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SPACE ENVIRONMENT & SCALE RULES

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

  1. Vacuum & Decompression
  2. Radiation Exposure
  3. Gravity Effects
  4. Atmospheric Hazards
  5. Scale Interactions (Personal vs. Starship)
    • Spells and Starship Scale
  6. Vehicle-Starship Interactions
  7. 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:

  1. Suffocation Begins Immediately
    • Creature can hold breath for rounds equal to Constitution modifier (minimum 1)
    • After that, creature begins dying (as suffocation rules)
  2. Pressure Damage
    • Take 1d6 bludgeoning damage per round (no save)
    • This damage cannot be reduced by resistance or immunity
  3. 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.

ResultEffect
Critical SuccessNot pulled; can act normally
SuccessPulled 5 feet toward breach; can act normally
FailurePulled 10 feet toward breach; flat-footed until end of next turn
Critical FailurePulled 20 feet toward breach; prone and flat-footed

Breach Sizes

Breach SizePull DC ModifierSeal DC
Small (1 ft.)-215
Medium (5 ft.)+018
Large (10 ft.)+222
Massive (20+ ft.)+528

Sealing a Breach

Crafting DC: Based on breach size (see above)
Time: 2 actions

ResultEffect
Critical SuccessBreach sealed; area can be repressurized
SuccessBreach partially sealed; DC to resist pull reduced by 5
FailureBreach not sealed
Critical FailureBreach widens by one size category

Surviving Vacuum

Environmental Protection

The following provide protection from vacuum:

ProtectionDurationNotes
Armor (with Environmental Seal)Capacity hoursStandard protection
Void AdaptationUnlimitedBiological/magical immunity
Emergency Bubble1 hourSingle-use item
Force FieldVariesTechnological protection
Spells (Life Bubble, etc.)Spell durationMagical protection

Running Out of Air

When environmental protection runs out:

  1. Warning: Most systems provide 10-minute warning
  2. Rationing: Can extend duration by 50% with DC 15 Survival check (must rest)
  3. Sharing: Two creatures can share one suit's air at half duration each

RADIATION EXPOSURE

Radiation Levels

LevelFortitude DCDamageCondition
Low151d4Sickened 1
Medium182d6Sickened 2
High224d6Sickened 3, Drained 1
Severe288d6Sickened 4, Drained 2

Exposure Frequency

SituationCheck Frequency
Passing throughOnce
Stationary in areaEvery minute
High-intensity sourceEvery round

Radiation Save Results

Fortitude Save vs. Radiation DC:

ResultEffect
Critical SuccessNo effect
SuccessHalf damage, no condition
FailureFull damage and condition
Critical FailureDouble 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

ResultEffect
Critical SuccessRemove all radiation conditions
SuccessReduce radiation stage by 1
FailureNo improvement
Critical FailureCondition worsens by 1 stage

Radiation Protection

ProtectionEffect
Standard Armor+2 circumstance bonus to saves
Radiation-Shielded Armor+4 circumstance bonus; reduces level by 1
Radiation MedicationAutomatically succeed vs. Low; +2 vs. higher
Lead/Dense BarriersBlocks 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
ResultEffect
Critical SuccessMove as intended; can take other actions
SuccessMove as intended
FailureContinue drifting in original direction
Critical FailureBegin 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:

  1. Immediate: Zero-G takes effect
  2. Unsecured Objects: Begin floating
  3. Liquids: Form floating spheres
  4. Duration: Until repaired (Crafting DC 20, 10 minutes)

Gravity Manipulation

Some effects can locally alter gravity:

EffectDC to ResistDuration
Gravity Well (spell)Caster's DCSustained
Gravity Grenade181 minute
Gravity Plate MalfunctionUntil repaired
Creature AbilityCreature's DCVaries

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.

SeverityDamageFrequencyObject Damage
Mild1 acidPer minute1/hour
Moderate1d4 acidPer minute1/10 min
Severe2d6 acidPer round1/minute
Extreme4d6 acidPer round1/round

Standard environmental seals protect against Mild and Moderate.

Toxic Atmosphere

Atmosphere contains poisonous gases.

Inhaled Poison (varies by atmosphere):

ToxicityOnsetStage 1Stage 2Stage 3
Low1 minSickened 1Sickened 2Sickened 3, Slowed 1
Medium3 roundsSickened 2, 2d6 damageSickened 3, 4d6 damageUnconscious
High1 round4d6 damage, Sickened 38d6 damage, ParalyzedDeath

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

TemperatureDamageFrequencyFort DC
Hot (95-115°F)15/hour or Fatigued
Severe (116-139°F)1d4 firePer 10 min18
Extreme (140-179°F)2d6 firePer minute22
Burning (180°F+)4d6 firePer round25

Extreme Cold

TemperatureDamageFrequencyFort DC
Cold (40-0°F)15/hour or Fatigued
Severe (-1 to -40°F)1d4 coldPer 10 min18
Extreme (-41 to -80°F)2d6 coldPer minute22
Freezing (-81°F-)4d6 coldPer round25

SCALE INTERACTIONS

Personal vs. Starship Scale

When personal-scale creatures and starship-scale objects interact, use these conversion rules.

