TEXT: NEAR SPACE
  A 2d6 Science-Fiction Resource for near-Earth games
  Compatible with the Cepheus Engine Core Rules
  By Omer Golan-Joel and Richard Hazlewood
  Star Maps by Ian Stead
  
  Near Space
  Credits
  Cover Art
  Ian Stead
  Starmaps
  Ian Stead 
  Interior Art
  Ian Stead
  Authors
  Omer Golan-Joel and Richard Hazlewood
  Editor and Science Consultant
  Richard Hazlewood
  Interior Design & Layout
  Ian Stead
  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 and trade dress, including the name “Stellagama Publishing”. Open Content: the star list, including 
  UWPs and other star data, as well as the starmaps, 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 is shown on the last page of this book. 
  To learn more about the Open Game License, please go to http://www.opengamingfoundation.org/
  
  Introduction
  Sol’s stellar neighborhood has always been a backdrop for science fiction stories taking place around stars 
  located a few light-years from Earth. Both with hypothetical faster-than-light (FTL) travel and with speculative 
  means of relativistic interstellar flight, humanity can, in the future, reach these stars. The potential for stories 
  - and for role-playing action and drama - is enormous. But recently, this area of space became even more 
  exciting. Advances in astronomy in the last two and a half decades allows us to detect exoplanets orbiting 
  distant suns, many of them in our close neighborhood; as of the date of this publication, science knows 3,493 
  planets in other solar systems.
  This area of space warrants a sci-fi role-playing game adaptation. Indeed, many games adopted the region, 
  either as a two-dimensional abstraction or as some representation of the real three-dimensional space. 
  However, currently there is little in the way of concrete star-maps of Sol’s immediate neighborhood for the 
  various older-school sci-fi RPGs, such as the Cepheus Engine, 2d6 sci-fi games, and several other games 
  utilizing a two-dimensional hexagon star-map. This product comes to remedy this issue. It provides a full 
  Sol-centered, hexagon-based star-map, 20 parsecs by 16 parsecs in size. Additionally, it gives full Cepheus 
  Engine (and 2d6 sci-fi SRD) data for the “main world” planets of each and every star involved, ready for you, 
  the Referee, to colonize.
  For your convenience, we have also included expended Temperature rules for the included worlds, fully 
  compatible with the Cepheus Engine rules.
  We have based these maps on real, up-to-date astronomical data, which we have abstracted into a two-
  dimensional hexagon grid where each hexagon is one parsec in width. We tried to make sure that the system 
  data suits the data we have now – as of the summer of 2016 – about our stellar neighborhood, though 
  abstracted, as noted above, for gaming use. Most of the stars included in the map and stats are actual stars 
  in close proximity to Sol. However, there might still be a significant number of dim stars in our immediate 
  vicinity which we have not discovered yet. Therefore, for the sake of a more useable star-map for gaming 
  purposes, we filled a few gaps in the map with hypothetical stars, listed as “HSC” stars – which stands for 
  the “Hypothetical Star Catalogue”. All other stars bear their real names, which are searchable on the various 
  internet sources if you are looking for further astronomical data about them.
  Using this Product
  This product provides two things. The first is two 20 by 16 parsec star-maps, one colorful and the other 
  black and white for your ease of printing. The second is a table listing Universal World Profiles (UWPs) as 
  used by the Cepheus Engine/2d6 Sci-Fi OGL, for all stars appearing on the map. We have left all planets 
  “unpopulated” except for Earth (Sol’s “main world”) which we have statted for approximately our current day 
  (2016). This way, you – the individual referee – can “colonize” them at your leisure and as suits your campaign 
  setting. We provide all the physical data you need for these planets, and all you need to do is populate them. 
  If you want, of course, you can also rename the stars - as in many sci-fi settings, settled planets tend to have 
  names beyond their astronomical designation. Sometimes, unsettled planets get named as well!
  We have designated the UWP and the rest of the tables in this book, as well as the star-maps themselves, 
  as ‘Open Content’. This means that you can readily use all of this material in your own publication, whether 
  free or commercial. Yes, you read us right: you can take this UWP table, and the star-map, and use them to 
  create your own commercial sci-fi RPG product under the Open Game License (OGL)!
  Flat Star-Maps
  Real space is, obviously, three-dimensional – and so is the arrangement of stars in the galaxy. However, 
  when sitting around a kitchen table with one or more trays of pizza, soft drinks, some dice, character 
  sheets and a good number of like-minded friends, many people prefer to avoid dealing with the complex 
  calculations involved in three-dimensional space travel and just get on with the fun of interstellar 
  adventures. 
  
