SPACE ENVIRONMENT & SCALE RULES
Starfinder 2nd Edition Compatible Supplement
Quick Reference Available: Space Environment Quick Reference
Rules for personal-scale encounters in space environments and interactions between different combat scales
TABLE OF CONTENTS
- Vacuum & Decompression
- Radiation Exposure
- Gravity Effects
- Atmospheric Hazards
- Scale Interactions (Personal vs. Starship)
- Spells and Starship Scale
- Vehicle-Starship Interactions
- Survival Equipment
VACUUM & DECOMPRESSION
Vacuum Exposure
Space is a hostile environment that can kill unprotected creatures in moments.
Immediate Effects
When a creature without environmental protection is exposed to vacuum:
- Suffocation Begins Immediately
- Creature can hold breath for rounds equal to Constitution modifier (minimum 1)
- After that, creature begins dying (as suffocation rules)
- Pressure Damage
- Take 1d6 bludgeoning damage per round (no save)
- This damage cannot be reduced by resistance or immunity
- No Temperature Damage
- Contrary to popular belief, vacuum has no effective temperature
- Heat loss through radiation is slow; cold damage does not apply
Decompression
When a pressurized area suddenly loses atmosphere:
Immediate Damage: 3d6 bludgeoning damage to all creatures in the area
Decompression Pull:
All creatures must attempt a Reflex save (DC 18) or be pulled toward the breach.
| Result | Effect |
|---|---|
| Critical Success | Not pulled; can act normally |
| Success | Pulled 5 feet toward breach; can act normally |
| Failure | Pulled 10 feet toward breach; flat-footed until end of next turn |
| Critical Failure | Pulled 20 feet toward breach; prone and flat-footed |
Breach Sizes
| Breach Size | Pull DC Modifier | Seal DC |
|---|---|---|
| Small (1 ft.) | -2 | 15 |
| Medium (5 ft.) | +0 | 18 |
| Large (10 ft.) | +2 | 22 |
| Massive (20+ ft.) | +5 | 28 |
Sealing a Breach
Crafting DC: Based on breach size (see above)
Time: 2 actions
| Result | Effect |
|---|---|
| Critical Success | Breach sealed; area can be repressurized |
| Success | Breach partially sealed; DC to resist pull reduced by 5 |
| Failure | Breach not sealed |
| Critical Failure | Breach widens by one size category |
Surviving Vacuum
Environmental Protection
The following provide protection from vacuum:
| Protection | Duration | Notes |
|---|---|---|
| Armor (with Environmental Seal) | Capacity hours | Standard protection |
| Void Adaptation | Unlimited | Biological/magical immunity |
| Emergency Bubble | 1 hour | Single-use item |
| Force Field | Varies | Technological protection |
| Spells (Life Bubble, etc.) | Spell duration | Magical protection |
Running Out of Air
When environmental protection runs out:
- Warning: Most systems provide 10-minute warning
- Rationing: Can extend duration by 50% with DC 15 Survival check (must rest)
- Sharing: Two creatures can share one suit's air at half duration each
RADIATION EXPOSURE
Radiation Levels
| Level | Fortitude DC | Damage | Condition |
|---|---|---|---|
| Low | 15 | 1d4 | Sickened 1 |
| Medium | 18 | 2d6 | Sickened 2 |
| High | 22 | 4d6 | Sickened 3, Drained 1 |
| Severe | 28 | 8d6 | Sickened 4, Drained 2 |
Exposure Frequency
| Situation | Check Frequency |
|---|---|
| Passing through | Once |
| Stationary in area | Every minute |
| High-intensity source | Every round |
Radiation Save Results
Fortitude Save vs. Radiation DC:
| Result | Effect |
|---|---|
| Critical Success | No effect |
| Success | Half damage, no condition |
| Failure | Full damage and condition |
| Critical Failure | Double damage, condition severity +1, Doomed 1 |
Radiation Sickness
Creatures who fail radiation saves accumulate radiation sickness:
- Stage 1 (1-2 failures): Sickened value persists for 1 day
- Stage 2 (3-4 failures): Sickened value persists for 1 week; Drained 1
- Stage 3 (5+ failures): Sickened value persists for 1 month; Drained 2; lose 1d4 HP per day
Treating Radiation
Medicine DC: 15 + (Radiation Level × 2)
Time: 1 hour
| Result | Effect |
|---|---|
| Critical Success | Remove all radiation conditions |
| Success | Reduce radiation stage by 1 |
| Failure | No improvement |
| Critical Failure | Condition worsens by 1 stage |
Radiation Protection
| Protection | Effect |
|---|---|
| Standard Armor | +2 circumstance bonus to saves |
| Radiation-Shielded Armor | +4 circumstance bonus; reduces level by 1 |
| Radiation Medication | Automatically succeed vs. Low; +2 vs. higher |
| Lead/Dense Barriers | Blocks Low; reduces others by 1 level |
GRAVITY EFFECTS
Gravity Categories
Standard Gravity
Normal Earth-like gravity. No special rules.
