Cover and Environments
v.2024-07-02
Cover
Determining Cover and Concealment
Not dying is a common goal in combat and cover helps
greatly in achieving it. Cover and concealment are provided when an obstacle
provides sufficient interference to an attack or other directed
action. Rather than being a strictly calculated value, cover is typically
subjective and based on what vital areas of a character are protected or hidden
by the obstacle.
Below are the categories for Table: Cover and
Concealment.
Level: The category of protection afforded by the
cover or concealment.
Coverage: What parts of the target character are occluded by the
obstacle.
Hide Bonus: Bonus to Hide checks—or penalty to incoming Spot—checks
depending on the situation.
Reflex Saves: Bonus to Reflex saves afforded by the cover to the
defender
Protection: AC bonus or percent miss chance afforded by the cover
or concealment.
|
Table: Cover and Concealment |
|||||
|
Level |
Description |
Hide/Spot Mod |
Reflex Saves |
Cover AC |
Concealment Miss Chance |
|
Total
or 100% |
All
of body is covered or concealed |
N/A |
N/A |
Cannot
be targeted |
50%
and must guess target's location |
|
9/10 |
Small exposed body part
such as hands or feet |
+4 |
+4 |
+10 AC |
40% |
|
3/4 |
Leaning
around a corner |
+3 |
+3 |
+6
AC |
30% |
|
1/2 |
Half to a third of vital areas covered |
+2 |
+2 |
+4 AC |
20% |
|
1/4 |
Small
obstacle blocking non-vital body areas or slightly blocking vital areas |
+1 |
+1 |
+1
AC |
10% |
Bypassing Cover
If we're being honest, almost nothing is bulletproof—more
like bullet resistant. Cover follows the same Soft and Hard target rules
as any other object. These rules can be found in the Weapons document. Soft
targets are Soft Cover and Hard targets are Hard cover. Hard cover
retains its protective qualities against a wider range of weapons and
threats than Soft cover.
If the attacker is using a heavy or super caliber
weapon or is firing warhead-tipped munitions, they can attempt to destroy or
bypass a foe's cover. There are several ways to do so:
Destroying Cover: If the attacker specifies that they
are attacking a foe's cover rather than the foe himself, then the cover itself
becomes the target. In this case, inanimate simple objects such as thick trees
or large rocks are treated as having AC 5 and hardness/hitpoint
values according to their material and thickness.
Shooting through Soft Cover: When firing at a target in Soft cover, heavy caliber weapons ignore 1 AC from
cover and super caliber ignore 2 AC from cover. Shooting at the target through
cover means that the cover is instead treated as Concealment and the target
gains miss chance accordingly.
Shooting through Hard Cover: Shooting through hard cover can only
be done with some Warhead-tipped weapons like AP cannon shells or HEAT
munitions. Smart weapons can be set to detonate after penetrating cover, but
non-Smart munitions will simply react when they strike the cover itself. If the
GM rules that the chosen Warhead can penetrate Hard cover, then the attack
proceeds with no bonus and the cover is treated as Concealment instead.
Environments
Radiation
Radiation is common around high tech machinery and
scientific equipment, in space, and around certain regions of eastern Europe.
Unshielded fusion reactors, stars, and contamination are more common sources of
radiation exposure. The tables below break down the exposure, effects, and
symptoms of radiation exposure and poisoning.
Contamination and Exposure
As soon as a character encounters
radiation, he is considered Contaminated. To remove the Contaminated condition,
the exposed character must remove themselves from the radioactive environment
or clean the radioactive material from himself. The effects of radiation
sickness do not heal or wear off until he is no longer Contaminated.
Below are the categories for Table: Radiation Exposure
Radiation Level: The severity of radioactivity in the
area or around the object.
Incubation Period: Time until the Primary Effect begins.
Unknown to the exposed character.
Fort DC: DC required to halve the Primary Effect. Rolled at the end
of the Incubation Period.