  Compatibility
  This supplement is directly compatible with the Cepheus Engine System Reference Document, available from 
  Samardan Press™ through DriveThruRPG. It is also fully compatible with any 2d6 Science Fiction OGL game 
  or derivative, as well as the various old-school science fiction role-playing games using similar mechanics. 
  Finally, any game using two-dimensional hex maps for interstellar mapping can easily use the map and the 
  base astronomical data even if they do not use the UWP main world data format.
  About the Authors
  Omer Golan-Joel is a 34 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 beloved 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 role-playing gaming material, 
  including Outer Veil, a full-scale science-fiction campaign setting published by Spica Publishing® in 2011.
  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. 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.
  Flat Star-Maps
  Real space is, obviously, three-dimensional – and so is the arrangement of stars in the galaxy. How-
  ever, when sitting around a kitchen table with one or more trays of pizza, soft drinks, some dice, char-
  acter sheets and a good number of like-minded friends, many people prefer to avoid dealing with the 
  complex calculations involved in three-dimensional space travel and just get on with the fun of inter-
  stellar adventures. Therefore, just as the Cepheus Engine assumes, this product uses highly abstracted 
  two-dimensional star-maps neatly divided into one-parsec hexagons. Similarly, this book rounds the 
  highly variable distances in three-dimensional interstellar space into the nearest parsec, all for the ease 
  of play.
  
  The following is designated as Open Game Content
  EXPANDED WORLD CREATION
  Spectral Class
  The science of astronomy classifies most stars using the letters O, B, A, F, G, K and M, a sequence from the hottest 
  (O-type) to the coolest (M-type). Each letter class is then subdivided using a numeric digit with 0 being the hottest 
  and 9 being the coolest. For example, A8, A9, F0, F1 form a sequence from hotter to cooler. The sequence has been 
  expanded with classes for other stars and star-like objects that do not fit into the classical system, such as brown dwarfs 
  and white dwarfs.
  In this system, a size classification is added to the spectral class using Roman numerals. Size class I star are super-
  giants, class II stars are bright giants, class III stars for regular giants, class IV for sub-giants, class V for main-sequence 
  stars (by far the most common size), class VI for sub-dwarfs. For example, Sol is a warm, yellow main sequence star and 
  is classified as a G2V star. 
  In addition to this general classification system, we have used the designation BD for Brown Dwarfs that would be 
  classified as L, T or Y stars. We have also used the designation WD for White Dwarfs, the remnants of stars that have 
  completed their fusion burning cycles and are now slowly fading away. Both BD and WD stars have several different 
  sub-classifications, but the differences don’t make much of a difference in typical science-fiction gameplay, so we have 
  combined them into these simpler classifications for convenience.
  Many stars will also have various designators added to them if they have unusual features, such as emission stars, 
  variable stars etc. We have eliminated all such designators from the Sear Space table, again for simplicity and ease of 
  play.
  Since each star on the list, with the exception of the HSC stars, is a real star, a simple internet search on the star’s 
  name will produce a large amount of astronomical data that a Referee can use, if desired.
  World Temperature
  This product lists Temperatures to all listed Main Worlds. Therefore, we will provide below the rules for generating a 
  world’s temperature and a brief description of the included temperatures. A world’s surface temperature is primarily 
  dependent on its distance from the star, atmospheric density and composition, as well as its star’s spectral type. The 
  habitable zone is the area around a star that is most conducive to the development of life, specifically Earth-like life. 
  The main factor in the development of life is the ability for liquid water to exist on the surface.
  If the Referee wishes to determine the average surface temperature of a world, the following procedure can be used. 
  It is assumed that the normal UWP has already been determined.
  Roll 2d6 for the world’s temperature; for worlds with ATM 4-9, use the Prime column to determine the results, for all 
  other atmospheres, use the Random column to determine results:
  
