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D6 Conversion Unknown Regions Ultimate Addendum
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shootingwomprats
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PostPosted: Fri Aug 08, 2025 9:16 am    Post subject: Reply with quote

Micrometeor Shower
A dense storm of small but damaging debris.
Trigger: A vehicle begins its turn in the shower.
Attack: 7D vs. vehicle Hull or base Difficulty 21
Damage: 6D+1 physical (collision)
Recurrence: Each round in hazard area.

Computer Programming/Repair (15): Redirect shields for +5D Hull vs hazard.
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PostPosted: Fri Aug 08, 2025 9:17 am    Post subject: Reply with quote

Nebula
A stellar gas cloud that interferes with ship systems.
Trigger: A vehicle begins its turn in the nebula.
Attack: 4D vs. vehicle Hull or base Difficulty 14
Damage: 4D physical (system strain) and –1 step on condition track.
Recurrence: Hourly.

Starship Repair (25+): Delay effects for 1 hour; repeat each hour.

Special: If attack beats Hull by 5+, a random system becomes unavailable until leaving the nebula.
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PostPosted: Fri Aug 08, 2025 9:18 am    Post subject: Reply with quote

Solar Wind
A massive emission of charged particles from a nearby star.
Trigger: A vehicle begins its turn exposed to the wind.
Attack: 9D vs. vehicle Hull or base Difficulty 22
Damage: 6D ion (half to crew inside); miss = half damage.
Recurrence: Each round while exposed.

Sensors (15): Detect incoming solar flare.
Computer Programming/Repair (20): Reconfigure shields; +5D Hull vs hazard.
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PostPosted: Fri Aug 08, 2025 9:19 am    Post subject: Reply with quote

Space Minefield
An area seeded with explosive space mines.
Trigger: A vehicle begins its turn in a mined space.
Attack: 17D vs. vehicle Dodge or base Difficulty 32
Damage: 8D (explosive/energy); miss = half damage.
Recurrence: Each round in hazard area.

Space Transports/Starfighter (30+): Evade mines; +5D Dodge vs hazard.

Special: 1D6+3 mines per space; only one attack per space per ship. Mines can be destroyed or tractored into other targets.
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PostPosted: Fri Aug 08, 2025 9:24 am    Post subject: Reply with quote

Cave-In
The cavern quakes violently, causing heavy stones to crash down to the dusty floor.
Trigger: Loud noise or concussion in unstable cavern ceiling.
Attack: 6D vs Dodge or base Difficulty 25
Damage: 4D physical (crushing)
Recurrence: Each round at the start of a target’s turn while in area.

Acrobatics (30+): Tumble away; +5D to Dodge vs hazard this round.
Search or Survival (15): Detect unstable ceiling before collapse.
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PostPosted: Fri Aug 08, 2025 9:26 am    Post subject: Reply with quote

Lava Flow
The dark orange glow and blistering heat of the lava are warnings to stay away.
Attack: 8D vs Dodge or base Difficulty 31
Damage: 2D (burn); on hit, target catches fire for 5D damage/round until extinguished.
Recurrence: Each round at start of target’s turn while adjacent.

Acrobatics (25+): Tumble away; +5D to Dodge vs hazard.
Jump (25+): Leap over or away; +2D to Dodge vs hazard.
Survival (20): Predict lava movement; allies gain +1D Dodge vs hazard.
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PostPosted: Fri Aug 08, 2025 9:27 am    Post subject: Reply with quote

Pit/Sinkhole
A large, gaping hole in the ground.
Trigger: Target ends movement in space occupied by pit.
Attack: 4D vs Dodge or base Difficulty 20
Damage: Fall damage based on depth (see Falling rules).
Recurrence: None.

Acrobatics (25+): Grab edge; +5D Dodge vs hazard.
Climb (25+): Slow fall; take half damage.
Jump (15): Leap over opening; +2D Dodge vs hazard.

Special: Covered pits or those with spikes/predators at bottom may inflict extra damage.
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PostPosted: Fri Aug 08, 2025 9:28 am    Post subject: Reply with quote

Rising Water
Water pours into the cavern, rapidly filling the space.
Trigger: Target is in area as water level rises to 1m depth.
Attack: 3D vs Stamina or base Difficulty 20
Damage: See below.
Recurrence: Every minute (10 rounds) as water rises 1m.

