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2 people marked this as FAQ candidate.

Does an armor's environmental protections work during extreme heat/cold temperatures? The armor rules seem to imply yes at first:
"Armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F)."

But is followed by:
"This does not protect against cold or fire damage from other sources or against environments that deal damage without allowing a Fortitude saving throw"

And in the case of (for example) extreme cold temperature:
"Extreme cold (below –20° F) deals 1d6 lethal cold damage per minute (no saving throw)."

Does this mean even with environmental protection we still take 1d6 lethal cold damage per minute in temperatures below –20° F? My gut feeling is no because that would mean that even with sci-fi armor, first level characters couldn't survive more than a few minutes on Antarctica. They would be even worse off on a cold day on Mars. Still, I'd like to know what others think of this.


In the equipment section there's various mentions of what Capacity means in terms for weapons, armor upgrades and other equipment. These all mention that capacity measures the largest-capacity battery that item can hold. (Implying that you can slot lower-capacity batteries if you want?) So a Jetpack, a Red Star Plasma Rifle and a Gravity Well Hammer all use the same 40 charge batteries to power them, which you then get to recharge at recharging stations when empty. So far so good. However, the Blue Star Plasma Caster has 200 charges listed, while batteries only come in the 20, 40, 80 and 100 varieties. How would you fully reload such a weapon? Maybe it comes with a special battery, but what would be the cost of recharging that? Or maybe you can simply slot two 100 charge batteries in there. But then we have a further problem with technological items like flashlights, signal jammers and detonators, that all use non-standard battery sizes. How do you calculate the cost of recharging those?

Secondly, there are mentions throughout the book, especially in spells where batteries come up, of "power cells". But I can't actually find any description of what these are. The wording seems to precise in differentiating the two for "power cell" to simply be a synonym for "battery", yet this seems to be the case?

Thirdly, what kind of action would it be to swap the battery in a jetpack? A reload (move) action, or a standard action?

Finally, and this is a bit of a different topic, but in the Starship section there's mention of Sensors having a "passive" mode of 2x the sensor's range. What does this passive mode do? As I first read it, it sounds like it's how far the ship can "see" on the grid, but that seems strange cause weapons have much longer range in terms of increments (longest "passive" sensor range is 2 x 20 = 40 hexes, but for short range weapons, that is only 8 range increments as opposed to their max capacity of 10). It also seems implied that the science officer actions, which have a range of 5 increments, are already aware of the targets they scan. Am I simply misunderstanding what "twice the sensors' range category" means, and that passive mode reaches twice as far as active mode, but is less discerning? (i.e. cannot scan things, just "detect")


So the final battle is drawing closer and I'm looking over the encounter involving Omara Culverin. I notice in the tactics description that "Once foes are within range, she makes full attacks with her
musket using Rapid Shot and Deadly Aim."
I feel like I'm missing something because I can't figure out how Omara would be able to make use of all 4 of her attacks (3 from BAB, 1 from RS) in one turn with the actions reloading muskets require.
With Rapid Reload and alchemical cartridges, reloading her musket is a move action, and with Lightning Reload as I understand it she can once per round reload as a free action. Since move actions prevent full-round attacks, and from what I can gather the musket is not double barreled, that means she can alternate between making one and two attacks: Round 1: Fire -> LR -> Fire, Round 2: LR -> Fire -> Move action reload ...
Obviously with that attack rate, Rapid Shot doesn't enter the picture. I suppose I could fix this quite simply by giving her the musket master archetype, but I wanted to ask you knowledgeable people on here if I'm really missing something or if it's just a design oversight?