Low Gravity (≤1/3 Standard)
Benefits:
- Jump distances tripled
- Carrying capacity doubled
- Thrown weapon ranges doubled
- +2 circumstance bonus to Athletics checks for jumping/climbing
Drawbacks:
- Ranged weapons: -2 to attacks beyond first range increment
- Acrobatics DC to land safely increased by 2
High Gravity (≥2× Standard)
Penalties:
- Speed reduced by half
- Jump distances halved
- Carrying capacity halved
- Thrown weapon ranges halved
- -2 circumstance penalty to Athletics checks
- Fatigued after 1 hour without rest (Fort DC 18 to resist)
Extreme Gravity (≥5× Standard)
All high gravity effects plus:
- Take 1d6 bludgeoning damage per round
- Prone creatures cannot stand without DC 20 Athletics check
- Flying creatures must land or fall
Zero Gravity
Movement:
- Cannot walk; must push off surfaces or use propulsion
- Move speed becomes "drift" speed (usually 10 feet)
- Can push off to move up to 30 feet in a straight line
Combat:
- Melee attacks: -2 circumstance penalty unless trained
- Ranged attacks: No penalty
- No flanking bonuses (no clear "ground")
Maneuvering:DC 18 to change direction or stop:
- Acrobatics: For fine adjustments, stopping, or controlled maneuvers
- Athletics: For pushing off surfaces or generating initial momentum
| Result | Effect |
|---|---|
| Critical Success | Move as intended; can take other actions |
| Success | Move as intended |
| Failure | Continue drifting in original direction |
| Critical Failure | Begin spinning; flat-footed until you stabilize |
Carrying Capacity: ×10 (but inertia still applies)
Variable Gravity
Some locations have fluctuating gravity.
Gravity Shift (every 1d4 rounds):
- Roll 1d6: 1-2 = Low, 3-4 = Standard, 5 = High, 6 = Zero
- All creatures must succeed DC 15 Reflex or fall prone
- Unsecured objects drift/fall based on new gravity
Artificial Gravity
Most starships and stations have artificial gravity.
Gravity Generator Failure
When artificial gravity fails:
- Immediate: Zero-G takes effect
- Unsecured Objects: Begin floating
- Liquids: Form floating spheres
- Duration: Until repaired (Crafting DC 20, 10 minutes)
Gravity Manipulation
Some effects can locally alter gravity:
| Effect | DC to Resist | Duration |
|---|---|---|
| Gravity Well (spell) | Caster's DC | Sustained |
| Gravity Grenade | 18 | 1 minute |
| Gravity Plate Malfunction | — | Until repaired |
| Creature Ability | Creature's DC | Varies |
ATMOSPHERIC HAZARDS
Atmospheric Types
Thin Atmosphere
Insufficient oxygen for normal breathing.
Effects:
- Fortitude save (DC 15) every hour or become Fatigued
- Strenuous activity requires Fortitude save (DC 18) every 10 minutes
- Failed saves by 5+ cause Exhausted instead
Thick Atmosphere
Dense atmosphere that impedes movement and breathing.
Effects:
- Fortitude save (DC 15) every hour or become Sickened 1
- +4 to Piloting/flying checks (denser medium)
- Ranged weapons: -1 per range increment
- Fire damage reduced by 2 (harder to burn)
Corrosive Atmosphere
Atmosphere contains damaging chemicals.
| Severity | Damage | Frequency | Object Damage |
|---|---|---|---|
| Mild | 1 acid | Per minute | 1/hour |
| Moderate | 1d4 acid | Per minute | 1/10 min |
| Severe | 2d6 acid | Per round | 1/minute |
| Extreme | 4d6 acid | Per round | 1/round |
Standard environmental seals protect against Mild and Moderate.