  2d6
  Average
  Random
  Prime
  Type
  Temperature
  Description
  -1 or Less
  Cryonic
  -200oC or less
  Water is just another type of rock. Very little 
  chance of sub-surface oceans. 
  Ice deposits common on the surface
  2
  Cryonic
  -200oC or less
  3
  Frozen
  -200oC to -51oC No liquid water on surface, very dry atmosphere. 
  Possible sub-surface oceans
  4
  2-3
  Cold
  -50oC to 0oC
  Icy world. Large glaciers and extensive ice caps, 
  few clouds
  5
  4
  Cold
  -50oC to 0oC
  6
  5-6
  Temperate
  0oC to 30oC
  Earth-like. Liquid and vaporized water common. 
  Moderate ice caps.
  7
  7
  Temperate
  0oC to 30oC
  8
  8-9
  Temperate
  0oC to 30oC
  9
  10
  Hot
  31oC to 80oC
  Most water in the form of clouds, little surface 
  water, possible sub-surface oceans, small or no 
  ice caps
  10
  11-12
  Hot
  31oC to 80oC 
  11
  Boiling
  81oC to 200oC
  No surface water, no clouds, minimal ice caps. 
  Possible sub-surface oceans
  12
  Boiling
  81oC to 200oC
  13+
  Torrid
  200oC or more
  No water present in any form.
  DMs (Dice Modifiers):
  ATM 0-1: +0 DM  
   
  ATM 2-3: -2 DM 
   
  HYD 0-2: +1 DM
  ATM A, D, F: +2 DM 
   
  ATM B, C: +4
  Descriptions:
  Cryonic: Cryonic worlds are those worlds far outside the habitable zone. Temperatures are so low that many 
  common gasses have frozen and are found on the surface. Most atmospheres are composed of Nitrogen and 
  Methane. In extreme cases, even these gasses will appear as liquids or solids on the surface. Life on these types of 
  worlds is extremely rare and if it exists would not be Earth-like.
  Frozen: Frozen worlds are outside the habitable zone, but if conditions are right, large deposits of liquid water can 
  exist under the surface, protected from the cold by kilometers of ice. Most of these types of worlds have significant 
  ice deposits on the surface and may actually be completely covered with an icy layer. Life on these worlds may exist 
  in primitive forms in the subsurface oceans.
  Cold: Cold worlds are at the outer edge of the habitable zone. Moderate temperatures may exist near the equator 
  and this is where any surface water will exist, but most of the world always below zero. CO2 may freeze out near the 
  poles. Large liquid water deposits may exist below the surface. Life is fairly common on these types of worlds.
  Temperate: The world is near the middle of the habitable zone or has enough greenhouse gasses to make it 
  warmer than expected. Liquid water can exist at almost any latitude, but the poles are usually covered with moderate 
  sized ice caps. Life is very common on these types of worlds.
  Hot: The world is either near the inner edge of the habitable zone or has greenhouse gasses in the atmosphere that 
  maintain the higher temperature. Ice caps are very small and liquid water will not normally exist near the equator. 
  Life is fairly common on these types of worlds, but usually primitive.
  Boiling: The world is located inside the habitable zone or has greenhouse gasses that have raised the temperature 
  such that liquid water cannot exist on the surface. Ice caps may exist near the poles, in deep, shadowed valleys or 
  craters, but nowhere else. Liquid water may exist in small deposits under the surface. Life on these types of worlds is 
  very unlikely.
  
  Torrid: The world is located well inside the habitable zone or greenhouse gasses have created an unbearable 
  condition on the surface. If the world has any atmosphere at all, there will be no water anywhere. If the world is 
  airless, then it is possible that very small deposits of ice may exist at the poles in deep, shadowed craters, but even 
  then, the amount of water will be minimal. Life on these worlds is almost impossible except for floating life in the 
  upper atmosphere.
  Vacuum: Worlds with ATM 0-1 deserve special attention when it comes to temperature. Although the world 
  will still have an average surface temperature, due to the lack of an atmosphere, there will be dramatic swings in 
  temperature between day and night. Shadowed areas can be significantly colder than the lighted area right next 
  to it. In general, the thinner the atmosphere, the more wildly the temperatures will change between day and night 
  and between the equator and the poles. Worlds with very thick atmospheres can have very little variation in surface 
  temperature.
  
