<Cybercore>

The fast kill is a contact. The slow kill is forgetting how many E-cells your torch has left, three sweeps into a derelict, with the hatch you came through now welded shut behind you. Survival covers the ledger that runs underneath every other rule; air, power, fatigue, food, water.

Equipment Resources (ER)

Certain equipment consumes resources while active. These are tracked per Sweep:

  • Air in Vac Suits
  • E-Cells in Torches and personal Shields
  • Exhaustion from readied weapons; the GM may call for Exhaustion checks based on weapon size: Small weapons are exempt, Medium weapons after extended carry (6+ Sweeps), Large weapons after short carry (3+ Sweeps)
  • HITS in hostile environments without appropriate protection

The GM should note ER consumption when the squad enters a hazardous area and tick it forward each Sweep.

  • Travel; Sweeps drive the ER ticker
  • Hazards; environmental damage hits faster when you're already short on air/power
  • Recovery Cycles; Lockdown clears 1 Exhaustion automatically; +1 more with a Medic