You also learn your captor’s language, gain Linguistics-1.  
  11 
  Travel. You spend much of your time traveling between worlds. Gain Steward-1 or Linguistics-1. 
  12 
  Unusual Event. Something weird happens, roll 1D6. 
  1. 
  Psionics – You are discovered to possess Psionics. If you are Cicek, you become a Shaman. If you are 
  Ssesslessian, nothing happens – Ssesslessians cannot be psionic. If you are Terran, you are recruited into CRC-32 or the 
  PRI – see Terran Psionics for details. If you are Reticulan, you become a Priestess. You immediately test your Psionic 
  Strength. See These Stars Are Ours for details on psionics in this setting. 
  2. 
  Abduction – An enemy alien species – unless you are a Reticulan yourself, these would be the Reticulans – 
  abducts you. However, they do not keep you as a POW, but rather release you after a short time of experimentation. You 
  might suffer from some “missing time”. Roll END 8+ to avoid a roll on the Injury table, but you now know the language of 
  the abducting species (Gain Linguistics-1 in that language). 
  3. 
  Alien Artefact – You have a strange or unusual device or other item belonging to an alien culture that is not 
  normally available to your species. The artifact is worth 1D6xCr5000. 
  4. 
  Amnesia – Something happened to you, but you don’t know what it was. Your memories of the last few months 
  are just – gone. 
  5. 
  Contact with High Command or Government – You come into contact with a high-ranking officer in your military 
  or with the highest echelons of your government. Gain an Ally there. 
  6. 
  Precursor Artifact – You come into possession of a Precursor Artifact worth 1D6xCr50000. 
   
   
   
  
  URANIUM FEVER
   
   
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  OPTIONAL RULE: PRISON 
  When a character rolls an Event or Mishap 
  that sends them to prison as a criminal, or if 
  they are captured and are a prisoner of war 
  (POW), they must spend one term in 
  captivity. Rather than roll a skill on their 
  career tables, they must roll on the Prison skill 
  table below. Prisoners do not roll for 
  advancement or commission and do not gain 
  a Benefit for this term; POWs may keep their 
  Benefit roll. During your time in prison, you 
  may roll once on the following table per term 
  of captivity. 
   
  1D6 
  Prison Skill 
  1 
  +1 END 
  2 
  Gambling 
  3 
  Streetwise 
  4 
  Survival 
  5 
  Bribery 
  6 
  Recon 
   
   
   
  
  URANIUM FEVER
   
   
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  Independent Belter 
   
  You prospected or mined the belt on your own or 
  in a small independent crew. 
  Qualification 
  INT 4+ 
  Commission 
  - 
  Survival 
  DEX 8+ 
  Advancement 
  - 
  Re-Enlistment 
  5+ 
   
   
   
  Mustering Out Benefits 
  Rank 
  Title 
  Skill or Bonus 
  1D6 
  Cash 
  Materials 
  0 
  -- 
  Zero-G 1 
  1 
  Cr1000 
  Ally 
  1 
  -- 
  -- 
  2 
  Cr5000 
  +1 INT 
  2 
  -- 
  -- 
  3 
  Cr5000 
  Vacc Suit 
  3 
  -- 
  -- 
  4 
  Cr10000 
  Mid Passage 
  4 
  -- 
  -- 
  5 
  Cr50000 
  1D6 Ship Shares 
  5 
  -- 
  -- 
  6 
  Cr100000 
  Prospector 
  6 
  -- 
  -- 
  7 
  Cr250000 
  -- 
  Skills and Training 
  1D6 
  Personal Development 
  Service 
  Specialist 
  Advanced Education 
  1 
  +1 STR 
  Comms 
  Engineering 
  Advocate 
  2 
  +1 DEX 
  Demolitions 
  Computers 
  Medicine 
  3 
  Zero-G 
  Piloting 
  Electronics 
  Sciences 
  4 
  Jack-of-Trades 
  Prospecting 
  Gunnery 
  Engineering 
  5 
  Melee Combat 
  Zero-G 
  Prospecting 
  Navigation 
  6 
  Gambling 
  Gun Combat 
  Navigation 
  Broker 
   
  1D6 
  Career Mishaps 
  1 
  Seriously Injured. Roll twice on the Injury table and take the lower result. 
  2 
  Bankruptcy. A particularly bad year forces you into bankruptcy. Lose 1D3 Benefit rolls. 
  3 
  Claim Jumping. You are accused of claim jumping and must take a break from belting. If you are innocent, you 
  were framed – gain an Enemy. If you are guilty, you still have the spoils – you may keep your Benefit roll for this 
  term. 
  4 
  Competition. Intense competition forces you out of the belting business. Gain an Enemy. 
  5 
  Solar Flare. You are exposed to a powerful solar flare and are exposed to 6D6 Rads of radiation. 
  6 
  Luck. You are lucky, despite four bad years you may remain in this career. 
  2D6 
  Career Events 
  2 
  Mishap. Roll on the Mishap table, but you are not ejected from this career. 
  3 
  You collaborate with an alien belter, or group of belters. Gain one level of Lingustics. 
  4 
  Your ship malfunctions in deep space. Throw Engineering or Mechanics 8+. If you succeed, gain a level in 
  whichever skill you used. If you fail, roll on the Injury table. 
  5 
  You survey a ‘virgin’ belt. Roll Commss 8+. If you succeed, gain an extra Benefit roll from your finds. 
  6 
  Claim jumpers attempt to steal a major find from you. Throw Gun Combat, Piloting, or Gunnery 8+. If you 
  succeed, gain two additional Benefit rolls. If you fail, roll on the Injury table. 
  7 
  War/Life Event. Roll on the War/Life Event table. 
  8 
  You spend four years hands-on mining in a low- or zero-g environment. Throw Zero-G 8+. If you succeed, gain 
  an extra Benefit roll. If you fail, roll on the Injury table. 
  9 
  You encounter a derelict starship in deep space. Throw Piloting or Engineering 8+ to salvage it. If successful, 
  gain 1D6 Ship Shares. 
  10 
  You have a chance to gamble with high stakes at a frontier starport bar. If you join the game, throw Gambling 
  8+. If you succeed, you win two additional Benefit rolls. If you fail, you lose two Benefit rolls. 
  11 
  You discover an alien artefact while mining a remote belt. You can either sell it for an additional Benefit roll, or 
  keep it and have it in hand at game start (Work with the Referee to determine the exact nature and value of the 
  artefact and/or effects). 
  12 
  You encounter an unexplained phenomenon in deep space. Throw 1D6 and consult the following table: 
  1: 
  Roll on the Injury table 
  2: 
  Nothing Special Happens 
  3: 
  Gain an extra Benefit roll 
  4: 
  Gain a Ship Share 
  5: 
  Gain any one skill at Level-1 
  6: 
  You are psionic! Gain the equivalent of Psionic Training. 
  
  URANIUM FEVER
   
   
  20 
   
  Company Belter 
  You worked for a corporation (or the government) 
  in a large-scale asteroid mining operation. 
  Qualification 
  INT 5+ 
  Commission 
  EDU 8+ 
  Survival 
  END 6+ 
  Advancement 
  INT 7+ 
  Re-Enlistment 
  4+ 
   
   
   
  Mustering Out Benefits 
  Rank 
  Title 
  Skill or Bonus 
  1D6 
  Cash 
  Materials 
  0 
  Miner 
  Zero-G 1 
  1 
  Cr1000 
  Low Passage 
  1 
  Team Lead 
   
  2 
  Cr5000 
  +1 EDU 
  2 
  Foreman 
   
  3 
  Cr10000 
  +1 DEX 
  3 
  Manager 
   
  4 
  Cr10000 
  Mid Passage 
  4 
  Director 
  Admin 1 
  5 
  Cr20000 
  High Passage 
  5 
  Vice-President 
   
  6 
  Cr50000 
  Gig 
  6 
  Executive Officer 
   
  7 
  Cr75000 
  Subsidized Miner 
  Skills and Training 
  1D6 
  Personal Development 
  Service 
  Specialist 
  Advanced Education 
  1 
  +1 STR 
  Zero-G 
  Piloting 
  Engineering 
  2 
  +1 DEX 
  Mechanics 
  Demolition 
  Sciences 
  3 
  Streetwise 
  Comms 
  Admin 
  Prospecting 
  4 
  Bribery 
  Computers 
  Gun Combat 
  Medicine 
  5 
  Melee Combat 
  Engineering 
  Gunnery 
  Leadership 
  6 
  Gambling 
  Electronics 
  Prospecting 
  Advocate 
   
  1D6 
  Career Mishaps 
  1 
  Seriously Injured. Roll twice on the Injury table and take the lower result. 
  2 
  Terrorists. Terrorists hijack your ship. Throw Melee Combat or Gun Combat 8+ to avoid a roll on the Injury 
  table. If you succeed, you may stay in this career, but receive a terrorist Enemy. 
  3 
  Crash. You crash-land on a remote, barely habitable planet. Once rescued, you must leave this career, but you 
  also gain a level of Survival. 
  4 
  Corruption. You uncover evidence of corruption in your company. If you report it, gain a reward and you may 
  keep your Benefit roll for this term, but you also gain a powerful Enemy. If you keep silent, someone else 
  reports it – gain them as an Enemy instead. Either way your reputation is ruined and you must leave this career. 
  5 
  Solar Flare. You are exposed to a powerful solar flare and are exposed to 6Dd6 Rads of radiation. 
  6 
  Luck. You are lucky, despite four bad years, you may remain in this career. 
  2D6 
  Career Events 
  2 
  Mishap. Roll on the Mishap table, but you are not ejected from this career. 
  3 
  You attend a specialist training course. Gain one of Computers-1, Sciences-1, Administration-1, or Demolitions-
  1. 
  4 
  A premature mining explosion threatens your ship or mine. Zero-G 8+. If you succeed, gain Demolitions 1. If you 
  fail, roll on the Injury table. 
  5 
  Pirates organise a protection racket in your belt. If you pay, lose one Benefit roll. If you resist, throw Gun 
  Combat or Melee Combat 8+. If you succeed, gain Streetwise 1 but also a pirate Enemy. If you fail, roll on the 
  Injury table. 
  6 
  You spend a term engaging in speculative trade in the company's administrative division. Gain Admin 1 or 
  Broker 1. 
  7 
  War/Life Event. Roll on the War/Life Event table. 
  8 
  You oversee a delicate mining operation. Roll Computers 8+ to gain an extra Benefit roll. 
  9 
  Miners at your belt go on strike. Support the strike and gain an Ally in the union and an Enemy in management. 
  Scab and gain an extra Benefit roll and an Enemy in the union. 
  10 
  The Terran Republic State Bank (TRSB) invests in your mining operation. Roll Admin 8+ to gain an additional 
  Benefit roll. 
  11 
  A terrorist hacker subverts your ship’s drones and robots. Throw Gun Combat or Computers 8+. If you succeed 
  gain a level of Computers. If you fail, roll on the Injury table. 
  12 
  Advancement. You are automatically Promoted or Commissioned. 
   