Primary Effect: Main effect of the
radiation sickness once the Incubation Period ends. Unknown to the
exposed character. See Applying Radiation Effects for details.
|
Table: Radiation Exposure |
|||
|
Radiation Level |
Incubation Period |
Fort DC |
Primary Effect |
|
Minor |
6d6 hrs |
10 |
1
CON Damage |
|
Low |
5d6 hrs |
12 |
2d2 CON Damage |
|
Moderate |
4d6 hrs |
15 |
3d2
CON Damage |
|
High |
3d6 hrs |
19 |
3d3 CON Damage |
|
Severe |
2d6 hrs |
24 |
3d4
CON Damage |
|
Critical |
2d6 x 10min |
30 |
3d6 CON Damage |
As soon as a character encounters
enough radiation to be detrimental, a timer begins for their exposure. If the
radiation is severe enough to have Instant Exposure effects, a second timer is
also started to determine the Incubation Period for Instant Exposure effects.
Neither of these timers are revealed to the exposed character.
Full: Complete exposure to a radiation level takes 3d4 minutes.
Once Fully exposed, the incubation period for the Radiation Level's Primary
Effect is rolled.
Half: Half exposure begins when a character has been exposed for
half or more of the rolled exposure period. Half exposures use the Fortitude
DC, Incubation Period, and Primary Effect one Radiation Level lower than what
the character was exposed to.
Instant: Instant exposure begins the moment a character
encounters a Radiation Level of Moderate or above. Instant exposure always has
an Incubation Period of 2d10+10 minutes and uses the Fortitude DC and Primary
Effect two levels lower than the current exposure level. A character can suffer
the effects of both Instant and Half/Full exposure for the same
radiation encounter. For example, a character who enters a radioactive room can
suffer 2d2 CON damage 12-30 minutes after entering and then suffer an
additional 3d3 CON damage 3-18 hours later.
Applying Radiation Effects
Once a character is exposed and the Incubation Period
ends, the effects of Radiation begin to appear. The
full Constitution damage rolled in the Primary Effect does not apply all at
once. Instead, the Constitution damage rolled is kept as a pool. At the end of
the Incubation Period and every hour thereafter, 1d4 points of the Primary Effect
are applied. This continues until the full Primary Effect is applied.
Accumulation rolls do not deal more ability damage than what was originally
rolled—they only determine how much of that ability damage is applied. The
exposed character has no way of knowing when the worsening effects will end
until they stop accumulating ability damage.
For example, a character exposed to Low Radiation
completes his Incubation Period, fails his Fortitude save, and is due to suffer
5 points of Constitution damage. The 1d4 accumulation roll determines that 2 of
the 5 points apply immediately at the end of the Incubation Period. An hour
later, 1 more point is dealt. Another hour later, the
final 2 points are dealt.
Constitution damage from radiation starts healing only
once the exposed character is no longer Contaminated and all ability damage
from Primary Effect have been applied. After that, the Constitution damage from
radiation heals at one point per day.
Secondary Effects and Sympoms
Every third point of Constitution damage—3nd, 6th, 9th, and so on—dealt by radiation sickness
requires the exposed character to roll on Table: Radiation Secondary Effects.
Roll a 1d5 to determine the secondary effect applied. If the irradiated
character already suffers the rolled effect or its condition, use its next
stage.
|
Table: Radiation Secondary Effects |
||||
|
Effect Type |
Stage 1 |
Stage 2 |
Stage 3 |
Stage 4 |
|
Nausea |
Fatigued |
Sickened |
Nauseated |
Reroll |
|
Headache / Pain |
Dazzled |
Fascinated |
Dazed |
Reroll |
|
Weakness |
Fatigued |
Exhausted |
Paralyzed |
Reroll |
|
Disorientation |
Flat-Footed |
Shaken |
Dazed |
Reroll |
|
Internal |
One
point of dealt CON damage is permanent and will not
heal. |
|||
Radiation symptoms are optional to use
and do not apply any additional stat effects, but can provide information on
symptoms suffered by irradiated characters. A player or GM may roll on Table:
Radiation Symptoms or simply refer to it for loose descriptions of a character's
symptoms as Primary Effects worsen.
