Hazard

Player reference for environmental dangers and their consequences. 31 entries.

PageSummary
CorrosiveAcid hazards cause Reflex saves (DC 15 mild to 20 corrosive) or take 1d4 to 1d6 acid damage per round and gear degradation.
Airlock Cycle-TrapForced decompression cycle rigged to intrusion.
Akraan Relic WardPrecursor ward of unknown mechanism around an Akraan relic site.
Automated Sentry TurretCeiling- or wall-mounted auto-turret guarding corp black-sites and derelict security zones.
Black-ICE NodeLethal counter-intrusion rigged to a trapped system or air-gapped vault.
Collapsing DeckStructural deadfall in a derelict or black-site.
Contaminated WaterContaminated water causes Fortitude saves (DC 15 mild to 20 toxic) each hour or take 1d4 CON damage and gain Sickened.
Coolant-Line RuptureCryo-fluid burst from a ruptured coolant line.
Sensory DeprivationDarkness imposes -4 to Perception and ranged attacks, and Reflex saves (DC 15) to avoid hazards.
Dormant Drone CacheHidden drone rack rigged to a sensor or trip.
Electrical HazardElectrical hazards cause Reflex saves (DC 15 minor to 20 lethal) or take 2d6 to 4d6 lightning damage and gain Stunned.
Extreme ColdModerate cold: Fortitude DC 12 hourly or 1d4 non-lethal.
Extreme HeatModerate heat: Fortitude DC 12 each 10 minutes or 1d4 non-lethal and fatigue.
IncendiaryMinor fire deals 1d6 on contact (Reflex DC 12 negates); remaining in its square deals damage again each round without a save.
Fold Bleed ZoneFold bleed zones cause Will saves (DC 15 minor to 20 severe) each hour or take 1d4 WIS damage and gain Fold-Touched.
Fold-Resonance SnareFold-derelict resonance snare rigged into a corridor or chamber.
Gas VentKnockout or toxic gas vent rigged to intrusion.
Hard Vacuum + ColdHard vacuum + cold: hold breath CON rounds, then Fort saves vs ebullism (DC 15, 1d6/round + Sickened) and cold (DC 15, 1d6/round + Fatigued).
High GravityHigh 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.
DeepHigh pressure zones cause Fortitude saves (DC 15 moderate to 20 crushing) each hour or take 1d6 damage and gain Fatigued/Exhausted.
Lockdown BulkheadSlaved bulkhead that seals (and crushes) a room on a coded trigger.
Zero GravityLow gravity (0.1-0.5g): movement penalties, Reflex saves (DC 12) to avoid drifting, and Athletics checks (DC 15) to anchor.
Motion-Laser GridCrossing beams of focused light laced across a corridor or vault; SecOps uses them to slow intruders without breaching atmosphere.
Plasma Conduit DischargeTriggered plasma arc from a breached or wired conduit.
Pressure-Plate MineCheap Rim/Legion booby-trap: a pressure plate wired to a shaped charge under flooring or a doorway.
Radiation ZoneRadiation zones emit ionizing radiation.
Reactor Scram CascadeCountdown to meltdown or pressure venting.
Ash StormSandstorms impose -4 to Perception and ranged attacks, and Reflex saves (DC 15) to avoid hazards.
Toxic AtmosphereToxic atmospheres cause Fortitude saves (DC 15 mild to 20 lethal) each minute or take 1d4 CON damage and gain Sickened/Exhausted.
Tripwire Frag ChargeLegion/Rim wire-triggered fragmentation charge on a corridor or doorway.
DecompressionIn hard vacuum unsuited: hold breath CON rounds, then Fort saves vs ebullism (DC 15, 1d6/round + Sickened) and suffocation.

31 items under this folder.