Armournaut

Environmental Hazards

Environmental Hazards 

This section has expanded options and examples for modelling environmental hazards in your games. These are recommendations to give you an  idea but it is strongly encouraged that you tweak and alter these to suit your sessions.  It is advised that in a scene or encounter that you make players only test for these once per encounter or scene unless you intend it to be the primary threat. 

Minimal Hazards Effects
Mud Movement speed reduced by 1. Complications on traversal tests result in being stuck (Piloting or Athletics test to escape). Endurance test required after 1+ hour failure causes Exhaustion. Engineering tests increase DS by 1.
Rocky Movement speed reduced by 2. Complications break mobility equipment (repairable).
Snow Move speed reduced by 1. +1 DS to Piloting tests. Complications cause crashes (lose d3 Armour on random segment). Unprotected beings gain Freezing. Endurance test required for on-foot traversal.
Blizzard Move speed reduced by d6. Visibility reduced to Flash Point. Complications bury targets (free with Piloting/Athletics test).
Scorching Endurance tests during traversal failure loses 1 Vigour. Complications cause Exhaustion (requires safe temperature to fix). Long exposure inflicts Weakened Body. Vehicle repairs take 2x longer.
Acidic Unprotected beings take 1 Wound/traversal (Fortitude test reduces; no Vigour cost). Complications inflict Severity 1 (throat, eyes, ears, respiratory).
Sleet Visibility reduced to AO. Complications inflict Severity 1 Eye condition. 1+ hour exposure causes Freezing.
Hailstones Complications count as an attack: (5 Kinetic DMG, 5 ED, Heavy Weapon).
Sandstorm Visibility Flash Point. Unprotected beings suffer Severity 1 Throat/Eye on failed Endurance tests.
Brightness Severity 2 Eye (unprotected). +3 DS to Detect tests.
Insect Swarm +2 DS to Detect tests. Impaired on skill tests. Attack complications = miss.

Moderate Hazards

Hazard Effects
Avalanche Targets hit: (10 Kinetic DMG, 8 ED, Heavy Weapon, Snare 8). Snared = Suffocating.
Rain +1 Bonus Die to Stealth. +1 DS to Piloting.
High Winds Targets tossed 3d6 spaces.
Flood Targets moved 2d6 spaces. Complications break random vehicle equipment.
Tsunami Targets suffer Crushed, Suffocating, Impaired (d6 rounds). Athletics test to move fail = swept away.
Lightning Vehicles: Impaired. Others: (3d6 Energy DMG, 3 ED) + Exposed & Dazed.
Vacuum Severity 1 (eyes, ears, respiratory) + Suffocating.
Explosive Decompression d6 Severity 2 Physical Conditions + d6 Wounds.
Pyroclastic Flow Burning, Crushed, Suffocating + (8 Explosive DMG, 8 ED).
Lava Burning + (18 Energy DMG, 6 ED, AP-d6).
Mudslide Crushed, Suffocating + tossed d6 spaces.
Electrocution Electrocution Status + (7 Energy DMG, 2d6 ED).
Crush Depth Crushed, Suffocating. After d3 rounds: all Severity 2 Physical Conditions + Bleeding Out.
Eviscerating Wind Severity 2 Eye + (5 Kinetic DMG, 1 ED, AP-3, Hemorrhage {5}).

Extreme Hazards

Hazard Effects
Radiation Storm Unprotected: Severity 2 random condition per hour. Electronics gain Impaired.
Solar Flare All electronics fail (Engineering test to repair; complications = permanent damage).
Micro-Meteor Attack: (8 Kinetic DMG, 2 ED).
Impact Attack: (15 Explosive DMG, 6 ED, AP-d3). Complications = Burning.
Toxic Gas Severity 2 Respiratory per round. Complications = Unconscious.
Blaze Burning status.visibility reduced to flash point  Movement halved. (5 Energy DMG/round, 3 ED).
Inferno Burning . (10 Energy DMG/round, 5 ED). visibilty reduced to to detect value range, suffocating status, Structures collapse in d3 rounds.
Artillery Barrage Roll d6 players that roll a 1: (12 Explosive DMG, 10 ED, Blast 3) per round.
Nuclear Blast Initial zone: (30 Explosive DMG, 20 ED, AP-10, rad{6}). Secondary: severity 1 eye condition and 1 random physical condition, hit by weapon with following profile (10 explosive damage, AP-d3, {conflagrate}, {rad d6)
Fusion Blast (50 Energy DMG, 15 ED, AP-10) + burning status. Electronics destroyed.