|
Table: Radiation Symptoms |
|||
|
Symptom Type |
Stage 1 (1-5 CON Damage) |
Stage 2 (6-10 CON Damage) |
Stage 3 (11+ CON Damage) |
|
Skin |
Skin
redness / irritation |
Open
lesions |
Sloughing |
|
Hair Loss |
Loose strands |
Clumps |
Totally bald patches |
|
Bleeding |
Coughing
blood |
Swollen
/ bleeding gums |
Bleeding
from orifices |
Zero Gravity
Zero gravity environments are common in space both
outside starships and aboard unpowered craft or stations. Many smaller, older,
or cheaper vessels also lack onboard artificial gravity.
Movement in Zero-G
A character's land movement speed is irrelevant in
zero-G. Instead, all movement is done either across or off of surfaces.
Exceptions to these rules will be addressed at the end of the section.
Surfaces: Floors, walls, ceilings, and handles are all ways for a
character to stay connected to a surface. Without a surface a character cannot
move.
Crawling: Characters who wish to stay attached to a surface must crawl across it. Crawling on a surface is a move action and
provokes attacks of opportunity. Crawling characters cannot —run— or otherwise
increase their crawl speed. All characters' base crawl speed is calculated as:
10ft. + [5ft. per point of
Climb bonus]* - [10ft. per occupied limb]
*Negative
Climb skill cannot reduce crawl speed below 5ft./round.
**Max 40ft./round.
Launching: Launching is the act of pushing off of a surface to
move through open space quickly. Launching is a move
action and provokes attacks of opportunity. Once a character launches, they are
considered Floating until they reach another surface. Launching characters
cannot —run— or otherwise increase their launch speed. All characters' base
launch speed is calculated as:
20ft. + [5ft. per point of
Jump bonus]*
*Negative
Jump skill cannot reduce launch speed below 10ft./round.
**Max 100ft./round.
***Halve if using one leg or both arms. Quarter if using one arm.
Floating: Characters not attached to a surface
are considered Floating. Floating characters are Flat-Footed and unable to move
in any direction. If a Floating character is moving from a prior launch, they
keep their launch speed and direction until they reach another surface.
Actions in Zero-G
Players must be mindful of the actions they take in
zero gravity unless they want to end up stuck helplessly twirling across a
zero-G hangar while everyone points and laughs at them—a truly horrific fate.
Spin: Characters who are Floating must be mindful of Spin. Any
physical action or attack made by a Floating character imparts a point of Spin.
If two or more characters are attached while Floating,
the penalties of Spin are halved but apply to all of them. If two or more
characters are grappling while Floating they are
considered attached. When attaching or grabbing onto Spinning character(s), use
the Spin score of the heavier character(s).
Spin serves as a penalty to Dexterity and Wisdom. It
also affects any actions taken by the Spinning character(s) requiring the
manipulation of physical objects. Some examples include searching for items in
a bag, trying to craft or repair an object, or performing an attack against an
unattached target. Listen checks are unaffected by Spin as long as the listener
does not try to locate the sound.
Characters with 5 or more Spin must pass a DC 14
Fortitude save each minute or be Sickened until they grab a surface and 1d6
minutes thereafter. If the spin was 10 or more the character is instead
Nauseated.
Once a Spinning character grabs onto a surface, their
spin is cleared.
Weapon range in zero-G: Weapons can be used out to 20 range
increments in Zero-G, though they can only score critical hits within 10
increments. If the environment is both a vacuum and Zero-G, weapons can
be used out to 100 range increments. Range penalties still apply, so good luck
hitting anything at those distances.