   
   
  
  URANIUM FEVER
   
   
  21 
   
  Planetary Miner 
  You worked in the mines of a planet or one of the 
  larger planetoids, typically operating very heavy 
  equipment. This is usually a company or 
  government job. 
  Qualification 
  END 7+ 
  Commission 
  INT 6+ 
  Survival 
  END 6+ 
  Advancement 
  EDU 5+ 
  Re-Enlistment 
  5+ 
   
   
   
  Mustering Out Benefits 
  Rank 
  Title 
  Skill or Bonus 
  1D6 
  Cash 
  Materials 
  0 
  Miner 
  Vehicle 1 
  1 
  Cr1000 
  Ally 
  1 
  Team Lead 
   
  2 
  Cr5000 
  +1 EDU 
  2 
  Foreman 
   
  3 
  Cr5000 
  +1 END 
  3 
  Manager 
   
  4 
  Cr10000 
  Mid Passage 
  4 
  Director 
  Admin 1 
  5 
  Cr20000 
  High Passage 
  5 
  Vice-President 
   
  6 
  Cr50000 
  Vehicle 
  6 
  Executive Officer 
   
  7 
  Cr100000 
  Subsidized Miner 
  Skills and Training 
  1D6 
  Personal Development 
  Service 
  Specialist 
  Advanced Education 
  1 
  +1 STR 
  Zero-G 
  Admin 
  Sciences 
  2 
  +1 EDU 
  Vehicle 
  Engineering 
  Advocate 
  3 
  +1 END 
  Mechanics 
  Gun Combat 
  Medicine 
  4 
  Streetwise 
  Prospecting 
  Computers 
  Leadership 
  5 
  Melee Combat 
  Comms 
  Electronics 
  Prospecting 
  6 
  Gambling 
  Gun Combat 
  Demolitions 
  Gunnery 
   
  1D6 
  Career Mishaps 
  1 
  Seriously Injured. Roll twice on the Injury table and take the lower result. 
  2 
  Radicals. You are accused of anti-government radical activity such as supporting Gaia's Children or the Interstellar Liberation 
  Army. Gain an Ally in such a group and an Enemy in the Terran Police. 
  3 
  Corruption. You uncover evidence of corruption in your company. If you report it, gain a reward and you may keep your 
  Benefit roll for this term, but you also gain a powerful Enemy. If you keep silent, someone else reports it – gain them as an 
  Enemy instead. Either way your reputation is ruined and you must leave this career. 
  4 
  Attacked. Raiders – or enemy troops – attack your mining colony. You survive close-quarters fighting in the mines. Throw 
  Gun Combat or Melee Combat 8+ to avoid injury; in any case, your mine is closed and you must leave this career. 
  5 
  Trapped. A major mine collapse or fire traps you deep in a mine with several other miners. Throw Demolitions or Vehicle 8+ 
  to open the way out; if you fail, roll on the Injury table; if you succeed, you are a hero – gain an Ally in the company and +1 
  SOC. In any case, authorities close your mine and you lose your job. 
  6 
  Luck. You are lucky, despite four bad years you may remain in this career. 
  2D6 
  Career Events 
  2 
  Mishap. Roll on the Mishap table, but you are not ejected from this career. 
  3 
  You specialize in heavy mining lasers. Gain either Gun Combat-1 or Gunnery-1 
  4 
  A medical emergency occurs in your mine. Throw Vehicle 8+ to reach help in time. If you succeed, gain Medicine 
  1. 
  5 
  Radicals organize in your mine. Support them and gain a Radical Ally. Turn them in and gain an extra Benefit roll 
  and a Radical Enemy. 
  6 
  You survey a large planetoid for valuable minerals. Throw Comms or Sciences 8+. If you succeed, gain an extra 
  Benefit roll. 
  7 
  War/Life Event. Roll on the War/Life Event table. 
  8 
  You join a new mining company or cooperative. Throw Admin or Broker 8+ to gain 1D6 Ship Shares. 
  9 
  An expert planetologist spends a term working closely with you. Throw INT 8+ to gain one level of Sciences 
  (Space Sciences). 
  10 
  Your company works closely with Terran Scout Service prospectors. Gain a Scout Service Ally. 
  11 
  The military enlists your company's help in emergency fortification and infrastructure work pending an enemy 
  attack. Gain a military Ally and Liaison 1. 
  12 
  Advancement. You are automatically Promoted or Commissioned. 
  OPEN CONTENT ENDS HERE. 
   
  
  URANIUM FEVER
   
   
  22 
   
  STRIKING THE BELT 
  SCIENTIFIC BACKGROUND 
  The following information describes the 
  background of minor planets, asteroids, and 
  asteroid belts in general. 
  Asteroids, or more correctly, minor planets, 
  are the shattered remnants of planetesimals, 
  bodies within a young solar system nebula 
  that 
  never 
  grew 
  large 
  enough 
  to 
  gravitationally clear their orbits and become 
  planets. There are several types of minor 
  planets that are commonly referred to under 
  the general topic of “asteroids” but for the 
  purposes of these rules have different 
  meanings. 
  Minor planets are typically found in Planetary 
  Belts, commonly called Asteroid Belts. These 
  belts typically form in an adjacent orbit to a 
  gas giant, usually inside the gas giant orbit, 
  but can also form next to large terrestrial 
  worlds, so-called Super-Earths. The presence 
  of these large bodies causes gravitational 
  disturbances in the accumulating matter 
  creating too much orbital energy for the 
  planetesimals to accrete into a planet and the 
  subsequent formation of a planetary belt. 
  Belts can also be formed due to planetary 
  migration inward or outward, that can break 
  up a proto-planet, creating the materials from 
  which a planetary belt can form. The objects 
  in these belts are concentrated between 
  various resonance orbits, they typically 
  concentrate between the 4:1 and 2:1 
  resonance orbits of the larger planet. Objects 
  outside of these resonance limits are usually 
  ejected early during the formation of the 
  planetary system. For example, within the Sol 
  system, the Asteroid Belt is concentrated 
  between 2.06 AU and 3.27 AU, which 
  correspond to the 4:1 and 2:1 resonance 
  orbits of Jupiter.  
  Minor planets can also be located at Trojan 
  points of the orbits of other planets. Trojan 
  points are regions of relatively stable gravity 
  located 60-degrees ahead and behind (L4 and 
  L5 respectively) a planet in the same orbit 
  known as Lagrangian points of stability. 
  Almost every planet has at least a few 
  asteroids at these points, with gas giants 
  often having a very large number. 
  Minor planets often orbit individually, but a 
  significant percentage of them travel as part 
  of a binary pair, or larger groupings. A 
  significant percentage of asteroids within a 
  belt also orbit as part of a family. These 
  asteroids share similar orbital elements, such 
  as semi-major axis, eccentricity, and orbital 
  inclination as well as similar spectral features 
  even though they are spread out around the 
  orbital path, all of which indicate a common 
  origin in the breakup of a larger body. 
  FOR CONVENIENCE, MINOR PLANETS ARE DIVIDED 
  INTO THREE SIZES: 
  Meteors: Meteor-sized bodies are smaller 
  than 10 meters in diameter (approximately 40 
  tons) and are by far the most common type of 
  minor planet. Most meteors are irregularly 
  shaped and have essentially no gravity. 
  Meteors can be found in belts, at Trojan 
  Points of planets and orbiting freely in any 
  system. While no lower limit on the size of 
  these bodies has been officially set, when a 
  body is smaller than 1 centimeter in diameter, 
  it is usually classified as “dust”. 
  Asteroids: Asteroids range from ten meters in 
  diameter to several hundred kilometers in 
  diameter. Like the meteors, they are 
  irregularly shaped and have minimal gravity. 
  The largest of these asteroids begin to 
  approach spherical shape, but they are still 
  obviously not spheres. Asteroids are almost 
  entirely composed of ‘rubble piles’ held 
  together by their weak mutual gravity. While 
  it is usually safe to move about on the surface 
  of an asteroid, some are very unstable and 
  can be quite dangerous. 
  
  URANIUM FEVER
   
   
  23 
   
  Comets: Comets are icy asteroids that have 
  orbits that bring them close enough to the 
  star to cause volatiles to be lost, creating a 
  coma around the comet and possibly a tail. 
  Comets may only lose volatiles during part of 
  their orbit. A comet that has lost all its 
  volatiles is usually reclassified as an asteroid. 
  Comets are composed of loose collections of 
  ice, dust, and small rocky particles. 
  Planetoids: The largest and rarest minor 
  planets are called planetoids, they have 
  sufficient mass to have achieved partial 
  hydrostatic equilibrium, meaning they are 
  essentially spheres like planets, but are under 
  1600 km in diameter, which would classify 
  them as planets. However, they are still of 
  such low mass that they have not been able 
  to clear their orbit and gain the classification 
  of planet. Planetoids have at least partially 
  differentiated interiors, meaning that they 
  have denser cores with lighter material 
  forming the crust, and are often surviving 
  protoplanets. They are rarely geologically 
  active, but some can be. Planetoids are too 
  small to ever have an atmosphere. The largest 
  of the planetoids can be classified as Dwarf 
  Planets. Typically, there are only a few 
  planetoids in any belt and are often used as 
  bases by mining companies. As much as 60% 
  of the entire mass of a planetary belt can be 
  contained within the small number of 
  planetoids present. Planetoids are usually 
  only found within belts or as moons of 
  planets; rarely will a planetoid be found at the 
  Trojan Point of a large planet or gas giant. 
   