  Key
  Water Present
  No Water Present
  One Hex = 1 Parsec
  Fluid Oceans
  Ice Capped World
  Asteroid Belts
  Gas Giant Present
  0101
  0102
  0103
  0104
  0105
  0106
  0107
  0108
  0109
  0110
  0111
  0112
  0113
  0114
  0115
  0116
  0117
  0118
  0201
  0202
  0203
  0204
  0205
  0206
  0207
  0208
  0209
  0210
  0211
  0212
  0213
  0214
  0215
  0216
  0217
  0218
  0301
  0302
  0303
  0304
  0305
  0306
  0307
  0308
  0309
  0310
  0311
  0312
  0313
  0314
  0315
  0316
  0317
  0318
  0401
  0402
  0403
  0404
  0405
  0406
  0407
  0408
  0409
  0410
  0411
  0412
  0413
  0414
  0415
  0416
  0417
  0418
  0501
  0502
  0503
  0504
  0505
  0506
  0507
  0508
  0509
  0510
  0511
  0512
  0513
  0514
  0515
  0516
  0517
  0518
  0601
  0602
  0603
  0604
  0605
  0606
  0607
  0608
  0609
  0610
  0611
  0612
  0613
  0614
  0615
  0616
  0617
  0618
  0701
  0702
  0703
  0704
  0705
  0706
  0707
  0708
  0709
  0710
  0711
  0712
  0713
  0714
  0715
  0716
  0717
  0718
  0801
  0802
  0803
  0804
  0805
  0806
  0807
  0808
  0809
  0810
  0811
  0812
  0813
  0814
  0815
  0816
  0817
  0818
  0901
  0902
  0903
  0904
  0905
  0906
  0907
  0908
  0909
  0910
  0911
  0912
  0913
  0914
  0915
  0916
  0917
  0918
  1001
  1002
  1003
  1004
  1005
  1006
  1007
  1008
  1009
  1010
  1011
  1012
  1013
  1015
  1016
  1017
  1018
  1101
  1102
  1103
  1104
  1105
  1106
  1107
  1108
  1109
  1110
  1111
  1112
  1113
  1114
  1115
  1116
  1117
  1118
  1201
  1202
  1203
  1204
  1205
  1206
  1207
  1208
  1209
  1210
  1211
  1212
  1213
  1214
  1215
  1216
  1217
  1218
  1301
  1302
  1303
  1304
  1305
  1306
  1307
  1308
  1309
  1310
  1311
  1312
  1313
  1314
  1315
  1316
  1317
  1318
  1401
  1402
  1403
  1404
  1405
  1406
  1407
  1408
  1409
  1410
  1411
  1412
  1413
  1414
  1415
  1416
  1417
  1418
  1501
  1502
  1503
  1504
  1505
  1506
  1507
  1508
  1509
  1510
  1511
  1512
  1513
  1514
  1515
  1516
  1517
  1518
  1601
  1602
  1603
  1604
  1605
  1606
  1607
  1608
  1609
  1610
  1611
  1612
  1613
  1614
  1615
  1616
  1617
  1618
  0119
  0219
  0319
  0419
  0519
  0619
  0719
  0819
  0919
  1019
  1119
  1219
  1319
  1419
  1519
  1619
  0120
  0320
  0520
  0720
  0920
  1120
  1320
  1520
  0220
  0420
  0620
  0820
  1020
  1220
  1420
  1620
  Beta Trianguli
  Psi Serpentis
  18 Ophiuchi
  Gliese
  638
  G180-060
  Wolf 630
  HSC0801
  HSC0804
  HSC0301
  HN Librae
  Xi Bootis
  61 Virginis
  Beta Canum
  GL Virginis
  Wolf 424
  61 Ursae
  Majoris
  HSC0716
  Ross 619
  LHS 1723
  HSC1915
  HSC1620
  DX Cancri
  1014
  Luyten’s
  Star
  Groombridge
  34
  EQ
  Pegasi
  Ross 780
  Ross 248
  Van Maanen’s
  Star
  Gliese
  832
  Sirius
  HSC0917
  QY Aurigae
  AD Leonis
  Lalande
  21185
  Luhman 16
  WISE
  0855-0714
  Proxima
  Centauri
  HSC1110
  WX Ursae
  Majoris
  HSC0617
  WZ Canis
  Minoris
  Pi³
  Orionis
  Epsilon
  Eridani
  Gliese
  33
  Keid
  Rana
  82 Eridani
  Tau Ceti
  Epsilon Indi
  61 Cygni
  Ross 154
  Barnard’s
  Star
  SOL
  EZ Aquari
  Struve 2398
  Gliese
  680
  Gliese
  892
  Ross 775
  HSC1904
  Herschel
  5173
  Mu Herculis
  70 Opiuchi
  Wolf 718
  Gliese
  667
  Sigma
  Draconis
  EV Lacertae
  Altair
  Gliese
  785
  HSC1303
  HSC1101
  HSC1501
  36 Opiuchi
  Gliese
  674
  SCR
  1845 6357
  Kapteyn’s
  Star
  Teegarden’s
  Star
  Gliese
  183
  Gamma
  Leporis
  Procyon
  Wolf
  359
  SFT1321
  LHS2090
  HSC0717
  HSC0618
  HSC0818
  HSC0718
  Ross 128
  Stein 2051
  UV Ceti
  HSC1801
  HSC1718
  Gliese
  293
  Chi Orionis
  Alula 
  Borealis
  Wolf 498
  Gliese
  570
  Wolf 562
  11 Leonis
  Minoris
  Gliese
  357
  Gliese
  408
  Wolf 358
  Gliese
  250
  HSC1815
  HSC0417
  EI Canceri
  Eta
  Cassiopeiae
  Chi
  Draconis
  Eggen 372
  Vega
  HSC1703
  Zeta Herculi
  Key
  COREWARD
  RIMWARD
  SPINWARD
  TRAILING
  Water Present
  Ice Capped World
  
