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I do not have a hard and fast system. I tend to look at what the situation is, and how likely the hazard is to cause harm. Poison I tend to give some thinking about as poison can range widely in effects and also in potency. Radiation is somewhat straightforward, but I might check a couple of references before the game so as to make sure I know what to do before the group gets hit with it. I am assuming that you are referring to the hazards in the encounter table that comes with the game and is also present in the Animal Encounters supplement.
Generally, if I have a group out of doors for hazards, I will do some planning in advance as to what they might encounter. I also have been known to ignore die rolls on occasion. A lot depends on where they are at, and does the hazard encounter make sense in the situation.
no system, too many variables, just wing it. try to use "slow, medium, fast" and "weak, medium, strong" and "untreated, field treated, professionally treated" as guides and modifiers.
MGT both versions have poison and extensive radiation rules/play.
CT Missile Supplement 3 had 4D if a crew hit was suffered from radiation weapons.
For poisons I guess I would define it like a disease, with an onset period, and specific damages against one or more of the stats. You also want to define forensics characteristics too.
When I read that section I was impressed by how nasty they were. All three of the warheads which produce rad hits produce multiple rad hits upon interception/impact. IIRC, only 3 or 4 results on the starship table are crew hits and you're supposed to select who gets hit randomly. Bad rolls could see a lot of PCs killed.
For poisons I guess I would define it like a disease, with an onset period, and specific damages against one or more of the stats. You also want to define forensics characteristics too.