  MINOR PLANETS ARE ALSO CLASSIFIED BASED ON 
  THEIR 
  COMPOSITION. 
  THE 
  VARIOUS 
  CLASSIFICATIONS ARE EXPLAINED BELOW: 
  Metallic (M-type): Metallic bodies are the 
  rarest and most desirable. Most of these 
  metals are the common metals such as iron 
  and nickel, but occasionally, rarer, and thus 
  more valuable, metals can also be found 
  within these bodies. M-type bodies are 
  moderately bright and are pieces of the 
  metallic core of differentiated minor planets 
  that were fragmented by impacts. 
  Siliceous (S-type):  S-type bodies are rich is 
  silicates and other rocky types of materials. S-
  type bodies are not normally valuable to 
  miners but can serve as habitats or ship hulls. 
  S-type bodies are the second most common 
  type of small planet, behind only the C-type 
  bodies. They are moderately bright and 
  consist mainly of iron- and magnesium 
  silicates. They are usually found closer to a 
  star than C-type bodies, but there is 
  considerable overlap. 
  Carbonaceous (C-type): C-type bodies are rich 
  in carbonates. They are by far the most 
  common type of solid minor planet body and 
  are typically found farther away from the star 
  than are S-type bodies; although there is 
  considerable overlap. C-type bodies are not 
  valued by miners and like S-type bodies can 
  be used to make habitats; they occasionally 
  serve for planetoid ship hulls, although S-type 
  bodies are preferred. C-type asteroids are 
  extremely 
  dark 
  and 
  have 
  chemical 
  compositions approximately the same as the 
  star except they do not contain hydrogen, 
  helium, and other volatiles. Hydrated (water-
  containing) minerals may be present. 
  Icy (I-type): I-type bodies are rich in volatiles 
  and ices and are only found outside the 
  habitable zones of stars. They are very bright 
  for their size. I-type bodies could be comets if 
  they had orbits that took them closer to the 
  central star. I-type bodies are rich in volatiles 
  and possibly biochemicals. They are also good 
  sources of water, fuel, and oxygen. 
  Aggregate (A-type): While most asteroids can 
  be classified as ‘rubble piles’ held together by 
  their weak mutual gravitational attraction, 
  some are so loosely packed that they have 
  gained their own classification. A-type bodies 
  are always smaller than 10 kilometers in 
  diameter. They are composed of a mixture of 
  silicate, metals, and some carbons and ices is 
  a loose association. The gravity holding these 
  asteroids together is so weak that a person 
  
  URANIUM FEVER
   
   
  24 
   
  walking on the surface can disrupt the shape 
  of the entire asteroid, as can the gravity from 
  a nearby ship or the use of a magneto-gravitic 
  drive in proximity of the asteroid. As such, 
  these types of asteroids are usually avoided. 
  Should a ship that is more than 20% of the 
  size of the asteroid comes within Close Range 
  (10 km), the drive will disrupt the shape of 
  the asteroid and cause it to change shape, or 
  possibly break apart. A-type asteroids are 
  very dangerous. 
   
  OPEN CONTENT BEGINS HERE. 
  DETAILING THE MINING AREA 
  Prior to a group beginning to work as Belters, 
  the Referee must determine the details of the 
  belt or area that the PCs will be operating in, 
  for the purposes of these rules. If necessary, 
  the Referee should roll 2D6 to determine the 
  presence and quantity of belts: 
   
  Number of Belts Table 
  2D6 
  Number of Belts 
  2-7 
  0 
  8-9 
  1 
  10-11 
  2 
  12 
  1D3+1 
  DM: System has no Gas Giant: DM-2. 
  BELT QUALITY 
  Belt Quality is an abstract value representing 
  the likelihood of finding rare mineral 
  formations or other useful materials in each 
  belt. The rules below allow for its generation. 
  Note that the local population will have been 
  mining any belts within the system and the 
  Belt Quality will decline over time as the 
  locals mine out the most useful resources. 
  Also note that the rings around Brown Dwarf 
  stars or gas giants (also regarded as ‘belts’ 
  under these rules) usually have very low belt 
  quality as the chances of finding anything 
  useful in such rings are quite low. If a system 
  has a Belt Quality of “X”, that denotes a star 
  system with no significant asteroid belt. 
  However, Trojan Points of larger planets may 
  still have significant numbers of asteroids and 
  the referee may generate a Quality DM for 
  those locations if desired. 
  If more than one belt exists within a system, 
  the system's Belt Quality is for the belt with 
  the highest Quality, all other belts within the 
  system will have an equal or lower Belt 
  Quality than listed. 
  To generate the system's Belt Quality rating, 
  roll 2D6, apply the following DMs and consult 
  the following Belt Quality table. 
   
  System Feature 
  DM 
  The Mainworld is Size 0 
  +2 
  The Primary Star is a White or Brown Dwarf 
  -4 
  The system population is 9+ 
  -4 
  The system population is 7-8 
  -2 
  The system population is 3- 
  +1 
  The ‘Belt’ is a Trojan Point asteroid cluster 
  -1 
   
  Belt Quality Table 
  2D6 
  Belt Quality DM 
  0- 
  -4 
  1 
  -3 
  2-3 
  -2 
  4-5 
  -1 
  6-8 
  +0 
  9-10 
  +1 
  11-12 
  +2 
  13-14 
  +3 
  15+ 
  +4 
  When generating detailed Belt Quality DMs 
  for multiple belts within the system, if the 
  Belt Quality for a secondary belt is higher 
  than the Quality DM for the main belt, reduce 
  the Belt Quality DM to one less than the main 
  belt Quality. It is acceptable to have multiple 
  belts with the same Quality DM. 
  
  URANIUM FEVER
   
   
  25 
   
  BELT LOCATION 
  The location of the belt within a solar system 
  has a significant effect on the composition of 
  the belt. There are three broad categories for 
  the location of a belt: Inner Zone, Middle 
  Zone, and Outer Zone – The Habitable Zone of 
  a star is located near the inner edge of the 
  Middle Zone, but does not significantly vary 
  from the rest of the middle zone. 
  Inner Zone Belts: These belts have no volatiles, 
  so there are no I-type asteroids and very few 
  C-type asteroids. M-type asteroids are more 
  common, making these belts good candidates 
  for mining.  
  Middle Zone Belts: These belts have a good 
  mix 
  of 
  volatiles, 
  rocky 
  and 
  metallic 
  compounds. S-type asteroids tend to be 
  concentrated near the inner edges of the belt 
  and C-type and I-type asteroids concentrated 
  near the outer edges, but there are all types 
  of asteroids found throughout the belt 
  Outer Zone Belts: These belts have many I-
  type and C-type asteroids but proportionately 
  fewer S-type and M-type asteroids. 
  Kuiper Belt: Every planetary system has a 
  Kuiper Belt, even those with no other belts 
  listed. The Kuiper belt is a zone of debris left 
  over from the formation of the planets. It is 
  located beyond the last planet, typically at 
  twice the orbital distance of the last planet 
  and can be assumed to always be in the Outer 
  Zone. Kuiper Belts have a Belt Quality DM of -
  4 and a Density of Sparse. 
  To determine the location of a given belt 
  within a planetary system, roll 2D6 and 
  consult the following table. Add the Belt 
  Quality DM to the roll. 
   
  Belt Location Table 
  2D6 
  Belt Location 
  5 or less 
  Outer Zone 
  6-7 
  Middle Zone 
  8 or more 
  Inner Zone 
   
  It is possible to have more than one belt 
  within the same Zone. 
  The determine Density of the Belt by rolling 
  2D6 and adding the Belt Quality DM and 
  consulting the appropriate column of the 
  table below: 
   
   
  
  URANIUM FEVER
   
   
  26 
   
  Planetary Belt Density Table 
  2D6 
  Inner Zone Belt 
  Middle Zone Belt 
  Outer Zone Belt 
  0- 
  Sparse 
  Sparse 
  Sparse 
  1 
  Sparse 
  Sparse 
  Sparse 
  2 
  Thin 
  Sparse 
  Sparse 
  3 
  Thin 
  Thin 
  Sparse 
  4 
  Thin 
  Thin 
  Sparse 
  5 
  Standard 
  Thin 
  Thin 
  6 
  Standard 
  Standard 
  Thin 
  7 
  Standard 
  Standard 
  Thin 
  8 
  Standard 
  Standard 
  Standard 
  9 
  Dense 
  Standard 
  Standard 
  10 
  Dense 
  Dense 
  Standard 
  11 
  Dense 
  Dense 
  Standard 
  12 
  Dense 
  Dense 
  Dense 
  13 
  Very Dense 
  Dense 
  Dense 
  14+ 
  Very Dense 
  Very Dense 
  Dense 
  The Density of the Belt applies a DM to the 
  Comms throw to detect potential candidate 
  rocks for mining and affects the quantity of 
  the Planetoids in the Belt as follows: 
  Sparse: DM-4 
  Thin: DM-2 
  Standard: DM+0 
  Dense: DM+1 
  Very Dense: DM +2 
  Contrary to popular imagery, planetary belts 
  are mostly empty space. The asteroids are 
  spread over such a large volume that it would 
  be improbable to be able to see more than 
  one asteroid at a time and the chances of 
  encountering one by accident is negligibly 
  small even in a Very Dense belt. 
   
   
  
  URANIUM FEVER
   
   
  27 
   
  PLANETOIDS 
  Define the number of large planetoids within 
  a belt by the density of the belt and the Zone 
  in which the belt resides. Consult the 
  following table and cross-reference the 
  Density and the Zone to determine the 
  number of Planetoids within any belt. Note: 
  any value rolled below zero should be treated 
  as a zero. Trojan Point clusters will not have a 
  Planetoid unless the Referee places it there. 
   
  Planetoid Quantity Table 
  Density 
  Inner Zone Belt 
  Middle Zone Belt 
  Outer Zone Belt 
  Sparse 
  1D6-5 
  1D6-4 
  1D6-3 
  Thin 
  1D6-4 
  1D6-3 
  1D6-2 
  Standard 
  1D6-3 
  1D6-2 
  1D6-1 
  Dense 
  1D6-2 
  1D6-1 
  1D6 
  Very Dense 
  1D6-1 
  1D6 
  1D6+1 
  Large planetoids are not normally open to 
  mining by independent miners, unless the 
  system 
  is 
  being 
  newly 
  surveyed. 
  The 
  Planetoids are quickly claimed by the large 
  mining companies and become the first 
  habitats and resupply hubs within the belt. 
   
