Derelict Hull
A derelict hull is a ship adrift with its power out. It is the most common extraplanetary environment in which a party fights. Salvage law holds that a hull under way belongs to its owner and a hull adrift belongs to whoever boards it, and the Axiom Combine's salvagers apply that rule loosely.
Exposure
-
No pressure and no air to breathe, with survival measured in rounds.
-
Countdown
Without a seal, a creature holds out for a number of rounds equal to its Constitution modifier, minimum 1. At the end of that time its hit points drop to -1, unless they are already lower, and it is dying. It cannot be stabilized or regain hit points until it can breathe.
-
Decompressed
Exposure inflicts the Decompressed condition, which a return to pressure does not by itself remove.
-
Holding your breath
Holding a breath in vacuum ruptures the lungs. A creature that does so takes 2d6 damage on the first round and gains no benefit from the attempt.
-
Sound
Sound does not travel. Verbal spell components, shouted orders and Perception by hearing all fail across open vacuum. Suit comms and touch are the only channels.
-
Unfiltered light
Without air to filter it, the star's output arrives unreduced. An hour of unshielded exposure in direct sunlight counts as a failed Contaminated Atmosphere save against radiological dose.
-
-
Temperatures below about zero degrees Fahrenheit, or any water near freezing, made worse by wind.
CON save, DC 10, rising by 1 for each hour after the first. End of each hour. One level of exhaustion.
-
Cold-weather gear
Proper layers, a sealed suit or a heated shelter removes the save. Wet layers give disadvantage on it instead.
-
Immersion
A creature in near-freezing water makes the save each minute instead of each hour, and is Incapacitated at three levels of exhaustion.
-
Gear
Unheated power cells lose half their charge, and any check made with bare hands after an hour of exposure has disadvantage.
-
Adapted
A creature native to a cold world, or with resistance to cold damage, ignores the save.
-
-
Free fall, where there is no down, no moving body stops on its own, and a missed handhold leaves a creature adrift.
-
Movement
Moving requires a surface to push from. A creature with nothing in reach continues in the direction it last moved until it reaches something.
-
Changing course
Changing direction mid-drift requires a DC 12 Dexterity (Acrobatics) check. On a failure the creature continues as it was.
-
Melee
An unanchored melee attack has disadvantage and pushes the attacker 10 feet away from the target after it resolves.
-
No falling
There is no up, no down and no falling damage. A creature cannot be knocked Prone, and the Prone condition does not apply.
-
Mag boots
Magnetic boots or a tether remove every entry above while a ferrous surface is underfoot, at the cost of half movement.
-
In play
-
No power
Doors are manual, lifts are open shafts and no alarms or announcements sound. Powered gear runs on its own cells.
-
Layout
Corridors are Close range throughout and a boarding action is fought at that distance. Ranged weapons lose their advantage entirely.
-
Cause
A derelict stopped for a reason. A DC 15 Investigation check on the bridge or in the log identifies it before the party meets it.
-
No light
Heavily obscured. A creature without darkvision or a light source is Blinded, and a light source is visible to anything that can see at three times its own radius.
Built for this
Found here (46)
- Apparition
- Bat
- Black Ooze
- Crab
- Cybernetic Battle Troll
- Ghost
- Giant Centipede
- Giant Owl
- Giant Rat
- Gremlin Gaunt
- HDF Commando
- Halcyion Augmentate
- Keth'rassa Marine
- Maintenance Unit
- Mimic
- Minor Water Elemental
- Miseria
- Mogwai
- Mycelai
- Myr'Khruul Abomination
- Myr'Khruul Adept
- Myr'Khruul Drone
- Myr'Khruul Hive Mind
- Myr'Khruul Invoker
- Myr'Khruul Minder
- Myr'Khruul Mindmaester
- Myr'Khruul Parasite
- Myr'Khruul Stalker
- Nosferatu
- Poltergeist
- Psionic Parasite
- Rat
- Reefclaw
- Rust Crawler
- Shade
- Shadow Demon
- Skree
- Snake
- Spore Squid
- Syndicate Slaver
- Vermin Swarm
- Void Crawler
- Void Hound
- Water Elemental
- Weasel
- Wraith