Hazard
Player reference for environmental dangers and their consequences. 31 entries.
| Page | Summary |
|---|---|
| Corrosive | Acid hazards cause Reflex saves (DC 15 mild to 20 corrosive) or take 1d4 to 1d6 acid damage per round and gear degradation. |
| Airlock Cycle-Trap | Forced decompression cycle rigged to intrusion. |
| Akraan Relic Ward | Precursor ward of unknown mechanism around an Akraan relic site. |
| Automated Sentry Turret | Ceiling- or wall-mounted auto-turret guarding corp black-sites and derelict security zones. |
| Black-ICE Node | Lethal counter-intrusion rigged to a trapped system or air-gapped vault. |
| Collapsing Deck | Structural deadfall in a derelict or black-site. |
| Contaminated Water | Contaminated water causes Fortitude saves (DC 15 mild to 20 toxic) each hour or take 1d4 CON damage and gain Sickened. |
| Coolant-Line Rupture | Cryo-fluid burst from a ruptured coolant line. |
| Sensory Deprivation | Darkness imposes -4 to Perception and ranged attacks, and Reflex saves (DC 15) to avoid hazards. |
| Dormant Drone Cache | Hidden drone rack rigged to a sensor or trip. |
| Electrical Hazard | Electrical hazards cause Reflex saves (DC 15 minor to 20 lethal) or take 2d6 to 4d6 lightning damage and gain Stunned. |
| Extreme Cold | Moderate cold: Fortitude DC 12 hourly or 1d4 non-lethal. |
| Extreme Heat | Moderate heat: Fortitude DC 12 each 10 minutes or 1d4 non-lethal and fatigue. |
| Incendiary | Minor fire deals 1d6 on contact (Reflex DC 12 negates); remaining in its square deals damage again each round without a save. |
| Fold Bleed Zone | Fold bleed zones cause Will saves (DC 15 minor to 20 severe) each hour or take 1d4 WIS damage and gain Fold-Touched. |
| Fold-Resonance Snare | Fold-derelict resonance snare rigged into a corridor or chamber. |
| Gas Vent | Knockout or toxic gas vent rigged to intrusion. |
| Hard Vacuum + Cold | Hard vacuum + cold: hold breath CON rounds, then Fort saves vs ebullism (DC 15, 1d6/round + Sickened) and cold (DC 15, 1d6/round + Fatigued). |
| High Gravity | High gravity: 1.5G DC 12 each 10 minutes; 2G DC 15 each minute; 3G DC 20 each round or 1d4 non-lethal and fatigue; 4G+ DC 25 each round or unconscious. |
| Deep | High pressure zones cause Fortitude saves (DC 15 moderate to 20 crushing) each hour or take 1d6 damage and gain Fatigued/Exhausted. |
| Lockdown Bulkhead | Slaved bulkhead that seals (and crushes) a room on a coded trigger. |
| Zero Gravity | Low gravity (0.1-0.5g): movement penalties, Reflex saves (DC 12) to avoid drifting, and Athletics checks (DC 15) to anchor. |
| Motion-Laser Grid | Crossing beams of focused light laced across a corridor or vault; SecOps uses them to slow intruders without breaching atmosphere. |
| Plasma Conduit Discharge | Triggered plasma arc from a breached or wired conduit. |
| Pressure-Plate Mine | Cheap Rim/Legion booby-trap: a pressure plate wired to a shaped charge under flooring or a doorway. |
| Radiation Zone | Radiation zones emit ionizing radiation. |
| Reactor Scram Cascade | Countdown to meltdown or pressure venting. |
| Ash Storm | Sandstorms impose -4 to Perception and ranged attacks, and Reflex saves (DC 15) to avoid hazards. |
| Toxic Atmosphere | Toxic atmospheres cause Fortitude saves (DC 15 mild to 20 lethal) each minute or take 1d4 CON damage and gain Sickened/Exhausted. |
| Tripwire Frag Charge | Legion/Rim wire-triggered fragmentation charge on a corridor or doorway. |
| Decompression | In hard vacuum unsuited: hold breath CON rounds, then Fort saves vs ebullism (DC 15, 1d6/round + Sickened) and suffocation. |