  GENERAL MINING PROCEDURES 
  In general, a belter will first have to locate a 
  suitable asteroid, survey it to determine 
  where and what value it might have – at that 
  point, a Claim must be filed for the asteroid 
  (or portion of the asteroid, depending on 
  size). The belter can then either sell that claim 
  to someone else, or they can mine the claim 
  using Mining Drones. If a belter chooses to 
  mine the claim, the processed material is 
  usually then sold to a Refinery for refining 
  into usable material; on rare occasions, the 
  belter may be able to refine the material 
  themselves and then sell the product directly. 
  LOCATING A SUITABLE ASTEROID 
  Most asteroids in each belt will not be very 
  profitable for mining, but they might be 
  useful to orbital industry and belt habitats or 
  for refueling; these asteroids are classified as 
  Low Yield. 
  Finding a Low-Yield asteroid of any type is 
  quite easy. An average belt has an ample 
  supply of them, so prices are very low and 
  most orbital factories can easily find one if 
  needed. These 
  Low-Yield 
  asteroids are 
  worthless to the average belter. However, 
  they are useful for raw materials for orbital 
  construction and industry – a business 
  profitable 
  for 
  a 
  large 
  company 
  but 
  unprofitable to small-scale operations. 
  Locate a Low-Yield asteroid: Comms or 
  Prospecting, INT, 1D6 hours, Routine (DM+2)
   
   
  Modified by the ship’s sensor DM and the Belt 
  Density DM.  
   
   
  What belters typically look for are those rare 
  occasions where collisions between asteroids 
  or other high-energy phenomena sometimes 
  create 
  sufficient 
  differentiation 
  of 
  the 
  minerals in each rock, making extraction easy.  
  There are two ways to locate a potential High-
  Yield asteroid, either a Known asteroid can be 
  identified from the Claims Office, or an 
  Unknown asteroid can be located. To identify 
  and then locate a Known asteroid is a trivial 
  Computers and Piloting task that does not 
  normally need to be rolled. To locate an 
  Unknown asteroid with a potential High-Yield 
  requires the following check: 
  
  URANIUM FEVER
   
   
  28 
   
  Locate a potential High-Yield asteroid: Comms 
  or Prospecting, INT, 6D6 hours, Difficult (DM-
  4) 
   
  Modified by the ship’s sensor DM, the Belt 
  Density DM, and the Belt Quality DM. 
  All potential High-Yield asteroids are M-type, 
  but not all M-type asteroids are High-Yield.  
  Once the asteroid is located, its size category 
  should be determined by rolling 2D6 and 
  consulting the following table. Apply the Belt 
  Density DM to the Size Category roll.
   
  Asteroid Size Category Table 
  2D6 
  Size Category 
  2- 
  Meteor 
  3 
  Tiny 
  4 
  Tiny 
  5 
  Tiny 
  6 
  Tiny 
  7 
  Tiny 
  8 
  Small 
  9 
  Small 
  10 
  Medium 
  11 
  Large 
  12+ 
  Huge 
   
   
   
  
  URANIUM FEVER
   
   
  29 
   
  After determining the size category, roll to determine the exact size of the asteroid: 
  Asteroid Size Table 
  Size Category 
  Roll 
  Size (Tons) 
  Approx. 
  Diameter 
  # Claims 
  Meteor 
   
  1D6*10 tons 
  6 m 
  1 
  Tiny 
  1D6 
   
   
   
   
  1 
  1D6*50 tons 
  10 – 20 m 
  1 
   
  2 
  1D6*100 tons 
  15 – 25 m 
  1 
   
  3 
  1D6*250 tons 
  18 – 35 m 
  1 
   
  4 
  1D6*500 tons 
  25 – 45 m 
  1 
   
  5 
  1D6*1000 tons 
  30 – 55 m 
  1 
   
  6 
  1D6*2500 tons 
  40 – 75 m 
  1 – 2 
  Small 
  1D6 
    
   
   
   
  1 
  1D6*5000 tons 
  50 – 92 m 
  1 – 3 
   
  2 
  1D6*10000 tons 
  64 – 120 m 
  1 – 6 
   
  3 
  1D6*25000 tons 
  85 – 160 m 
  2 – 15 
   
  4 
  1D6*50000 tons 
  110 – 200 m 
  5 – 30 
   
  5 
  1D6*100000 tons 
  140 – 250 m  
  10 – Special 
   
  6 
  1D6*250000 tons 
  200 – 340 m 
  Special 
  Medium 
  1D3 
   
   
   
   
  1 
  1D6*200 m 
  200 – 1,200 m 
  Special 
   
  2 
  1D6*500 m 
  500 – 3,000 m 
  Special 
   
  3 
  1D6*1000 m 
  1000 – 6,000 m 
  Special 
  Large 
  1D6 
   
   
   
   
  1 
  1D6*2 km 
  2 – 12 km 
  Special 
   
  2 
  1D6*5 km 
  5 – 30 km 
  Special 
   
  3 
  1D6*10 km 
  10 – 60 km 
  Special 
   
  4 
  1D6*20 km 
  20 – 120 km 
  Special 
   
  5 
  1D6*50 km 
  50 – 300 km 
  Special 
   
  6 
  1D6*100 km 
  100 – 600 km 
  Special 
  Huge 
   
  1D6*100 km 
  100 – 600 km 
  Special 
  Note: Asteroids with a diameter above 200 
  meters cannot be mined with normal Belter 
  equipment. Mining drones cannot drill deep 
  enough to reach the metal-rich centers of 
  these large asteroids. When an asteroid larger 
  than 200 meters is located, the data is usually 
  sold to a larger corporation that has the 
  resources and equipment for deep mining 
  operations. 
   
  
  URANIUM FEVER
   
   
  30 
   
  CLAIMS 
  When a miner finds a promising asteroid and 
  assesses that it contains valuable resources, 
  they must file a Claim with the system 
  authorities or their appointed representative 
  before being allowed to mine it. Each Claim 
  covers a maximum of 10000 tons of an 
  asteroid (roughly a sphere with a diameter of 
  64 meters or a cube with sides that are 52 
  meters in length); a single Claim therefore 
  covers several smaller asteroids. Each ship 
  may have up to two active Claims in 
  operation at a time. 
  Claims are made by sending a communication 
  to the Claims Office, usually located at a 
  resupply habitat within the belt, but not 
  always, with enough sensors and orbital 
  information to fully detail the claimed 
  asteroid. If there are no obstacles to the 
  Claim, the government will transmit an 
  acceptance of the Claim within 24 hours, after 
  which the miner may begin extracting 
  anything of value. A Claim Beacon must also 
  be placed on the asteroid at the site of the 
  Claim. Filing a Claim costs Cr1000; the Claim 
  remains valid for one year but can be 
  extended at a cost of Cr500 per additional 
  year. 
  A Claim Beacon is a specialized type of drone 
  and is part of a standard set of mining drones. 
  A Claim beacon will remain active for one 
  year and sends out a radio signal that is 
  detectable within 0.5 AU on standard 
  communication equipment. Claim beacons 
  are equipped with a computer and sensors 
  that monitor the Claim, recording the volume 
  of material extracted as well as the date and 
  time it was extracted. This data can be used 
  to verify ore before purchase and can also 
  serve in legal proceedings in cases of 
  suspected claim jumping. 
  If an asteroid is over 10000 tons, a single 
  Claim can only cover part of the asteroid. 
  Multiple ships can work together and pool 
  their Claims to cover all a larger asteroid, 
  however, even the highest yielding asteroid 
  often have a large percentage of their volume 
  that is low-yield. Having a single Claim on an 
  asteroid does not grant exclusive rights to 
  exploit all other potential Claims there. 
  CLAIM TYPES 
  Once a potential High-Yield asteroid has been 
  located, detailed surveys of the various Claim 
  areas can be made to allow the Belter to 
  locate the most valuable materials for 
  extraction. There are five types of Claims – 
  Old Claim, Existing Claim, Low Yield, High 
  Yield and Special. Old and Existing Claims will 
  only be present if previous mining in the belt 
  has been done; they will not be present in a 
  virgin belt. 
  Old Claim: The area has already been mined 
  by someone else and now contains worthless 
  material. Claim Beacons may or may not be 
  present, depending on whether the previous 
  miners removed them after finishing with the 
  Claim (if they are still present, they will show 
  that the Claim has expired). Old Claims are 
  generally obvious to identify, since previous 
  mining often leaves visible scars on the 
  asteroid’s surface. All Old Claims are Low 
  Yield. 
  Existing Claim: The Claim has an active Claim 
  beacon on it, indicating that someone else 
  has the rights to mine this region. Many 
  Belters will use the presence of an existing 
  Claim as a way to locate an asteroid then look 
  for other unclaimed regions of the asteroid to 
  exploit. If necessary, roll on the High Yield 
  Find table to determine what sort of valuable 
  ore is present in the Claim. It is illegal for 
  other miners to exploit this Claim – a crime 
  called "Claim jumping". 
  Low Yield: A Low Yield Claim contains nothing 
  of monetary value (usually worthless rock or 
  iron ore). As such the Claim is entirely 
  uneconomical to exploit. Low Yield asteroids, 
  such as S-type and C-type, are full of Low 
  Yield Claims. 
  