  Star List and Universal World Profiles
  This table uses the same format given in Cepheus Engine p.167; “PBG” stands for the three-digit code of 
  Population Multiplier, (Asteroid) Belts, and Gas Giants, as given there. We have also added the real-world 
  spectral type of the included stars, as well as the Main World Temperatures as given above.
  Star
  Hex
  Spectral Type
  Main World UWP
  Temperature
  PBG
  11 Leonis Minoris
  0117
  G8V
  X840000-0
  Temperate
  011
  18 Ophiuchi
  0403
  A1V, A7V
  X65A000-0
  Temperate
  011
  36 Ophiuchi
  0805
  K2V, K1V, K5V
  X8A0000-0
  Cold
  031
  61 Cygni
  1108
  K5V, K7V
  X899000-0
  Temperate
  001
  61 Ursae Majoris
  0112
  G8V
  X544000-0
  Cold
  014
  61 Virginis
  0110
  G7V
  XA9A000-0
  Temperate
  034
  70 Ophiuchi
  0905
  K0V, K4V
  X97A000-0
  Temperate
  011
  82 Eridani
  1515
  G8V
  X695000-0
  Cold
  002
  AD Leonis
  0514
  M3V
  X210000-0
  Boiling
  011
  Alula Borealis
  0116
  K3III
  X9C6000-0
  Temperate
  020
  Altair
  1106
  A7V
  X9A0000-0
  Temperate
  011
  Barnard’s Star
  0809
  M4V
  X867000-0
  Hot
  012
  Beta Canum
  0111
  G0V
  X868000-0
  Temperate
  011
  Beta Trianguli
  0201
  A5IV
  X676000-0
  Temperate
  011
  Chi Draconis
  0902
  F7V, K0V
  X000000-0
  Hot
  020
  Chi Orionis
  1019
  G0V
  X511000-0
  Cold
  022
  DX Cancri
  0814
  M6V
  X5A0000-0
  Torrid
  002
  Eggen 372
  0804
  WD
  X000000-0
  Cold
  011
  EI Canceri
  0515
  M5V
  X000000-0
  Hot
  012
  Epsilon Eridani
  1313
  K2V
  X563000-0
  Temperate
  012
  Epsilon Indi
  1309
  K5V, BD, BD
  X577000-0
  Temperate
  012
  Eta Cassiopeiae
  1512
  G0V, K7V
  X000000-0
  Hot
  012
  EQ Pegasi
  1609
  M3V, M4V
  X4A0000-0
  Temperate
  021
  EV Lacertae
  1508
  M3V
  X9A0000-0
  Temperate
  011
  EZ Aquarii
  1208
  M5V
  X5A3000-0
  Boiling
  013
  G-180-060
  0506
  M5V
  X5A0000-0
  Cold
  010
  Gamma Leporis
  1119
  F6V
  X666000-0
  Hot
  023
  GL Virginis
  0211
  M5V
  X884000-0
  Cold
  011
  Gliese 33
  1613
  K2.5V
  X554000-0
  Cold
  011
  Gliese 183
  1218
  K3V
  X442000-0
  Cold
  012
  Gliese 250
  0819
  K3V, MV
  X6A2000-0
  Temperate
  010
  Gliese 293
  0718
  BD
  X77A000-0
  Temperate
  014
  Gliese 357
  0216
  K0V, WD
  X500000-0
  Hot
  034
  Gliese 408
  0213
  M4V
  X200000-0
  Hot
  031
  Gliese 570
  0407
  K4V, M1V, M3V, 
  BD
  X430000-0
  Temperate
  011
  Gliese 638
  0503
  K7V
  X457000-0
  Cold
  031
  Gliese 667
  0704
  K3V, K5V, M3V
  X898000-0
  Cold
  014
  Gliese 674
  0806
  M3V
  X210000-0
  Temperate
  023
  Gliese 680
  0702
  M3V
  X5A1000-0
  Hot
  023
  Gliese 785
  1304
  K2V
  X6A0000-0
  Hot
  011
  Gliese 832
  1413
  M2V
  X440000-0
  Temperate
  021
  Gliese 892
  1608
  K3V
  X99A000-0
  Cold
  031
  Groombridge 34
  1311
  M1V, M4.V
  X410000-0
  Hot
  012
  Herschel 5173
  1205
  K3V
  X99A000-0
  Cold
  032
  