Toxic Atmosphere
Atmosphere contains poisonous gases.
Inhaled Poison (varies by atmosphere):
| Toxicity | Onset | Stage 1 | Stage 2 | Stage 3 |
|---|---|---|---|---|
| Low | 1 min | Sickened 1 | Sickened 2 | Sickened 3, Slowed 1 |
| Medium | 3 rounds | Sickened 2, 2d6 damage | Sickened 3, 4d6 damage | Unconscious |
| High | 1 round | 4d6 damage, Sickened 3 | 8d6 damage, Paralyzed | Death |
Fortitude DC: Low 15, Medium 20, High 25
Unbreathable Atmosphere
Cannot sustain humanoid life but not actively harmful.
Effects:
- Suffocation: Creature can hold breath for rounds equal to Constitution modifier (minimum 1), then begins dying
- No other effects (non-toxic, non-corrosive)
- Environmental protection required (breathing apparatus sufficient)
No Atmosphere
Vacuum conditions apply (see Vacuum & Decompression).
Environmental Extremes
Extreme Heat
| Temperature | Damage | Frequency | Fort DC |
|---|---|---|---|
| Hot (95-115°F) | — | — | 15/hour or Fatigued |
| Severe (116-139°F) | 1d4 fire | Per 10 min | 18 |
| Extreme (140-179°F) | 2d6 fire | Per minute | 22 |
| Burning (180°F+) | 4d6 fire | Per round | 25 |
Extreme Cold
| Temperature | Damage | Frequency | Fort DC |
|---|---|---|---|
| Cold (40-0°F) | — | — | 15/hour or Fatigued |
| Severe (-1 to -40°F) | 1d4 cold | Per 10 min | 18 |
| Extreme (-41 to -80°F) | 2d6 cold | Per minute | 22 |
| Freezing (-81°F-) | 4d6 cold | Per round | 25 |
SCALE INTERACTIONS
Personal vs. Starship Scale
When personal-scale creatures and starship-scale objects interact, use these conversion rules.
Distance Conversion
| Starship Hexes | Personal Scale |
|---|---|
| 1 hex | 1,000 feet (standard) |
| 1 hex | 200 feet (close combat) |
| 1 hex | 10 miles (fleet scale) |
Personal Weapons vs. Starships
Personal weapons are not designed to damage starships.
General Rule: Personal weapons cannot damage starship systems or hull.
Exceptions:
- Weapons with the "starship-scale" property
- Weapons specifically designed for anti-vehicle use
- Magical effects that ignore physical limitations
- Attacking exposed crew or external components
Attacking Exposed Components: Some starship components (sensors, weapons, engines) may be targetable from the exterior.
| Component | AC | HP | Effect if Destroyed |
|---|---|---|---|
| Sensor Array | 15 | 20 | System becomes Glitching |
| External Turret | 18 | 30 | Weapon disabled |
| Thruster Nozzle | 16 | 25 | Speed -1 |
| Viewport | 12 | 15 | Breach (see Decompression) |
Starship Weapons vs. People
Starship weapons are devastating against personal-scale targets.
Damage Conversion: Starship weapon damage × 10 = Personal damage
Example: A light laser cannon (2d4 starship damage) deals 20d4 damage to a person.
Targeting Limitations:
- Starship weapons cannot target individual creatures
- Must target a 50-foot area minimum
- All creatures in area take damage (Reflex DC 20 for half)
Starship Collision with Creatures
When a starship collides with a creature:
Creature Damage: 10d6 per starship speed
Starship Damage: None (unless creature is Gargantuan+)
Gargantuan+ Creatures:
- Deal damage equal to their level × 2 to the starship
- Take normal collision damage
Combat Scale Options
Close Combat Scale
For fights involving Medium and smaller ships at close range.
1 Hex = 200 feet
Effects:
- Personal-scale weapons can target exposed components
- Boarding is easier (DC -5)
- Tracking weapons less effective (-2)
Standard Scale
Default starship combat scale.