  URANIUM FEVER
   
   
  31 
   
  Icy: An Icy Claim is a type of Low Yield Claim 
  that is made largely of water ice and other 
  volatiles. Each Icy Claim can be mined for 
  1D6x1000 tons of ice and other volatiles and 
  can be sold for Cr100 per ton. The volatiles 
  can also be refined into fuel. 
  High Yield: A High Yield Claim contains 
  something that is worth mining. Roll on the 
  High Yield Find table to determine what has 
  been found within the Claim.  
  Special: This result indicates that there is 
  something unique about this asteroid or 
  Claim; it could have unusually rare or large 
  deposits, or something even more interesting. 
  Roll on the Special Find table. 
  In all cases, the amount of material found in a 
  Claim is smaller than the 10000-ton limit; the 
  rest of the Claim is worthless, low yield, 
  material. For smaller asteroids, the maximum 
  volume of material in the Find is limited to 
  the volume of the asteroid. A good rule of 
  thumb is to divide the asteroid volume 
  obtained from the Asteroid Size table above 
  by 10000 and multiply the volume of the Find 
  by this ratio to ensure that smaller asteroids 
  are not filled with valuable material. 
  For example, a Tiny asteroid with a volume of 
  5000 tons has been determined to be a High 
  Yield Find. Once the volume of valuables has 
  been determined is should be multiplied by 
  0.5 (5000/10000) to determine the actual size 
  of the Find on that asteroid. 
  When seeking out a new Claim, miners either 
  travel to a Known asteroid to survey the 
  unexploited regions for possible Finds, or they 
  actively seek out Unknown asteroids with no 
  previous Claims. 
  IDENTIFYING THE CLAIM 
  For each unclaimed region on an asteroid, 
  make the following throw to determine the 
  content of the Claim. One identification roll is 
  made for each Claim-sized area that is being 
  scanned 
  To identify the type of Claim: Prospecting, INT, 
  6D6 hours, Difficult (-2). 
  The above task is modified by the Ship’s 
  Sensors DM, Space Science skill and a 
  situational +2 DM if personnel surveyed the 
  asteroid's surface themselves rather than rely 
  on drones alone. 
  A Probe drone can reduce the survey's 
  duration to 2D6 hours. Only one Probe drone 
  can serve per Claim area. However, multiple 
  probe drones can survey multiple areas at the 
  same time. Each probe drone can survey two 
  Claim areas before requiring recharging. 
  Prospecting the asteroid on foot will provide 
  the best results; this takes 3D6 hours but, as 
  noted above, provides +2 DM to the claim 
  identification throw. 
  When the task is complete, the Referee 
  secretly rolls 2D6 and consults the Unknown 
  Find table to determine what type of Claim 
  has been surveyed. Old and Existing Claims 
  are never rolled on the Unknown Find table; 
  Old Claims are always Low Yield and Existing 
  Claims are always High Yield. If the task roll 
  was a success, the Referee informs the Player 
  of the results of the Unknown Find roll; if the 
  task was a failure, the Player was not able to 
  determine the type of Yield and must try 
  again; only on an Exceptional Failure should a 
  false result be provided to the player, often 
  indicating that the find was Low Yield. 
  Known asteroids smaller than 10000 tons will 
  always have either an Old Claim, an Existing 
  Claim or be Low Yield and there will be no 
  unclaimed regions. As such, they are not 
  worth visiting by others, unless they are 
  attempting to jump the Existing Claim. 
  Known asteroids larger than 10000 tons will 
  always have a minimum of one Old or Existing 
  Claim – the rest are Unknown. The Referee 
  should determine (either by fiat or random 
  determination) the number of remaining 
  available Claims on an asteroid. In general, 
  the larger the asteroid, the more Old or 
  Existing Claims will be present. 
  
  URANIUM FEVER
   
   
  32 
   
  The Unknown Find table can serve for all 
  Claim regions on new asteroids that have just 
  been discovered by the belters. 
   
  Unknown Find Table 
  2D6 
  Inner Zone 
  Middle Zone 
  Outer Zone 
  2 
  Low Yield 
  Icy Yield 
  Icy Yield 
  3 
  Low Yield 
  Icy Yield 
  Icy Yield 
  4 
  Low Yield 
  Low Yield 
  Icy Yield 
  5 
  Low Yield 
  Low Yield 
  Icy Yield 
  6 
  Low Yield 
  Low Yield 
  Icy Yield 
  7 
  Low Yield 
  Low Yield 
  Icy Yield 
  8 
  Low Yield 
  Low Yield 
  Icy Yield 
  9 
  High Yield 
  Low Yield 
  Low Yield 
  10 
  High Yield 
  High Yield 
  Low Yield 
  11 
  High Yield 
  High Yield 
  High Yield 
  12 
  Special 
  Special 
  High Yield 
   
  Note that if an asteroid has been previously 
  identified as High Yield, there must be at least 
  one High Yield or Special claim. 
   
  Once the type of Claim has been identified, its 
  exact contents can be determined by rolling 
  2D6 on the High Yield Find or Special Find 
  table as appropriate and consulting the 
  column for the appropriate belt location. No 
  additional task roll is required for this 
  information. It is part of the survey task 
  above. The amounts listed in the High Yield 
  and Special tables represent the total volume 
  of material extracted once the entire Claim 
  volume has been fully mined. 
   
   
  
  URANIUM FEVER
   
   
  33 
   
  High Yield Find Table 
   
  Inner Zone 
  Middle Zone 
  Outer Zone 
  2D6 
  Find 
  Volume 
  (tons) 
  Find 
  Volume 
  (tons) 
  Find 
  Volume 
  (tons) 
  2 
  Precious Metals 
  1D6x25 
  Crystals & Gems 
  1D6x10 
  Biochemicals 
  1D6x50 
  3 
  Crystals & Gems 
  1D6x10 
  Biochemicals 
  1D6x25 
  Biochemicals 
  1D6x25 
  4 
  Uncommon Ore 
  1D6x250 
  Uncommon Ore 
  1d6x250 
  Uncommon Ore 
  1D6x250 
  5 
  Basic Ore 
  1D6x500 
  Basic Ore 
  1D6x500 
  Basic Ore 
  1D6x500 
  6 
  Basic Ore 
  1D6x250 
  Basic Ore 
  1D6x250 
  Basic Ore 
  1D6x250 
  7 
  Basic Ore 
  1D6x100 
  Basic Ore 
  1D6x100 
  Basic Ore  
  1D6x100 
  8 
  Uncommon Ore 
  1D6x50 
  Uncommon Ore 
  1D6x50 
  Uncommon Ore 
  1D6x50 
  9 
  Uncommon Ore 
  1D6x100 
  Uncommon Ore 
  1D6x100 
  Uncommon Ore 
  1D6x100 
  10 
  Uncommon Raw 
  Materials 
  1D6x50 
  Uncommon 
  Raw Materials 
  1D6x50 
  Uncommon Raw Materials 
  1D6x50 
  11 
  Radioactives 
  1D6x10 
  Radioactives 
  1D6x5 
  Uncommon Raw Materials 
  1D6x100 
  12 
  Special 
   
  Special 
   
  Special 
   
    
  Special Find Table 
  2D6 
  Find 
  Volume (tons) 
  2 
  Salvage 
   
  3 
  Salvage 
   
  4 
  Uncommon Raw Materials 
  1D6x250 
  5 
  Precious Metals 
  1D6x100 
  6 
  Uncommon Ore 
  1D6x500 
  7 
  Basic Ore 
  1D6x1,000 
  8 
  Crystals & Gems 
  1D6x100 
  9 
  Biochemicals 
  1D6x100 
  10 
  Uncommon Ore 
  1D6x1,000 
  11 
  Radioactives 
  1D6x50 
  12 
  Alien Artifact 
   
    
  Salvage is found either on the asteroid 
  surface (if the asteroid is big enough) or 
  replaces 
  the 
  asteroid 
  if 
  its 
  size 
  was 
  comparable to that of a starship. Alien 
  artifacts could be anything from old Reticulan 
  items to Precursor objects, subject to the 
  Referee's discretion. 
   
  MINING AND SELLING ORE 
  Mining asteroids and processing the ore is 
  usually done by mining drones and requires a 
  Computer task throw. 
  To mine an asteroid claim: Computer, INT, 
  4D6 hours, Routine (DM+2). 
  Each 10 tons of Mining Drones will mine 
  1D6*10 tons (plus the Effect of the Computer 
  roll x10) per successful mining task, which can 
  then be stored in the ship’s cargo hold. Once 
  properly mined, the ore may be sold to a 
  refinery. The entire 10000-ton volume of the 
  Claim must be processed before the amounts 
  of material listed are available. 
  Miners can go down to the surface and mine 
  themselves, rather than rely on drones. A 
  person in an ordinary work vacc suit using a 
  laser drill and other personal tools can mine 1 
  ton of ore per week of work. Using a powered 
  worksuit, the miner may mine 1 ton of ore 
  per 4D6 hours. 
   
   
  
  URANIUM FEVER
   
   
  34 
   
  A ship may use mining drones (or mine 
  manually as above) to mine Water Ice and 
  Volatiles from some asteroids in the Middle 
  Zone (10+) and any asteroid in the Outer 
  Zone. These materials can be converted into 
  unrefined fuel and oxygen. If fuel processors 
  are present on a ship, they can be used to 
  convert the volatiles into Refined fuel. Mining 
  water ice from an asteroid requires a task roll: 
  To mine water ice from an asteroid: 
  Computer, INT, 1D6 hours, Routine (DM+2). 
  Each 10 tons of Mining Drones can mine 
  1D6x10 tons of ice (plus the Effect of the 
  Computer roll x10); however, only 10% of this 
  tonnage will eventually be converted into 
  fuel. 
   
  SELLING CLAIMS AND ORE 
  Miners have two options for selling their 
  goods. They can exploit the Claim themselves 
  and sell the product on the open market using 
  the Speculative Trade rules (CE Chapter 7). 
  Alternately, they may sell the Claim directly to 
  another miner or corporation rather than 
  mine it themselves. Most large corporations 
  will only be interested in purchasing Claims 
  with a base price greater than MCr5, 
  corresponding to a minimum of 5000 tons of 
  Basic Ore, 1000 tons of Uncommon Ore, 250 
  tons of Uncommon Raw Materials or Crystals 
  & Gems, 100 tons of Biochemicals or Precious 
  Metals or 5 tons of Radioactives.; anything 
  else is not worth their time. 
  If a corporation is interested in a Claim, they 
  pay a typical Finder’s Fee equal to 15% of the 
  base market price of the total amount of 
  valuable material found and the miner 
  relinquishes all rights to that Claim. Claims 
  sold to a corporation do not expire, though 
  the corporation may opt to sell it later to 
  another group of interested miners. Some 
  Belters, called Prospectors, make their living 
  locating these valuable Claims and never 
  actually mine anything at all. 
  OPEN CONTENT ENDS HERE. 
  