Stamina (15): Hold breath longer; +2D vs hazard.
Search (25+): Spot air escape route to safety.
Swimming (10): Move through water; +1D vs hazard.

Special: Full cavern flooding forces breath-holding or drowning.
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PostPosted: Fri Aug 08, 2025 9:29 am    Post subject: Reply with quote

Rocky Ground
Small stones and rubble litter the floor, making movement hazardous.
Trigger: Target begins turn in rocky ground area.
Attack: 3D vs Dodge or base Difficulty 15
Damage: None directly; on success, target falls prone; on success by 5+, also moves 1m backward.

Jump (10): Leap over rubble; +5D Dodge vs hazard.
Sneak (20): Slow movement to avoid triggering hazard.
_________________
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PostPosted: Fri Aug 08, 2025 9:30 am    Post subject: Reply with quote

Underground Rapids
A torrent of water rushes through a narrow cavern, with only slick rocks to cross.
Trigger: Target begins turn in rapids.
Attack: 6D+1 vs Dodge or base Difficulty 25
Damage: 2D+1 (impact).
Recurrence: Each round in hazard area.

Acrobatics (25+): Tumble across rocks; +2D Dodge vs hazard.
Jump (25+): Leap from rock to rock; +2D Dodge vs hazard.
Survival or Search (15): Spot most stable rocks; +5D Dodge vs hazard.
_________________
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PostPosted: Fri Aug 08, 2025 9:40 am    Post subject: Reply with quote

Flash Moss
A seemingly harmless swamp plant that emits a blinding flash when touched.
Trigger: Creature, droid, or vehicle touches the moss with enough pressure (e.g., stepping on it or shooting it). Affects all creatures in a 6×6 m area.
Attack: 3D+2 vs Dodge or base Difficulty 20
Damage: Special — on hit, target is blinded for 1D rounds (see SWD6 blindness rules).
Recurrence: Every 1D6 hours (plant can recharge).

Survival (15): Identify moss; +1D Dodge vs hazard.
Search (10): Spot moss before contact; +1D Dodge vs hazard.
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PostPosted: Fri Aug 08, 2025 9:41 am    Post subject: Reply with quote

Insect Swarm
A dark cloud of insects that bites and distracts its prey.
Trigger: Creature begins turn in swarm’s area.
Attack: 3D+2 vs Dodge or base Difficulty 20
Damage: 2D+2 physical (stings/bites)
Recurrence: Each round at start of target’s turn while in swarm area.

Survival (10): Identify swarm.
Survival (15): Know to use water or sealed shelter to escape swarm.
_________________
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PostPosted: Fri Aug 08, 2025 9:41 am    Post subject: Reply with quote

Leeches
Small parasites that latch on and drain fluids.
Trigger: Creature begins turn in leech-infested water.
Attack: 3D+1 vs Dodge or base Difficulty 25
Damage:
Recurrence: Each round until removed.

First Aid (15): Remove leeches without harm.

Special: Ignores worn armor unless natural or fully sealed.
_________________
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PostPosted: Fri Aug 08, 2025 9:42 am    Post subject: Reply with quote

Spiner Plant
A rare flowering plant that launches toxin-tipped spines when touched.
Trigger: Creature touches plant.
Attack: 5D vs Dodge or base Difficulty 20
Damage: 2D+2 physical
Recurrence: On trigger.

Survival (15): Identify plant.
Search (25+): Spot plant before contact; +1D Dodge vs hazard.
Sneak (25+): Harvest without triggering; +2D Dodge vs hazard.
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PostPosted: Fri Aug 08, 2025 9:43 am    Post subject: Reply with quote

Spiner Plant Toxin
A contact poison from the spiner plant that dulls senses and slows body function.
Trigger: Hit by spiner plant attack.
Attack: 5D vs Stamina or base Difficulty 25
Damage: 2D+2.
Recurrence: None.

First Aid (20, requires medpac): Remove persistent condition.
_________________
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