1 Hex = 1,000 feet (approximately)
Effects:
- Normal starship combat rules apply
Fleet Action Scale
For large battles with many ships.
1 Hex = 10 miles
Effects:
- Use Armada rules for large forces
- Individual ships represented by fleet markers
- Personal-scale completely abstracted
Mixed-Scale Encounters
When both personal and starship combat occur simultaneously:
Initiative
All combatants roll normally. Ships and creatures act in initiative order.
Action Timing
- 1 starship round = 1 personal round
- Crew actions occur during the ship's turn
- Personal combatants not crewing ships act normally
Targeting Across Scales
Personal → Starship:
- Can target exposed components
- Can attempt to board
- Cannot damage hull/systems with normal weapons
Starship → Personal:
- -10 to target individual creatures
- Area attacks work normally
- Collisions handled as above
Spells and Starship Scale
When spellcasters encounter starships, the differences in scale create significant limitations on magical effectiveness.
General Principles
Scale Mismatch: Most personal-scale spells are designed to affect creatures, small objects, or localized areas. Starships operate at a vastly larger scale where personal magic is generally ineffective.
Key Limitations:
- Size: Starship components are too large for most targeted spells
- Area: Spell areas of effect are minuscule compared to starship scale
- Magnitude: Damage from personal spells is negligible against ship structures
- Targeting: Many spells require creature targets, which starships are not
Design Principle: Spell effects do not automatically scale up. A fireball that devastates a room cannot meaningfully damage a starship's hull.
Spells That CAN Affect Starships
The following categories of spells can have meaningful effects on starships:
Structure/Object Targeting
Spells with explicit "structure" or "unattended object" targeting can affect starship components.
| Spell Type | Examples | Effect on Starships |
|---|---|---|
| Transmutation | shrink, enlarge | May affect small components |
| Divination | object reading, read omens | Can gather information about ship history |
| Utility | mending, creation | Can repair/create components if size allows |
| Control | lock, knock | Affects doors, hatches, security systems |
Limitation: Spell level must be sufficient for the component's size/complexity. Most starship components require high-rank spells.
Teleportation Magic
Teleportation spells work normally for moving creatures but cannot transport entire starships.
| Spell | Starship Application |
|---|---|
| teleport, dimension door | Boarding, infiltration, evacuation |
| plane shift | Moving crew between planes (not ship) |
| ethereal jaunt | Bypassing hull to enter ship |
Note: Teleporting requires knowing or seeing the destination. Ship interiors are difficult to target blindly.
Buff/Debuff Magic
Spells affecting crew members work normally and can indirectly help ship performance.
| Effect Type | Examples | Impact on Ship |
|---|---|---|
| Ability Enhancement | haste, guidance | Improves crew skill checks |
| Mental Effects | fear, confusion | Disrupts crew effectiveness |
| Skill Bonuses | heroism, inspire courage | Better crew actions |
| Healing | heal, restoration | Keeps crew functional |
Remember: Crew bonuses apply to their skill checks during ship actions, not to the ship's statistics directly.
Divination Spells
Information-gathering spells are particularly useful in starship encounters.
| Spell | Information Provided |
|---|---|
| detect magic | Identifies magical components, shields |
| see invisibility | Reveals cloaked/invisible ships |
| scrying | Views ship interior or crew |
| read aura | Determines ship's age, origin, emotional resonance |
| commune | Ask deities about ship weaknesses, locations |
| legend lore | Historical information on famous vessels |
Spells That CANNOT Affect Starships
The following spell categories are ineffective against starship-scale targets:
Direct Damage Spells
Personal-scale damage magic cannot meaningfully harm starships.
| Spell Category | Why Ineffective | Example |
|---|---|---|
| Blast Spells | Area too small | fireball affects 20-ft radius; starship is 200+ feet |
| Ray Spells | Insufficient energy | scorching ray burns person, can't penetrate hull plating |
| Weapon Spells | Wrong scale | magic missile targets creature, not structure |
| Energy Damage | Magnitude too low | Even 10d6 damage is trivial to 100+ HP ship hull |
Example: A 3rd-rank fireball (8d6 damage, ~28 average) cannot damage a starship with 100 HP and armor 10. The scale difference is absolute.
