Airless Moon
Traits: Vacuum, in sun: Hyperthermic, in shade: Cryogenic
Hexes
- Regolith Plains. Abrasion hazard. Being covered in dust adds 1 heat per hour, and party begins with 1 heat when starting an encounter.
- Deep regolith. Ground: 2x penalty. Ground traversal at maximum speed adds +1 heat until one hour is spent cleaning. Party starts encounters with 1 heat unless they have just cleaned.
- Mountains. Ground: 4x penalty. Landmark.
- Labes. Field of landslide debris. Unstable, many boulders, sometimes prone to further landslides. Ground: 2x penalty. Heavy cover available on cover chart. Sinkhole and landslide added to Complications.
- Ancient hills. Smooth, rolling, shallow hills barely tall enough to hide a rover. Only light cover.
- Crater floor. Mostly flat, sometimes a small hill at the center. In a polar hex there is a 2-in-6 chance the party finds a permanently-shaded crater. In that case, they may have deposits of volatiles and water ice just underneath the surface regolith.
- Craggy terrain.
- Volcanic flow zone.
- Lacus Floor. Expanse of hard, former volcanic material. Only light cover.
- Craters: can be within other craters. When rolling random hexes, a crater rim within another crater indicates a smaller crater.
Features
- Boulder field. Boulders the size of houses! Adds 1 to hex traversal. Adds heavy cover to the cover table if not already included.
- Lava tube. Like a steep cave with a proportionally narrow entrance. May be a fairly small linear room, or a much thicker room with interior features.
- Massif. One isolated mountain dominating a hex.
- Metal-Rich Meteorite. Contains some random amount of easily-accessible metals. For some, it even counts as food.
- Debris field. On a geologically inactive airless moon, might be from anytime in the last million years or so. Low chance of Singular Artifact if the field is old enough.
- Hidden instability. Looks fairly solid, but a brittle roof of rock and regolith is ready to break and collapse!
Linear Features
- Wrinkle Ridge. River-like system of rough, raised terrain that can extend for hundreds of kilometers.
- Crater rim. Night side and dayside with huge temp changes. Moving along rim adds a linear medium cover feature to encounters.
- Canyon.
- Seeping Lava Flow.
Feature Special Rules
Crater Generation
Roll a 1d4. The party has discovered a crater of that diameter. Try to fit the crater template in unexplored hexes. If explored hexes are unavoidable, either fill the crater around them or shrink the crater until it can be fit. If the party has only explored a couple of hexes on the map, they may be placed inside the crater rim instead.
If a Crater is discovered in an already-explored hex, it is a large crater 1d10 x 100m in diameter capable of serving as heavy cover.
Canyon Generation
Rarities
- Encounters: Rare
- Feature Presence: Very Rare
- Linear Features Continue: Common
- Discover Hidden Features: Uncommon
Result | Rarity | Surface Encounters | Features |
---|---|---|---|
2 | UR | ZK Vigor Scout Mecha | Debris Field |
3 | VR | Massif | |
4 | VR | ZK Jump Patrol with Companions | Massif |
5 | R | Crater's Edge | |
6 | R | 1d3 ZK Jump Patrol with Bikes | Crater's Edge |
7 | UC | Lava Tube | |
8 | UC | High altitude ZK Jump Patrol | Lava Tube |
9 | C | Sentry | Boulder Field |
10 | C | Boulder Field | |
11 | C | Boulder Field | |
12 | C | Boulder Field | |
13 | C | Boulder Field | |
14 | UC | Indigenous Ikoska | Lava Tube |
15 | UC | Lava Tube | |
16 | R | Crater's Edge | |
17 | R | Crater's Edge | |
18 | VR | Indigenous Ikoska Trader | Canyon |
19 | VR | Canyon | |
20 | UR | Ampoule Skipper nest with 3d6 energy to extract | Metal-Rich Meteorite |