  URANIUM FEVER
   
   
  35 
   
  MINING SHIPS 
  Belters fly all types of craft – from tiny gigs to 
  gigantic mining platforms. This supplement, 
  however, caters to the independent belter, at 
  a scale appropriate for most Cepheus Engine 
  campaigns. Therefore, it presents three small 
  spacecraft: the 10-ton Kobold-class Gig, the 
  100-ton Bucca-class prospector, and the 600-
  ton Coblynau-class Miner. All are venerable 
  designs, used by humanity from the early 
  days of the Reticulan conquest of Terra. They 
  are anything but new, but their hardware is 
  dependable. While newer belter ships exist, 
  they are typically large corporate vessels. The 
  designs in this chapter are common ships 
  used by independent belters, as most player-
  character miners will be.  
  OPEN CONTENT BEGINS HERE. 
  VARIANT SHIP RULES 
  The following rules are optional, but we 
  believe that they would be of great use when 
  including belt mining in play.  
  SHIP MAINTENANCE 
  Belter ships are archetypically built for long-
  duration 
  operations 
  and 
  thus 
  require 
  maintenance on an annual rather than a 
  monthly basis. System degradation starts only 
  if the yearly maintenance date has passed 
  with no actual maintenance performed, 
  though you must calculate the degradation 
  DM is per month after the missed annual 
  maintenance date. 
  SMALL CRAFT ACCELERATION COUCHES 
  The small craft Cabin Space given in the 
  Cepheus 
  Engine 
  ship 
  rules 
  represents 
  comfortable 
  accommodations 
  for 
  long-
  duration travel and activity on board a small 
  craft. However, shorter journeys do not 
  require so much elbow room. Acceleration 
  Couches, displacing 0.5 ton and costing 
  Cr25000 each, may be installed in small craft. 
  Each acceleration couch can carry one 
  human-sized being – including full combat 
  gear if necessary - with moderate comfort for 
  up to 12 hours and with some discomfort up 
  to 24 hours. Longer stays require full Cabin 
  Space to be bearable. Like many other small 
  craft features, Acceleration Couches can be 
  easily installed or removed from a vessel, 
  each 
  requiring 
  a 
  Mechanic, 
  Dexterity, 
  1D6x106 minutes, Easy (+4) task to install or 
  remove. 
  USED AND MILITARY SURPLUS STARSHIPS 
  Many ships serve for decades or even 
  centuries before being scrapped. This is 
  particularly true for belter ships. They may be 
  up to 50 years old – including old EFA ships 
  from before the War – and cost 10% less per 
  decade of age. 
  Most used starships will require at least the 
  equivalent of an Annual Overhaul before 
  being space-worthy. Additionally, as ships 
  age, they also develop little quirks or 
  idiosyncrasies and are more expensive to 
  maintain. For each decade of wear, rounded 
  down, roll once on the Quirks table below. 
  Thus, a ship that is 23 years old would require 
  two rolls on the Quirks table. 
  Maintenance Costs 
  Maintaining a ship costs credits and the older 
  the ship, the more it costs to maintain. 
  Annual maintenance must be undertaken 
  each year and takes two weeks at a Class A or 
  B starport. Missing the annual maintenance 
  check increases the risk of malfunction, as per 
  the maintenance rules in Cepheus Engine 
  Chapter 6. 
  The following table shows the annual 
  maintenance costs of an older ship. 
  Age of Vessel 
  Annual Maintenance Cost 
  <10 years 
  0.05% cost of new ship 
  11-30 years 
  0.1% cost of new ship 
  31-40 years 
  0.15% cost of new ship 
  41-50 years 
  0.175% cost of new ship 
  >50 years 
  0.2% cost of new ship 
  
  URANIUM FEVER
   
   
  36 
   
  Ship Quirks 
  For each 10-year term of wear, choose what 
  role that ship was engaged in (Civilian, 
  Military, or Other) and roll on the table 
  below: 
   
   
  D66 
  Civilian 
  Military 
  Other 
  11 
  Well Maintained: Reduce Maintenance 
  Costs by 10% 
  Upgrade Sensors to next best type 1 
  Luxurious starship: +1 DM to all Steward 
  checks 
  12 
  Good Shape: Reduce Maintenance Costs 
  by 5% 
  Vessel is equipped with an extra turret (if 
  possible) 1 
  Library computer contains secret or unusual 
  information 
  13 
  Ship is famous and respected trader, 
  with a good reputation; +1 to all Trade 
  and Passenger rolls 
  Ship served with distinction and has a 
  good reputation 
  Upgrade Computer to next best Model (or 
  equip with FIB or BIS) 
  14 
  Upgrade computer by one model 
  Add a weapon costing up to 2 MCr. 1 
  Armored: increase ships armor by 1D6 points 1 
  (not to exceed TL max) 
  15 
  Vessel is equipped with an extra turret 
  (if possible) 1 
  Upgrade a Turret to a Barbette 1 
  Good Reputation: +1 DM on all Law Level 
  checks 
  16 
  Vessel Contains Concealed Smuggling 
  Compartment (1d6 tons) 1 
  Well Maintained: Reduce Maintenance 
  Costs by 10% 
  Pop-Up Turret: one of the ship’s Hardpoint is 
  equipped with a pop-up turret 1 
  21 
  Fuel Smart: Ship requires 5% less fuel for 
  every operation 
  Fuel Smart: Ship requires 5% less fuel for 
  every operation 
  Library 
  computer 
  contains 
  erroneous 
  information 
  22 
  Sluggish Controls: -1 DM to all Initiative 
  rolls in Space Combat 
  Sluggish Controls: -1 DM to all Initiative 
  rolls in Space Combat 
  Vessel contains disturbing psionic echoes (ship 
  is ‘haunted’) 
  23 
  Ship 
  is 
  equipped 
  for 
  non-oxygen 
  breathers 
  Buggy Sensors: Each combat turn, roll 
  2D6. On a 12, the sensors lose their lock 
  All lights blink every time the ship enters or 
  leaves jumpspace 
  24 
  A ship system is one TL below the design 
  TL 1 
  One system aboard has been jury-rigged 
  (CE 102) but still functions 
  Ship groans and creaks all the time and no 
  number of repairs will correct it 
  25 
  Hull is patched with different TL of 
  materials, doubling all Hull repair costs 
  unless entire hull is replaced 
  Hull is patched with different TL of 
  materials, doubling all Hull repair costs 
  unless entire hull is replaced 
  The ship has a funny or unusual smell. No 
  amount of Life Support repairs will correct the 
  issue 
  26 
  Computer Glitch: -1 DM to all Jump rolls 
  Computer Glitch: -1 DM to all Jump rolls 
  (CE 105) 
  The ship is infested with some kind of vermin 
  (mice, roaches, etc.) 
  31-36 
  Damaged: roll 1D6-1 and consult the 
  Combat Damage table 
  Damaged: Roll 2D6-2 and consult the 
  Combat Damage table (CE 159) 
  Damaged: Roll 1D6-1 and consult the Combat 
  Damage table 
  41 
  Damaged Sensors: -1 DM to all Sensor 
  Checks 
  Damaged Sensors: -1 to all Sensor Checks 
  Life Support Problems: Every month roll 2D6, 
  on a 12 the ship’s air takes on a foul stench and 
  the life support system must be overhauled to 
  correct (1d6% of annual maintenance costs) 
  42 
  Damaged Hull: -1 Hull 
  Damaged Hull: -1d6 Hull 
  Damaged: -1D3 Hull 
  43 
  Damaged Structure: -1 Structure 2 
  Damaged Structure: -1d3 Structure 2 
  Damaged Structure: -1 Structure 2 
  44 
  Damaged Thrusters. -1 DM to all Pilot 
  Checks 
  Damaged Thrusters: -1 DM to all Pilot 
  Checks 
  Damaged Transponder: Every jump, roll 2D6. 
  On 10+, the Transponder fails 
  45 
  Damaged M-Drive: -1G Acceleration 
  Damaged M-Drive: -1G acceleration 
  Ship is Out of Rig: The hull and structure are 
  twisted, doubling all maintenance and repair 
  costs 
  46 
  Damaged J-Drive: -1 Hex Range 
  Damaged J-Drive: -1 Hex range 
  Missing Escape Pods: All of the escape pods are 
  missing and the space has been used for 
  something else 
  51 
  Blacklisted: Trader will be impounded in 
  1d6 systems. -1 DM to all Broker checks 
  Vessel was involved in a notorious battle 
  and has enemies who wish to destroy it 
  Leaky reactor core: Roll 2D6 when the ship 
  jumps. On a 12, everyone is exposed to 20 
  Rads 
  52 
  Cargo Bay tainted by chemical spills and 
  leaks. Vulnerable cargoes may be 
  damaged in transit 
  Ammunition Magazine missing 
  Bad Reputation, -1 DM on all Law Level checks 
  53 
  Poorly 
  Maintained: 
  increase 
  all 
  Maintenance costs by 10% 
  Poorly 
  Maintained: 
  increase 
  all 
  Maintenance costs by 10% 
  Poorly Maintained: increase all Maintenance 
  costs by 10% 
  54 
  Rust Bucket: Increase all Maintenance 
  costs by 50% 
  Rust Bucket: Increase all Maintenance 
  costs by 50% 
  Bounty Hunters are chasing a previous owner 
  55 
  Falling Apart: Increase first Annual 
  Maintenance cost by 1D6x100% and all 
  subsequent 
  Maintenance 
  costs 
  are 
  doubled 
  Falling 
  Apart: 
  Increase 
  first 
  Annual 
  Maintenance cost by 1D6x100% and all 
  subsequent 
  Maintenance 
  costs 
  are 
  doubled 
  Falling 
  Apart: 
  Increase 
  first 
  Annual 
  Maintenance cost by 1D6x100% and all 
  subsequent Maintenance costs are doubled 
  56 
  Fuel Hog: Ship uses 5% more fuel for 
  every operation 1 
  Fuel Hog: Ship uses 5% more fuel for 
  every operation 1 
  Vessel was stolen 
  61-65 
  Roll on ‘Other’ Column 
  Roll on ‘Other’ column 
  Roll twice 
  66 
  Roll Twice 
  Roll twice 
  Roll twice 
  
  URANIUM FEVER
   
   
  37 
   
  1 The above options may result in additional 
  tonnage being added to the design. Remove 
  tons from the cargo bay if necessary to make 
  room. 
  2 If the ship has Structure of 0 or less, it is not 
  space-worthy and will disintegrate within 1D6 
  minutes of leaving atmosphere. It can be 
  flown within an atmosphere but will come 
  apart the moment it hits severe weather, gets 
  hit by an attack, or undergoes stressful 
  maneuvers, or otherwise comes under strain. 
  OPEN CONTENT ENDS HERE. 
   