Single-Target Attack Spells
Most offensive spells require creature targets.
Cannot Target Starships:
- disintegrate (creature or object up to 10-ft cube)
- finger of death (creature only)
- phantasmal killer (creature only)
- harm (living creature or undead)
Why: Starships are neither creatures nor appropriately-sized objects for these spells.
Mind-Affecting Spells
Starships are objects without minds (unless sentient AI is involved).
Ineffective Against Ships:
- charm, dominate, suggestion
- confusion, fear, sleep
- detect thoughts, mindlink, telepathy
Exception: If a ship has a sentient AI system, mind-affecting spells might work on the AI (GM discretion).
Condition-Inflicting Spells
Most conditions (frightened, sickened, clumsy) apply only to creatures.
No Effect on Starships:
- Conditions cannot be applied to objects
- Ship status conditions (Glitching, Malfunctioning) are separate systems
- Use appropriate Engineering/Piloting actions instead
Spell-Like Starship Abilities
Starship combat already includes magical effects at the appropriate scale.
Magic Officer Actions
These represent ship-scale magical effects:
| Action | Spell Equivalent | Effect |
|---|---|---|
| Eldritch Shot | magic missile (ship-scale) | Energy damage to target |
| Mystic Haze | obscuring mist (ship-scale) | Concealment field |
| Precognitive Defense | foresight (ship-scale) | Defense bonus |
| Scrying Defense | nondetection (ship-scale) | Blocks sensors |
| Arcane Barrage | chain lightning (ship-scale) | Multi-target attack |
Design Note: These actions use the same magical principles as personal spells but operate at starship scale. A Magic Officer channels far more energy than a personal spellcaster.
Magical Systems
Some starship components are inherently magical:
| Component | Magical Effect |
|---|---|
| Arcane Drive | Propulsion via arcane energy |
| Mystical Shields | Force field protection |
| Divination Array | Enhanced sensors via scrying |
| Teleportation Beacon | Short-range ship teleportation |
These systems are built to operate at starship scale from the start.
Optional Rule: Heightened Ship-Scale Spells
GM Discretion Rule: For high-level campaigns, GMs may allow 9th-rank or higher spells to affect starship components.
Requirements
- Spell Level: Must be 9th-rank or higher
- Target: Can only affect exposed external components
- Casting Time: Normal casting time (starship combat uses same action economy)
- Line of Sight: Caster must be able to see the component
Effects
Damage Spells: 9th-rank spells deal 1/10 normal damage to starship components (minimum 1).
Example: A 9th-rank fireball deals 14d6 damage (average 49). Against a starship component, this deals 4-5 points of damage.
Heightened DCs: Saving throws against spells targeting starship systems use the spell DC + 5.
Component Targeting:
| Component Type | Base AC | HP | Effect if Destroyed |
|---|---|---|---|
| Sensor Array | 15 | 20 | System becomes Glitching |
| External Weapon | 18 | 30 | Weapon disabled |
| Thruster | 16 | 25 | Speed -1 |
| Shield Generator | 20 | 35 | Shields drop by 1 arc |
| Communication Array | 14 | 15 | Cannot use long-range comms |
Transmutation Effects: Spells like disintegrate or fabricate can destroy/create components of up to 100 cubic feet (2nd-tier ship components maximum).
Limitations of Optional Rule
Still Cannot:
- Directly damage hull or internal systems
- Affect ship-wide systems (computers, life support, power core)
- Scale up area effects automatically
- Target moving ships without clear line of sight
Balance Consideration: This rule allows high-level spellcasters to contribute to starship combat without overshadowing ship weapons. Spells remain less effective than dedicated ship systems.
GM Guidance: Consider whether allowing this rule fits your campaign. In hard sci-fi settings, personal magic may be completely ineffective against starships. In high-fantasy space opera, 9th-rank spells might be more potent.
VEHICLE-STARSHIP INTERACTIONS
Vehicles in Starship Combat
Vehicles are generally too small and slow for effective starship combat but may appear in certain scenarios.