  HN Librae
  0207
  M3V
  X442000-0
  Hot
  021
  HSC0301
  0301
  BD
  X510000-0
  Temperate
  010
  HSC0417
  0118
  BD, BD
  X000000-0
  Hot
  020
  HSC0617
  0318
  M2V
  X976000-0
  Temperate
  003
  HSC0618
  0319
  M4V
  X4A0000-0
  Cryonic
  011
  HSC0716
  0416
  M0V, BD
  X610000-0
  Cryonic
  011
  HSC0717
  0417
  M5V
  X6A0000-0
  Boiling
  010
  HSC0718
  0418
  BD
  X513000-0
  Frozen
  001
  HSC0801
  0502
  WD
  X4A2000-0
  Boiling
  010
  HSC0804
  0505
  M2V, M3V, M4V
  X530000-0
  Cold
  011
  HSC0818
  0518
  BD
  X100000-0
  Hot
  010
  HSC0917
  0617
  M4V
  X300000-0
  Frozen
  011
  HSC1110
  0810
  M5V
  X660000-0
  Hot
  032
  HSC1303
  1003
  M3V
  X5A0000-0
  Hot
  011
  HSC1101
  1101
  M4V
  X210000-0
  Hot
  011
  HSC1501
  1501
  M3V
  X200000-0
  Temperate
  013
  HSC1713
  1403
  M7V
  X000000-0
  Temperate
  020
  HSC1718
  1418
  M5V, M3V, BD
  X501000-0
  Cold
  021
  HSC1801
  1502
  M4V
  X611000-0
  Cold
  033
  HSC1815
  1516
  BD
  X5A6000-0
  Temperate
  014
  HSC1904
  1604
  M6V
  XA98000-0
  Cold
  011
  HSC1915
  1615
  K9V
  X400000-0
  Hot
  014
  HSC1620
  1620
  M4V, M4V
  X100000-0
  Cold
  012
  Kapteyn’s Star
  1114
  M1V
  X668000-0
  Hot
  010
  Keid
  1313
  K1V, WD
  X855000-0
  Hot
  011
  Lalande 21185
  0612
  M2V
  X300000-0
  Temperate
  011
  LHS2090
  0516
  M6V
  X684000-0
  Temperate
  010
  Luhman 16
  0611
  BD, BD
  X310000-0
  Hot
  032
  LSH 1723
  1116
  M4V
  X100000-0
  Temperate
  012
  Luyten’s Star
  1014
  M3V
  X7A0000-0
  Torrid
  001
  Mu Herculis
  0802
  G5IV
  X546000-0
  Temperate
  011
   Orionis
  1317
  F6V
  X566000-0
  Cold
  033
  Procyon
  0915
  F5IV, WD
  XA87000-0
  Hot
  012
  Proxima Centauri
  0711
  M6V
  X667000-0
  Temperate
  012
  Psi Serpentis
  0202
  G5V, K2V, G8III
  X435000-0
  Cold
  013
  Rana
  1415
  K0IV
  X694000-0
  Hot
  014
  Ross 128
  0513
  M4V
  X311000-0
  Frozen
  033
  Ross 154
  0808
  M3V
  X466000-0
  Temperate
  010
  Ross 248
  1310
  M6V
  X6A0000-0
  Temperate
  010
  Ross 619
  0616
  M4V
  X200000-0
  Cold
  012
  Ross 775
  1406
  M3V
  X473000-0
  Temperate
  033
  Ross 780
  1409
  M3.5V
  X530000-0
  Temperate
  031
  SCR 1845 6357
  0807
  M8.5, BD
  X100000-0
  Frozen
  014
  SFT1321
  0415
  M0V
  X898000-0
  Temperate
  010
  Sigma Draconis
  1206
  G9V
  XA9A000-0
  Temperate
  034
  Sirius
  0914
  A1V, WD
  X410000-0
  Frozen
  010
  Sol
  0911
  G2V
  C867975-8
  Temperate
  714
  Stein 2051
  1215
  M4.5V, WD
  X313000-0
  Cold
  012
  Struve 2398
  0907
  M3V, M3V
  X7A4000-0
  Temperate
  011
  Teegarden’s Star
  1213
  M7V
  X500000-0
  Cold
  023
  Tau Ceti
  1312
  G8.5V
  X89A000-0
  Hot
  014
  QY Aurigae
  0817
  M5V, M5V
  X840000-0
  Temperate
  021
  