   
   
   
  
  URANIUM FEVER
   
   
  38 
   
  TL9 10-TON KOBOLD-CLASS GIG 
  The archetypal belter ship is a dispersed, 
  zero-G-ready craft unsuited for any sort of 
  atmospheric operation. Thus, mining ships 
  typically carry small interface craft to allow 
  atmospheric operations and serve in various 
  utility roles. The venerable Kobold-class Gig is 
  a small example of such craft. Using an 
  antiquated fission reactor and first-generation 
  magnetogravitic engines, it is nonetheless a 
  workhorse of independent belting. Many 
  smaller mining ships carry this gig as an 
  interface craft, utility vehicle, and lifeboat. 
  OPEN CONTENT BEGINS HERE. 
  Using a 10-ton streamlined hull, the Gig is a 
  general-purpose interface and utility craft 
  used heavily in mining. It mounts an sA-rated 
  maneuver drive providing 2-G of acceleration. 
  An sA-rated fission power plant provides 
  power to the drive and other shipboard 
  systems but cannot support energy weapons. 
  0.4 tons of uranium fuel allows one year of 
  power plant operation. Adjacent to the 1-
  person cockpit are a Model/1 (Rating 5) 
  computer and standard sensors (DM-4). 
  There are 5.2 tons of reconfigurable cargo 
  space. 
  The gig requires one Pilot. It costs MCr7.84 
  after a mass-production discount and costs 
  Cr8000 to maintain annually. 
  OPEN CONTENT ENDS HERE. 
   
   
   
  
  URANIUM FEVER
   
   
  39 
   
  TL11 
  100-TON 
  BUCCA-CLASS 
  PROSPECTOR 
  The basic asteroid prospecting craft used by 
  Terrans, did not change much from the early 
  EFA days to the 2260's. The design is simple 
  and 
  recognizable 
  to 
  spacemen 
  of 
  all 
  generations: a "tail-sitter" rocket combining 
  crude gravitic modules with an old-type 
  fission reactor. This design had several 
  variants and names. However, the most 
  common one still in use today is the Bucca-
  class prospector. Simple, no-nonsense, and 
  cheap to operate, this design is the mainstay 
  of belt prospecting. It enjoys particular 
  popularity among independent belters, who 
  also use this ship for small-scale mining 
  operations in addition to prospecting. The 
  design itself is TL9, but the current model 
  includes a modern Terran-made TL11 Jump-2 
  drive for extra range. 
  OPEN CONTENT BEGINS HERE. 
  Using a dispersed 100-ton hull, the Prospector 
  is an exploratory mining craft used to 
  prospect asteroid belts for profitable mineral 
  deposits. It mounts an A-rated maneuver 
  drive and an A-rated jump drive, providing 2-
  G of acceleration and Jump-2. An A-rated 
  fission plant powers the ship. 20 tons of liquid 
  hydrogen and 2 tons of uranium fuel support 
  1one Jump-2 and a year of power plant 
  operation. Adjacent to the bridge are a 
  Model/1bis/fib computer (Rating 5; Rating 10 
  for running the Jump Control/2 program) and 
  advanced sensors (DM+1). There are 9 tons of 
  cargo, 2 staterooms (all crew uses double 
  occupancy), and 1 emergency low berth. The 
  ship carries 5 probe drones, a unit of mining 
  drones, a Kobold-class Gig, and 4 escape pods. 
  It mounts a single beam laser turret, used for 
  mining and self-defense. 
  The Bucca-class Prospector requires a crew of 
  3: Pilot, Navigator, and Engineer. The turret is 
  commonly automatically controlled, though 
  some ships prefer to carry a gunner who also 
  serves as a dedicated drone operator. 
  Standard 
  software 
  load 
  includes 
  Jump 
  Control/2 and Fire Control/1. The ship costs 
  MCr48 after a mass-production discount and 
  costs Cr48000 to maintain annually. 
  OPEN CONTENT ENDS HERE. 
  
  URANIUM FEVER
   
   
  40 
   
   
   
  
  URANIUM FEVER
   
   
  41 
   
  TL11 600-TON COBLYNAU-CLASS MINER 
  Mining planetoids is a job and the Coblynau-
  class Miner is a tool made for that job. Like its 
  smaller cousin, the Bucca-class prospector, 
  this ship is a simple "tail-sitter" industrial 
  design using a previous-generation fission 
  reactor and now-obsolete gravitic modules. 
  The base TL9 design dates back to the early 
  22nd century. The current model replaces the 
  old, imported TL9 Jump-1 drive with a 
  modern Terran-made Jump-2 engine for 
  improved range. Otherwise the design has 
  changed little in the past 150 years. While 
  phased out of use by larger corporations in 
  favor of more modern designs, the Coblynau-
  class Miner is the mainstay of independent 
  mining operations. 
  OPEN CONTENT BEGINS HERE. 
  Using a dispersed 600-ton hull the Miner is a 
  small-scale industrial mining ship. It mounts a 
  C-rated maneuver drive and an F-rated jump 
  drive, providing 1-G of acceleration and Jump-
  2. An F-rated fission plant powers the ship. 
  120 tons of liquid hydrogen and 12 tons of 
  uranium fuel support one Jump-2 and a year 
  of power plant operation. Adjacent to the 
  bridge are a Model/1bis/fib computer (Rating 
  5; Rating 10 for running the Jump Control/2 
  program) and advanced sensors (DM+1). 
  There are 254 tons of cargo, 5 staterooms 
  (double occupancy required for all crew but 
  the captain), and 3 emergency low berths. 
  The ship carries 25 probe drones, 5 units of 
  mining drones, 2 Kobold-class Gigs, and 10 
  escape pods. It mounts two single beam laser 
  turrets, used for mining and self-defense. 
  The Coblynau-class Miner requires a crew of 
  9: Captain, Pilot, Navigator, 3 Engineers, 
  Medic, and 2 Gunners/Drone Operators. 
  Standard 
  software 
  load 
  includes 
  Jump 
  Control/2 and Fire Control/1. The ship costs 
  MCr243 after a mass-production discount and 
  costs Cr240000 to maintain annually. 
  OPEN CONTENT ENDS HERE. 
  
  URANIUM FEVER
   
   
  42 
   
   
   
  
  URANIUM FEVER
   
   
  43 
   
   
  
  URANIUM FEVER
   
   
  44 
   
  TOOLS OF THE TRADE 
  Science fiction role-playing games often focus 
  on the adventurer and soldier. Here, on the 
  other hand, you will find tools made for hard 
  work: the tools of the miner. These can, of 
  course, serve themselves in adventuring, but 
  their primary purpose is that of mining 
  operations. 
   
  OPEN CONTENT BEGINS HERE. 
  DRILLS 
  In the 23rd century, miners use high-energy 
  tools to drill and cut through rock. These can 
  also serve as makeshift weapons, though 
  their military utility is limited. They all suffer 
  DM-2 to hit in combat. In typical operations, 
  belters plug their drills into an external long-
  duration power supply, such as a portable 
  micro-fusion reactor, but backpack batteries 
  are also available. Consider external power 
  supplies to be unlimited for game purposes. 
  A backpack battery grants very limited power, 
  for 10 minutes of work, but allows cutting and 
  sample-taking away from the reactor – as well 
  as combat applications. All such drills are 
  tools and thus legal under almost any law 
  level; only the most restrictive legal systems 
  require permits for such tools due to their 
  potential use as weapons. Note that using a 
  drill as a weapon uses the highest energy 
  setting, thus draining the battery very quickly. 
   
  High-Energy Drills 
  Drill 
  TL 
  Cost 
  Wgt 
  ROF 
  Range 
  Dmg 
  Type 
  Recoil 
  LL 
  Laser Drill, Light 
  9 
  Cr2000 
  8kg 
  1 
  Ranged (pistol) 
  4D6 
  E 
  No 
  10 
  Laser Drill, Heavy 
  9 
  Cr3000 
  12kg 
  1 
  Ranged (pistol) 
  5D6 
  E 
  No 
  10 
  Fusion Drill 
  12 
  Cr10000 
  16kg 
  1 
  Ranged (pistol) 
  8D6 
  E 
  Yes 
  10 
  Drill Backpack Batteries 
  Drill 
  TL 
  Cost 
  Wgt 
  Rounds 
  Laser Drill, Light 
  9 
  Cr150 
  2kg 
  10 
  Laser Drill, Heavy 
  9 
  Cr300 
  6kg 
  5 
  Plasma Drill 
  12 
  Cr1500 
  10kg 
  3 
   
  Laser Drill, Light (TL9): the baseline mining 
  tool, used for manned mining operations. 
  Called "Flashlight Pick" by Terran miners. 
  Portable enough for easy day-to-day use. 
  Laser Drill, Heavy (TL9): a heavier laser drill, 
  serving for heavy-duty mining and dealing 
  with harder rocks. More cumbersome than a 
  light drill but packs a bigger punch. 
  Plasma Drill (TL12): the heaviest man-
  portable tunneling tool, melting rock with 
  super-heated plasma. Less effective for the 
  mining work itself, but perfect for quickly 
  excavating tunnels though hard rock. 
   
  DRONES AND ROBOTS 
  Most space mining in the 23rd century is 
  automated. The main tool of the trade is the 
  mining drone – remote-controlled by the 
  miner from the mining ship. However, more 
  advanced operation, especially those carried 
  out by Chiang Robotics, use autonomous 
  robots for the same job. Here we will present 
  the standard mining drone; the Model/3a 
  mining robot – the advanced autonomous 
  mining system; and the Prospector Bot, an 
  upgraded Probe Drone. 
   
  
  URANIUM FEVER
   
   
  45 
   
  "Robobot" 
  Mining 
  Drone 
  (TL11): 
  the 
  standard asteroid mining machine. Remote 
  controlled from a mining ship. Each Mining 
  Drones unit (see the Cepheus Engine ship 
  design rules) contains ten drones plus ore 
  processing equipment. 
  Strength 15 (+3), Dexterity 7 (+0), Hull 5, 
  Structure 5 
  Traits: Armor 10, Integral System (gravitic 
  thrusters), 
  Integral 
  System 
  (long-range 
  comms), Integral system (mining equipment), 
  Integral Weapon (heavy laser drill). 
  Weapon: Heavy Laser Drill (energy weapon, 
  5D6 damage). 
  Price: 
  Cr50000 
  (though 
  rarely 
  bought 
  individually). 
   
