Acid hazards cause Reflex saves (DC 15 mild to 20 corrosive) or take 1d4 to 1d6 acid damage per round and gear degradation.
Acid hazards are areas filled with corrosive substances -- a chemical spill, a xenomorph nest, or a venting reactor. The zone is divided into tiers based on corrosiveness: mild (DC 15), moderate (DC 18), and corrosive (DC 20). Characters entering the zone must make a Reflex save against the zone's DC. A failed save deals 1d4 (mild), 1d6 (moderate), or 1d8 (corrosive) acid damage per round and imposes a -1 penalty to gear AC per round. Characters wearing acid-resistant gear gain +4 resistance to the save.
Rules Reference
Field
Value
Duration / Default Formula
until neutralized or exited; ticks each round
Duration / Type
persistent
Onset / Trigger
entry
Onset / Type
immediate
Prevented By
Acid-resistant gear, Neutralizing agent
Save / Dc
15 (mild), 18 (moderate), 20 (corrosive)
Save / Interval
1 round
Save / Type
Reflex
Stacking
extend
Category
hazard
Effect
description: Mild hazard deals 1d4 acid damage per round.
Field
Value
description
Mild hazard deals 1d4 acid damage per round.
modifier
-1d4
target
hp
description: Moderate hazard deals 1d6 acid damage per round.
Field
Value
description
Moderate hazard deals 1d6 acid damage per round.
modifier
-1d6
target
hp
description: Corrosive hazard deals 1d8 acid damage per round.
Field
Value
description
Corrosive hazard deals 1d8 acid damage per round.
modifier
-1d8
target
hp
description: Failed save imposes -1 penalty to gear AC per round.
Field
Value
description
Failed save imposes -1 penalty to gear AC per round.