Vehicle Limitations
| Limitation | Effect |
|---|---|
| Size | Most vehicles are smaller than Tiny ships |
| Speed | Cannot match starship speeds |
| Weapons | Cannot damage starship hull (usually) |
| Defenses | Destroyed by any starship weapon hit |
Space-Capable Vehicles
Some vehicles can operate in vacuum:
Requirements:
- Environmental seal
- Maneuvering thrusters
- Radiation shielding
In Starship Combat:
- Considered stationary (cannot move hexes under own power)
- Can occupy same hex as starships
- May attack starship exposed components at close range
Vehicle vs. Starship Weapons
Vehicle Weapons → Starship:
- Heavy vehicle weapons deal 1/10 damage (round down)
- Anti-vehicle weapons deal 1/5 damage
- Minimum 1 damage on hit
Starship Weapons → Vehicle:
- Light weapons: ×5 damage
- Heavy weapons: ×10 damage (usually instant destruction)
- Capital weapons: Instant destruction (no save)
Deploying Vehicles from Starships
Launch Bays
Ships with appropriate expansion bays can deploy vehicles.
Launch Time: 1 round per vehicle
Recovery Time: 2 rounds per vehicle
Maximum Deployed: Equal to bay capacity
Drop Deployment
Vehicles can be dropped from ships in atmosphere.
Piloting DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | Perfect landing; vehicle undamaged |
| Success | Good landing; vehicle takes 2d6 damage |
| Failure | Rough landing; vehicle takes 4d6 damage; occupants take 2d6 |
| Critical Failure | Crash; vehicle takes 10d6 damage; occupants take 4d6 |
SURVIVAL EQUIPMENT
Environmental Protection
Armor Environmental Seals
| Seal Type | Duration | Radiation | Temperature Range |
|---|---|---|---|
| Basic | 24 hours | +2 save | -40 to 140°F |
| Standard | 72 hours | +4 save | -80 to 180°F |
| Advanced | 1 week | +6 save | -150 to 300°F |
| Military | 2 weeks | Immune to Low | -200 to 500°F |
Emergency Equipment
| Item | Effect | Level | Price |
|---|---|---|---|
| Emergency Bubble | 1 hour vacuum protection | 3 | 15 gp |
| Oxygen Canister | 8 hours additional air | 1 | 2 gp 5 sp |
| Radiation Medication | +4 to radiation saves (1 day) | 5 | 20 gp |
| Gravity Boots | Function in zero-G | 4 | 30 gp |
| Thermal Suit | Resist extreme temperatures | 6 | 50 gp |
| Emergency Beacon | Signals rescue (100-mile range) | 2 | 5 gp |
| Survival Kit | Basic supplies for 3 days | 1 | 2 gp 5 sp |
Breathing Apparatus
| Type | Duration | Notes |
|---|---|---|
| Rebreather | 4 hours | Filters toxins (Low only) |
| Oxygen Tank | 8 hours | Compressed air supply |
| Recirculator | 24 hours | Recycles exhaled air |
| Life Support Unit | 72 hours | Full environmental support |
Survival Skills in Space
Survival Skill Uses
Avoid Hazard (Survival):
Identify and avoid environmental dangers.
DC: Varies by hazard (typically 15-25)
| Result | Effect |
|---|---|
| Critical Success | Identify hazard and safe path |
| Success | Identify hazard |
| Failure | Hazard not identified |
| Critical Failure | Hazard misidentified; false sense of safety |
Extend Supplies (Survival):
Make environmental protection last longer.
DC: Expert DC 20
Time: 1 hour of maintenance
| Result | Effect |
|---|---|
| Critical Success | +50% duration on environmental supplies |
| Success | +25% duration |
| Failure | No benefit |
| Critical Failure | -10% duration (waste/damage) |
Emergency Shelter (Survival/Crafting):
Create temporary protection from environment.
DC: Trained DC 15 (basic) to Master DC 30 (hostile environment)
Time: 10 minutes to 1 hour (based on complexity)
| Result | Effect |
|---|---|
| Critical Success | Shelter protects against all local hazards |
| Success | Shelter protects against primary hazard |
| Failure | Partial protection (-2 to saves) |
| Critical Failure | Shelter fails; supplies wasted |
This supplement is a fan work and is not affiliated with Paizo Inc.Starfinder is a registered trademark of Paizo Inc.
