<Cybercore>

The room kills more squads than the things in it. Hazards covers the rules for compartments that are actively trying to murder you; and what counts as adequate protection.

Environmental Damage

Hostile environments, ruptured coolant lines, irradiated decks, vacuum breaches, burning compartments, use the Suffering condition to represent ongoing harm.

An environmental hazard is expressed as a type and a number, e.g. Suffering(1-Thermal), Suffering(3-Chemical).

  • In combat: damage is applied at the start of each of your turns (existing rule).
  • While exploring: damage is applied at the start of each Sweep (same mechanic, different clock).
  • Suffering stacks by type; two sources of Chemical damage combine into a single, higher Suffering level.

Appropriate protection negates the damage entirely: vac suits block vacuum and radiation, chemical filtration stops corrosives, thermal gear handles fire and cryo. If your protection is rated for the hazard, you don't take the hit.

Worked Example; Ruptured Coolant Line

The squad enters a maintenance corridor where a cracked pipe is venting chemical coolant. The GM assigns Suffering(1-Chemical) to anyone in the corridor without sealed armor or filtration.

Sweep 1: Each unprotected character takes 1 Chemical damage before resolving their Check. Zoe patches the pipe (Engineering check). Joe searches the far end of the corridor. Zuckburger watches the door.

Sweep 2: Zoe succeeded; the leak is sealed and the Suffering ends. No further damage.

Had Zoe failed, the Suffering would continue each Sweep until the source is dealt with or the squad leaves the area.

Hazard Tiles

Each environmental hazard has a canonical map fill so the squad can read the room at a glance. The same palette is documented from the GM side in Mission Design — Environmental Conditions; these are the player-side reference tiles.

Atmosphere

Toxic

Yellow-hatched toxic atmosphere zone
Yellow hatching. Suffering(1) Chemical per round without filtration / sealed suit.

Vacuum

Red-hatched vacuum zone
Red hatching. Sealed vac suit required. No sound. Halved explosion AoE.

Decompressing

Orange-hatched decompressing zone with breach pull arrows
Orange hatching. Pressure loss pulls unsecured creatures and gear toward the breach.

Radiation

Low

Green dotted-border low radiation zone
Green dotted border. Suffering(1) Radiation per hour unshielded.

High

Green solid-border high radiation zone
Green solid border. Suffering(1) Radiation per round. Electronics Glitch Check per round.

Lethal

Green-filled lethal radiation zone
Green fill. Suffering(2) per round. Electronics auto-fail. Effectively impassable without specialised gear.

Temperature

Extreme Cold

Cyan-bordered cold zone
Cyan border. Hindered(1) after 1 round unprotected. Mechanical gear takes Bane(1) on Glitch Checks.

Extreme Heat

Red-bordered hot zone
Red border. Suffering(1) Thermal per round unprotected. Combustible items roll Glitch per round.

Gravity

Low Gravity

Blue-tinted low-G zone
Blue tint. Movement Speed and thrown weapon range +50%. Prone loses its cover benefit.

Zero-G

Purple-tinted zero-gravity zone
Purple tint. Movement-Flying / 0-G checks required. Grenades drift. Melee untrained = Bane(1).

Lighting

Dim

Light-grey dim-lit zone
Light grey fill. Emergency strips only; perception penalties at GM discretion.

Unlit

Dark unlit zone
Dark fill. No vision without aids (IR, helmet light, biological night-sight, etc.).