| shootingwomprats Vice Admiral
 
  
  
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				|  Posted: Thu Aug 07, 2025 2:14 pm    Post subject: Hazards (supplemental environmnental rules for Star Wars) |   |  
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				| HAZARDS The Nature of Hazards in the Galaxy. The galaxy is full of dangers beyond the blasters of stormtroopers or the blade of a Sith’s lightsaber. Across countless worlds, explorers face ever-changing threats: unstable terrain, poisonous gases, volatile climates, and ancient, malfunctioning machines. Hazards are impersonal but deadly, capable of wounding, killing, or delaying even the most prepared adventurers.
 
 This chapter introduces a complete system for incorporating hazards into your Star Wars D6 campaigns, including new rules, design guidelines, and sample stat blocks. Hazards can be used to create environmental tension, dangerous travel, and dynamic battlefields—whether in alien jungles, ancient ruins, or starship debris fields.
 
 What Is a Hazard? In D6 terms, a hazard is any non-character threat that can damage, disable, or obstruct player characters, NPCs, vehicles, or equipment. Hazards do not use initiative, do not act with intelligence, and are not living entities. Examples include:
 
 Falling rocks and collapsing ceilings
 Acid pools and corrosive gases
 Laser grids and automated turrets
 Quicksand, lava, electrified surfaces
 Poisons, diseases, extreme heat or cold
 Atmospheric vacuum or decompression
 
 Using Hazards in Play. Hazards serve three major functions in Star Wars D6:
 
 Dynamic Obstacles: They force player decisions, movement, or rerouting during exploration or combat.
 Tension Builders: Hazards can escalate the stakes or increase time pressure.
 Adventure Set Pieces: Certain hazards form the basis of entire encounters or scenes.
 
 Hazards may occur:
 During combat: Forcing movement or creating kill zones.
 Outside of combat: As passive environmental threats or skill challenges.
 As puzzles or complications: Requiring investigation or teamwork to overcome.
 
 Hazard Stat Block Format
 Every hazard in this chapter (and those you create) should use the following format:
 
 Hazard Name
 A brief description of the hazard and its presence in the environment.
 
 Keywords: Descriptive mechanical tags.
 Trigger: Event that causes the hazard to activate.
 Attack: #D vs Defense or Automatic.
 Damage: #D damage type.
 Recurrence: How often the hazard repeats or persists.
 Skill (Difficulty): Description of how the skill may mitigate or detect the hazard.
 Special: (Optional) Additional rules, immunities, or consequences.
 
 Hazard Keywords
 Acid: Deals corrosive damage; bypasses armor unless sealed.
 Area: Affects all creatures in a zone or radius.
 Artificial: Created or manufactured by sentient beings.
 Atmospheric: Fills airspace; typically requires filtration.
 Contact: Triggered by touch or movement.
 Disease: Persistent affliction; damages Strength.
 Energy: Deals electrical, plasma, or thermal damage.
 Fire: Burns; may spread.
 Ingested: Must be eaten or consumed to take effect.
 Inhaled: Requires breathing; sealed suits negate.
 Natural: Arises without sentient intervention.
 Poison: Toxin; affects Strength and may cause lasting effects.
 Sonic: Damages via vibration or resonance; counts as energy.
 
 Hazard Mechanics. Every hazard is activated by a trigger: an action, condition, or presence. Examples:
 
 A loud sound in an unstable cavern
 A character entering a toxic zone
 A failed disarm roll on a security panel
 
 Hazards affect one or more characters or zones. Examples:
 
 1-meter radius (small trap)
 Entire chamber or battlefield
 Line of sight or cone
 
 Hazards either:
 Make attack rolls (vs Dodge, Strength, or Willpower)
 Automatically apply damage (bypassing defense rolls)
 
 Typical hazard damage is 3D. Particularly deadly or cinematic hazards may deal 4D+ or apply cumulative wounds.
 
 Recurrence. How often the hazard repeats or persists:
 
 Once
 Every round
 Hourly or daily
 Until escaped or neutralized
 
 Skill Interactions and Difficulty. Assign relevant skills and Task Difficulties (TDs) to detect, avoid, or disable hazards.
 
 
 Example skills:
 
 Search or Survival to notice danger
 First Aid to treat victims
 Dodge to avoid active effects
 Technical or Security to disable traps
 Strength or Willpower to resist physical or mental effects
 
 Special Effects & Cumulative Damage Some hazards cause cumulative effects, especially those involving:
 
 Vacuum or suffocation
 Disease progression
 Burning or freezing
 Repeated electrical shocks
 
 Cumulative wounds add 1 additional wound level each recurrence (i.e., Wounded to Incapacitated to Mortally Wounded).
 
 Using Hazards in Adventure Design. Hazards should:
 
 Support the theme or setting of your adventure
 Reinforce the alien or dangerous nature of unexplored locations
 Create tension during downtime or travel
 Provide skill-based obstacles without relying on combat
 
 You can even build entire encounters or puzzles around complex hazards with escalating consequences and time-sensitive triggers.
 
 Appendix: Hazard Design Checklist
 What is the source and nature of the hazard?
 What causes it to activate (trigger)?
 What effect does it have (damage, delay, condition)?
 How often does it recur?
 What skills can detect, avoid, or disable it?
 What difficulty levels are appropriate?
 Are there special exceptions, resistances, or cumulative effects?
 _________________
 Don Diestler
 Host, Shooting Womp Rats
 The D6 Podcast
 http://d6holocron.com/shootingwomprats
 @swd6podcast, Twitter
 
 Last edited by shootingwomprats on Thu Aug 07, 2025 2:19 pm; edited 1 time in total
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		| shootingwomprats Vice Admiral
 
  
  
 Joined: 11 Sep 2013
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				|  Posted: Thu Aug 07, 2025 2:15 pm    Post subject: |   |  
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				| Csilla Cave-In The icy tunnels of Csilla rumble with sudden instability, dropping massive blocks of frozen rock from the ceiling.
 
 Keywords: Natural
 Trigger: A loud sound, blaster fire, or explosion
 Attack: 3D+2 vs. Dodge
 Damage: 3D (crushing)
 Recurrence: Every round while in the cave zone
 
 Dodge (Difficult 20): Avoid falling ice.
 Search or Survival (Moderate 15): Notice unstable ceiling in time to warn others.
 _________________
 Don Diestler
 Host, Shooting Womp Rats
 The D6 Podcast
 http://d6holocron.com/shootingwomprats
 @swd6podcast, Twitter
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		| shootingwomprats Vice Admiral
 
  
  
 Joined: 11 Sep 2013
 Posts: 3274
 Location: Online
 
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				|  Posted: Thu Aug 07, 2025 2:16 pm    Post subject: |   |  
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				| Acid Pool A shallow but corrosive pit of acid bubbles ominously.
 
 Keywords: Acid, Contact, Natural
 Trigger: Contact or immersion
 Attack: Automatic
 Damage: 3D (bypasses normal armor)
 Recurrence: Every round until washed off or treated
 
 First Aid (Moderate 15): Treat or neutralize burning acid.
 Mechanical (Difficult 20): Use droid tools to protect or seal.
 _________________
 Don Diestler
 Host, Shooting Womp Rats
 The D6 Podcast
 http://d6holocron.com/shootingwomprats
 @swd6podcast, Twitter
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