Distance Conversion

Starship HexesPersonal Scale
1 hex1,000 feet (standard)
1 hex200 feet (close combat)
1 hex10 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.

ComponentACHPEffect if Destroyed
Sensor Array1520System becomes Glitching
External Turret1830Weapon disabled
Thruster Nozzle1625Speed -1
Viewport1215Breach (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:

  1. Size: Starship components are too large for most targeted spells
  2. Area: Spell areas of effect are minuscule compared to starship scale
  3. Magnitude: Damage from personal spells is negligible against ship structures
  4. 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 TypeExamplesEffect on Starships
Transmutationshrink, enlargeMay affect small components
Divinationobject reading, read omensCan gather information about ship history
Utilitymending, creationCan repair/create components if size allows
Controllock, knockAffects 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.

SpellStarship Application
teleport, dimension doorBoarding, infiltration, evacuation
plane shiftMoving crew between planes (not ship)
ethereal jauntBypassing 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 TypeExamplesImpact on Ship
Ability Enhancementhaste, guidanceImproves crew skill checks
Mental Effectsfear, confusionDisrupts crew effectiveness
Skill Bonusesheroism, inspire courageBetter crew actions
Healingheal, restorationKeeps 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.

SpellInformation Provided
detect magicIdentifies magical components, shields
see invisibilityReveals cloaked/invisible ships
scryingViews ship interior or crew
read auraDetermines ship's age, origin, emotional resonance
communeAsk deities about ship weaknesses, locations
legend loreHistorical 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 CategoryWhy IneffectiveExample
Blast SpellsArea too smallfireball affects 20-ft radius; starship is 200+ feet
Ray SpellsInsufficient energyscorching ray burns person, can't penetrate hull plating
Weapon SpellsWrong scalemagic missile targets creature, not structure
Energy DamageMagnitude too lowEven 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:

ActionSpell EquivalentEffect
Eldritch Shotmagic missile (ship-scale)Energy damage to target
Mystic Hazeobscuring mist (ship-scale)Concealment field
Precognitive Defenseforesight (ship-scale)Defense bonus
Scrying Defensenondetection (ship-scale)Blocks sensors
Arcane Barragechain 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:

ComponentMagical Effect
Arcane DrivePropulsion via arcane energy
Mystical ShieldsForce field protection
Divination ArrayEnhanced sensors via scrying
Teleportation BeaconShort-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

  1. Spell Level: Must be 9th-rank or higher
  2. Target: Can only affect exposed external components
  3. Casting Time: Normal casting time (starship combat uses same action economy)
  4. 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 TypeBase ACHPEffect if Destroyed
Sensor Array1520System becomes Glitching
External Weapon1830Weapon disabled
Thruster1625Speed -1
Shield Generator2035Shields drop by 1 arc
Communication Array1415Cannot 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

LimitationEffect
SizeMost vehicles are smaller than Tiny ships
SpeedCannot match starship speeds
WeaponsCannot damage starship hull (usually)
DefensesDestroyed 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

ResultEffect
Critical SuccessPerfect landing; vehicle undamaged
SuccessGood landing; vehicle takes 2d6 damage
FailureRough landing; vehicle takes 4d6 damage; occupants take 2d6
Critical FailureCrash; vehicle takes 10d6 damage; occupants take 4d6

SURVIVAL EQUIPMENT

Environmental Protection

Armor Environmental Seals

Seal TypeDurationRadiationTemperature Range
Basic24 hours+2 save-40 to 140°F
Standard72 hours+4 save-80 to 180°F
Advanced1 week+6 save-150 to 300°F
Military2 weeksImmune to Low-200 to 500°F

Emergency Equipment

ItemEffectLevelPrice
Emergency Bubble1 hour vacuum protection315 gp
Oxygen Canister8 hours additional air12 gp 5 sp
Radiation Medication+4 to radiation saves (1 day)520 gp
Gravity BootsFunction in zero-G430 gp
Thermal SuitResist extreme temperatures650 gp
Emergency BeaconSignals rescue (100-mile range)25 gp
Survival KitBasic supplies for 3 days12 gp 5 sp

Breathing Apparatus

TypeDurationNotes
Rebreather4 hoursFilters toxins (Low only)
Oxygen Tank8 hoursCompressed air supply
Recirculator24 hoursRecycles exhaled air
Life Support Unit72 hoursFull environmental support

Survival Skills in Space

Survival Skill Uses

Avoid Hazard (Survival):
Identify and avoid environmental dangers.

DC: Varies by hazard (typically 15-25)

ResultEffect
Critical SuccessIdentify hazard and safe path
SuccessIdentify hazard
FailureHazard not identified
Critical FailureHazard misidentified; false sense of safety

Extend Supplies (Survival):
Make environmental protection last longer.

DC: Expert DC 20
Time: 1 hour of maintenance

ResultEffect
Critical Success+50% duration on environmental supplies
Success+25% duration
FailureNo 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)

ResultEffect
Critical SuccessShelter protects against all local hazards
SuccessShelter protects against primary hazard
FailurePartial protection (-2 to saves)
Critical FailureShelter fails; supplies wasted

This supplement is a fan work and is not affiliated with Paizo Inc.Starfinder is a registered trademark of Paizo Inc.