As we finish up Land Grab and start the next IC, I feel I should make a post about the different elemental types and what they do for quick reference. If I get anything wrong or if it looks off then feel free to say something and i'll amend. I post this so you can prepare for what's to come.
ACID DAMAGE
Acid damage is Physical. Resist with Body + Armor + Chemical Protection (Chemical Seal provides full immunity). If you are hit with an acid attack reduce your armor rating by 1. You need to have your armor repaired in case your are hit with an acid attack (or you could wash the acid off).
COLD DAMAGE
Cold damage is Physical. Resist with Body + Armor + Insulation. Whenever your armor is hit with a cold attack make an Armor Test. If you get no hits then the armor is broken and useless. It can be repaired with the Building & Repairing rules p. 145.
ELECTRICITY DAMAGE
Electricity damage is either Physical or Stun depending on the source and/or the target. Resist with Body + Armor + Non-conductivity. An Electricity attack that does no damage also does not apply it's secondary effect. You incur a -1 dice pool penalty on all actions and Defense Tests, but not Damage Resistance Tests, for 1 Combat Turn and an immediate Initiative Score reduction by 5. These debuffs don't stack with themselves, but the length of the penalty is extended by 1 Combat Turn for each successful damaging attack while a character is affected.
Electronic equipment and drones can also be affected by Electricity damage. They never suffer Stun damage so Electricity damage is Physical when used against electronics and drones. They resist damage as usual and suffer a secondary effect if they take even a single box of damage.
The secondary effect for electronics and drones damaged by Electricity damage is shorting out or overloading. In game terms this is reflected as secondary Matrix damage equal to half the Physical damage rounded down. Vehicles can be damaged by Electricity attacks but do not suffer any secondary effects.
FIRE DAMAGE
Fire damage is Physical. Resist with Body + Armor + Fire Resistance. To determine if something catches fire, roll Armor + Fire Resistance - Fire Penetration. The threshold of this test is the net hits rolled on the fire-based attack. When something catches fire, the fire has an initial Damage Value of 3. This damage is caused at the end of each Combat Turn, and the DV increases by 1 at the start of each subsequent Combat Turn until the item is completely destroyed or the fire is put out. You can fight the fire a number of ways (water, smothering, etc.), making an Agility + Intuition Test and reducing the fire’s DV by 1 for each hit. Remember, as long as the fire is burning it can ignite any nearby flammables, including furniture, vehicles, foliage, and elves.
POLLUTANT DAMAGE
Pollutant damage is Physical. Resist with Body + Chemical Protection (Chemical Seal provides full immunity). If the damage is not fully resisted then make a Toxin Resistance Test (see below).
Vector: Contact or Inhalation.
Speed: Immediate
Penetration: 0
Power: (Net Hits of attack)
Effect: Anaphylactic Shock (see below)
Anaphylactic Shock: If the damage from the attack with this effect is not completely resisted, the victim enters anaphylactic shock, resulting in muscle spasms and autonomic system failure if left untreated. The victim continues to take 1 box of unresisted Physical damage each Combat Turn until death, or until the victim is treated as per Stabilization (see Stabilization, p. 209, SR5).
RADIATION DAMAGE
Radiation damage is Physical. Resist with Body + Radiation Shielding. Make an immediate Toxin Resistance Test with the following formula: Body + Willpower + Radiation Shielding (Chemical Protection mods and Chemical Seals do nothing for this test).
Vector: Contact
Speed: Immediate
Penetration: 0
Power: (Net Hits of attack)
Effect: Nausea (see Toxins, p. 408, SR5)
If there's anything i've forgotten then feel free to let me know. I'll add on to this later if needed.