  Model/3a "Toad" Mining Robot (TL13): 
  heavy, autonomous mining system. Capable 
  of out-performing ordinary drones. Replacing 
  the drones in a standard Mining Drone unit 
  with robots costs MCr0.5 and doubles the 
  mining output. A mining unit will contain 5 
  robots, but these will do the job of 20 drones. 
  Strength 20 (+5), Dexterity 3 (-1), Hull 10, 
  Structure 10 
  Intelligence 7 (+0), Education 7 (+0), Social 
  Standing 0 (-3) 
  Traits: Computer/4 (running Intellect 1, 
  Expert 
  Prospecting/1, 
  Expert 
  Heavy 
  Weapons/1, and Expert Energy Weapons/1), 
  Armor 15, Integral System (gravitic thrusters), 
  Integral System (long-range comms), Integral 
  system (mining equipment), Integral Weapon 
  (heavy laser drill), Integral Weapon (explosive 
  deployment system – treat as rocket 
  launcher). 
  Weapon: Heavy Laser Drill (energy weapon, 
  5D6 damage), Explosive Deployment System 
  (treat as Rocket Launcher with 10 rounds of 
  ammunition). 
  Price: Cr100000 (though rarely bought 
  individually). 
  Prospector Bot (TL12): an advanced variant of 
  the probe drone capable of autonomous 
  survey applications. Designed for zero-G 
  vacuum operations; lacks atmospheric entry 
  shields or interface flight capabilities. 
  Strength 3 (-1), Dexterity 7 (+0), Hull 3, 
  Structure 3 
  Intelligence 9 (+1), Education 12 (+2), Social 
  Standing 0 (-3). 
  Traits: Armor 5, Specialized Computer/2 
  (running 
  Intellect/1 
  and 
  Expert 
  Prospecting/2), (Integral System (gravitic 
  thrusters), 
  Integral 
  System 
  (long-range 
  comms), Integral system (every sensor 
  available at TL 12 and below), Integral 
  Weapon (light laser drill). 
  Weapon: Light Laser Drill (energy weapon, 
  4D6 damage). 
  Price: Cr25000 
   
   
   
  
  URANIUM FEVER
   
   
  46 
   
  SUITS 
  Belters mine asteroids in space and thus use 
  vacc suits of various types. Below are several 
  of the most common suits used by asteroid 
  miners. These follow the rules for armor (CE 
  Chapter 4). We also included the vacc suits 
  provided by the Cepheus Engine core rules for 
  the sake of completeness 
   
  Common Mining Suits 
  Suit 
  TL 
  AR 
  Cost 
  Wgt 
  Skill Required 
  Hard Suit 
  10 
  7 
  Cr10000 
  10kg 
  Zero-G-1 
  Hard Suit, Augmented 
  11 
  7 
  Cr20000 
  18kg 
  Zero-G-1 
  Hostile Environment Vacc (HEV) Suit 
  12 
  8 
  Cr18000 
  40kg 
  Zero-G-2 
  HEV Suit, Augmented 
  11 
  8 
  Cr36000 
  50kg 
  Zero-G-2 
  Powered Suit 
  13 
  10 
  Cr75000 
  80kg 
  Zero-G-2 
  Soft Suit 
  8 
  3 
  Cr2000 
  4kg 
  Zero-G-1 
  Vacc Suit 
  9 
  6 
  Cr9000 
  8kg 
  Zero-G-1 
   
  SUIT DESCRIPTIONS 
  Hard Suit (TL10): a long-duration mining suit 
  composed of lightweight, durable rigid plates. 
  This is heavier than an ordinary vacc suit, but 
  offers 
  better 
  protection 
  against 
  micrometeorites, 
  as 
  well 
  as 
  radiation 
  (decreases exposure by up to 60 rads). The 
  suit carries life support supplies for 12 hours. 
  Hard Suit, Augmented (TL11): a heavier 
  version of the hard suit using a powered 
  exoskeleton to augment the wearer's working 
  capabilities. When powered, ignore its weight 
  for the sake of encumbrance; it carries its 
  own weight. The augmented hard suit also 
  increases its wearer's STR and END by +2 and 
  does not slow the wearer down. The suit 
  carries life support supplies and power for 12 
  hours of operation. 
  Hostile Environment Vacc (HEV) Suit (TL 8): 
  Hostile environment suits are designed for 
  conditions where a normal vacc suit would be 
  insufficient, such as deep underwater, worlds 
  shrouded 
  in toxic 
  or 
  corrosive 
  gases, 
  extremes of radiation or temperature, or 
  other locales that offer serious physical 
  danger as well as the lack of a breathable 
  atmosphere. HEV suits provide all the life 
  support offered by a normal vacc suit (for six 
  hours) but are also impervious to flames, 
  intense radiation such as that found at 
  nuclear blast sites (decreasing radiation 
  exposure by 180 rads), and high-pressure 
  environments like undersea trenches.  
  HEV Suit, Augmented (TL11): a variant of the 
  standard Hostile Environment Vacc Suit (HEV 
  suit) using a powered exoskeleton to carry its 
  considerable 
  weight 
  and 
  augment 
  the 
  wearer's strength. When powered, ignore its 
  weight for the sake of encumbrance; it carries 
  its own weight. The augmented HEV suit 
  increases its wearer's STR and END by +2 each 
  and does not slow the wearer down. The suit 
  carries life support supplies and power for 12 
  hours of operation. 
  Powered Suit (TL13): the ultimate in personal 
  mining gear, this massive "walker" suit shares 
  its basic technology with the military 
  battledress, though using less advanced 
  systems to save on cost. It is larger and 
  heavier than a military battledress, and also 
  slower; it increases its wearer's STR and END 
  by +4 each but halves their movement rate. In 
  the early Terran Liberation War and in the 
  Miner Wars, such suites served as the "poor 
  man's battledresses", armed with heavy laser 
  drills to create a formidable, if slow-moving, 
  battlefield presence. 
  
  URANIUM FEVER
   
   
  47 
   
  Soft Suit (TL8): a basic space suit for light-
  duty, short-duration applications, especially 
  suited for emergency use. It is lighter and 
  cheaper than an ordinary vacc suit but offers 
  lesser protection and is ill-suited for work. 
  The soft suit carries life support supplies for 2 
  hours and protects its wearer from up to 20 
  rads. 
  Vacc Suit (TL 8): The vacc suit or space suit is 
  the spacer's best friend, providing life support 
  and protection when in space. A vacc suit 
  provides a breathable atmosphere and 
  protection 
  from 
  the 
  extremes 
  of 
  temperature, low pressure and radiation 
  typically found in a hard vacuum (decreasing 
  exposure by up to 40 rads), for six hours.  
   
  VEHICLES 
  Two common vehicles used in asteroid mining 
  are the belter buggy – an open-frame grav 
  vehicle for quick mobility around an asteroid 
  or planetoid – and the industrial lifter, a 
  walking forklift. 
   
  Vehicle 
  TL  Skill 
  Agi 
  Spd 
  C&P 
  O/C 
  Armor 
  Hull 
  Struc 
  Wpns 
  Cost (KCr) 
  Belter Buggy 
  8 
  Grav Vehicle 
  -1 
  400 kp/h 
  1 pilot, 1 passenger 
  Open 
  3 
  2 
  2 
  None 
  200 
  Industrial Lifter 
  8 
  Zero-G 
  -3 
  5kp/h 
  1 operator 
  Open 
  5 
  2 
  2 
  Arm 
  25 
   
  Belter Buggy: an open frame grav vehicle 
  used by vacc-suited belters for augmented 
  mobility on planetoids and larger asteroids. 
  Can carry extended life support supplies for 
  long-duration 
  missions. 
  Can 
  enter 
  atmospheres 
  like 
  an 
  air/raft 
  but 
  is 
  uncomfortable for long atmospheric flights. 
  Industrial Lifter: an open frame walker using 
  basic exoskeleton technology, equipped with 
  lifter arms. Used as a walking forklift for 
  various 
  industrial, 
  cargo, 
  and 
  mining 
  applications. Usage in vacuum requires a vacc 
  suit. Unlike other vehicles, this lifter uses the 
  Zero-G skill. The rider can use the lifter's arms 
  in combat, albeit clumsily. The attack uses 
  Melee Combat (Bludgeoning) and causes 4D6 
  damage. However, due to its cumbersome 
  movement, it attacks at DM-2. The rider may 
  also use it to grapple opponents, including 
  large ones, subject to the same negative DM. 
  OPEN CONTENT ENDS HERE. 
   
   
  
  URANIUM FEVER
   
   
  48 
   
  OPEN GAME LICENCE VERSION 1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. („Wizards‟). All rights reserved. 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly Licenced in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content except as expressly Licenced in another, independent Agreement with the owner of such Trademark 
  or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  The following are classified as Open Content: 
  Any part of this book explicitly marked as “The following is Open Game Content”. 
  The following are not Open Content and are © 2016 Stellagama Publishing unless otherwise stated: 
  Artwork/Images: The artwork/image on the front cover andall other artwork and deck plans given in the product. 
  Text: The text on the front and back covers of this product; all other content contained in this product that has not been specifically identified as Open Game Content in 
  the section titled “The following is Open Game Content”, above; all non-player character names, ranks or titles and descriptions, company/corporation names, starship 
  names and unit/platoon names. 
  The text of the Open Game Licence © 2000 Wizards of the Coast, Inc. 
  9. Updating the Licence: Wizards or its designated Agents may publish updated versions of this Licence. You may use any authorised version of this Licence to copy, modify 
  and distribute any Open Game Content originally distributed under any version of this Licence. 
  10. Copy of this Licence: You MUST include a copy of this Licence with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Licence with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This Licence will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All Sub-Licences shall survive the termination of this Licence. 
  14. Reformation: If any provision of this Licence is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  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. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 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 
  These Stars Are Ours! © 2016, Stellagama Publishing; Authors Omer Golan-Joel and Richard Hazlewood. 
  50 Wonders of the Reticulan Empire © 2017 Stellagama Publishing; Author Omer Golan-Joel. 
  Uranium Fever © 2018 Stellagama Publishing; Author Omer Golan-Joel. 
  
SOURCE: textdata/thevault/Cepheus Engine/Cepheus Engine/Supplements/TCE - Uranium Fever (2018) Stellagama.pdf