  Van Maanen’s Star
  1411
  WD
  X520000-0
  Cryonic
  011
  Vega
  0903
  A0V
  X000000-0
  Temperate
  020
  UV Ceti
  1211
  M5V, M6V
  X411000-0
  Frozen
  022
  WISE 0855-0714
  0609
  BD
  X100000-0
  Temperate
  022
  Wolf 358
  0214
  M4V
  X4A2000-0
  Hot
  012
  Wolf 359
  1013
  M6V
  X576000-0
  Temperate
  003
  Wolf 424
  0411
  M6V, M6V
  X468000-0
  Hot
  011
  Wolf 498
  0309
  M1V
  X500000-0
  Cold
  000
  Wolf 562
  0307
  M3V
  X230000-0
  Temperate
  014
  Wolf 630
  0605
  M3V
  X610000-0
  Hot
  010
  Wolf 718
  0604
  M1V
  X858000-0
  Temperate
  011
  WX Ursae Majoris
  0413
  M2V, M6V
  X210000-0
  Temperate
  030
  WZ Canis Minoris
  0716
  M4V
  X657000-0
  Cold
  013
  Xi Bootis
  0208
  G8V, K4V
  X55A000-0
  Cold
  021
  Zeta Herculi
  0303
  F9IV
  X000000-0
  Temperate
  020
  
  Key
  Water Present
  No Water Present
  One Hex = 1 Parsec
  Fluid Oceans
  Ice Capped World
  Asteroid Belts
  Gas Giant Present
  
  Open Game License v1.0A
  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.
  1. Definitions: 
  (a) ’Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content;
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  (d) ’Open Game Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this Licence, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity;
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  (h) ‘You’ or ‘Your’ means the Licensee in terms of this agreement.
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  must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this Licence except as described by the Licence itself. No other terms or 
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  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:
  Star List, including UWPs and other star data, as well as the included starmaps.
  The following are not Open Content and are © 2016 Stellagama Publishing unless otherwise stated: Title, Introduction and the name “Stellagama Publishing”.
   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 
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  governmental regulation then You may not Use any Open Game Material so affected.
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  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.
  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.
  Traveller System Reference Document Copyright © 2008, Mongoose Publishing.
  Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason “Flynn” Kemp.
  Near Stars Copyright 2016, Stellagama Publishing; Authors Omer Golan-Joel
  
SOURCE: textdata/thevault/Cepheus Engine/Cepheus Engine/Settings/Near Space/Near Space [Updated][OEF][2016].pdf