Environmental Effects

Concealment

Adds md-real-boost.png for Stealth Checks.
Adds md-real-setback.png for Ranged (Light), Ranged (Heavy), Gunnery, and Perception Checks.
Table_6-7.png

Cover

+1 to Ranged Defense
+1 md-real-setback.png to certain Skill Checks against character in cover.
GM can increase either if needed.

Difficult Terrain

Takes x2 Maneuvers.

Impassable Terrain

Impossible to pass or requires a Skill Check.

Gravity

Stronger / weaker-than-normal gravity adds up to 3 Setback / Bonus Dice to Brawn-based (except Resilience) and Coordination Skill Checks.
0 Gravity counts as Difficult Terrain

Water and Swimming

Water counts as Difficult Terrain. Rough or fast moving waters require an Athletics Skill Check. Character can hold their breath for a number of turns equal to their Brawn Rating.
After that they as Suffocating.

Vacuum

Character can hold their breath for a number of turns equal to their Brawn Rating.
After that they as Suffocating.
In addition, the character takes 3 Wounds per turn in a vacuum.
After the character has exceeded their Wound Threshold, they are Incapacitated and suffer 1 Critical Injury.
They suffer 1 additional Critical Injury per turn in the vacuum.

Fire, Acid, and Corrosive Atmospheres

Table_6-8.png
Character suffers Wounds equal to danger rating.
Coordination Check can put out most fires and acids: Difficulty 1 in grass, 2 on hard surfaces.

Suffocation

Character suffers 3 Strain at the beginning of the turn.
Once Strain Threshold is met, character is Incapacitated.
The character suffers 1 Critical Injury for each turn they continue to suffocate.

Falling

Table_6-9.png
Character can make a Coordination or Athletics Check Difficulty 2.
-1 DMG for eachsuccess.png.
-1 Strain for each advantage.png.
-1 distance fallen for each triumph.png. (GM’s discretion)

Environmental Effects

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