Space Environment Quick Reference
Last Updated: 2026-01-16
Quick reference for space hazards. For full rules, see:
- compiled/COMPILED_MODULE_PLAYER_RULES.md (Part VII - Space Environment)
This is a rules-only reference document. Space environment rules are resolved manually by the GM using the tables below.
| Feature | Status | Notes |
|---|
| Vacuum Effects | 📖 Rules Only | GM applies damage and conditions manually |
| Radiation Hazards | 📖 Rules Only | GM tracks saves and radiation sickness |
| Gravity Modifiers | 📖 Rules Only | GM applies skill/speed modifiers |
| Atmospheric Hazards | 📖 Rules Only | GM tracks affliction progression |
| Temperature Extremes | 📖 Rules Only | GM applies damage per frequency |
| Scale Conversion | 📖 Rules Only | Reference for mixed-scale combat |
| Survival Equipment | ✅ In Compendium | Items in tech-items pack |
When exposed without protection:
- Hold breath for rounds = Constitution modifier (minimum 1)
- Then begin dying (suffocation rules)
- Take 1d6 bludgeoning damage per round (no save, no resistance)
Decompression:
- All creatures take 3d6 bludgeoning damage immediately
- Reflex save (DC 18) or be pulled toward breach
| Result | Effect |
|---|
| Critical Success | Not pulled; act normally |
| Success | Pulled 5 ft toward breach |
| Failure | Pulled 10 ft; flat-footed until end of next turn |
| Critical Failure | Pulled 20 ft; prone and flat-footed |
| Breach Size | Pull DC Modifier | Seal DC | Seal Time |
|---|
| Small (1 ft.) | -2 | 15 | 2 actions |
| Medium (5 ft.) | +0 | 18 | 2 actions |
| Large (10 ft.) | +2 | 22 | 2 actions |
| Massive (20+ ft.) | +5 | 28 | 2 actions |
Extending Air Supply:
- Rationing: DC 15 Survival check = +50% duration (must rest)
- Sharing: Two creatures can share one suit's air at half duration each
| Level | Fort DC | Damage | Condition | Save Frequency |
|---|
| Low | 15 | 1d4 | Sickened 1 | Per minute |
| Medium | 18 | 2d6 | Sickened 2 | Per minute |
| High | 22 | 4d6 | Sickened 3, Drained 1 | Per round |
| Severe | 28 | 8d6 | Sickened 4, Drained 2 | Per round |
| Result | Effect |
|---|
| Critical Success | No effect |
| Success | Half damage, no condition |
| Failure | Full damage and condition |
| Critical Failure | Double damage, condition +1 severity, Doomed 1 |
- Stage 1 (1-2 failures): Sickened persists 1 day
- Stage 2 (3-4 failures): Sickened persists 1 week; Drained 1
- Stage 3 (5+ failures): Sickened persists 1 month; Drained 2; lose 1d4 HP/day
| Protection | Effect |
|---|
| Standard Armor | +2 circumstance bonus to saves |
| Radiation-Shielded Armor | +4 bonus; reduces level by 1 |
| Radiation Medication | Auto-succeed vs Low; +2 vs higher |
| Lead/Dense Barriers | Blocks Low; reduces others by 1 |
Treatment: Medicine DC 15 + (Radiation Level × 2), 1 hour
- Critical Success: Remove all radiation conditions
- Success: Reduce stage by 1
- Failure: No improvement
- Critical Failure: Condition worsens by 1 stage
| Category | Speed | Jump | Carrying | Athletics | Special Effects |
|---|
| Zero | Drift 10 ft | — | ×10 | -2 melee | Must push off surfaces; DC 18 to maneuver |
| Low (≤1/3) | Normal | ×3 | ×2 | +2 jump/climb | Thrown weapons ×2 range; ranged -2 beyond 1st increment |
| Standard | Normal | Normal | Normal | Normal | No special effects |
| High (≥2×) | ×1/2 | ×1/2 | ×1/2 | -2 | Fatigued after 1 hour (Fort DC 18) |
| Extreme (≥5×) | ×1/2 | ×1/2 | ×1/2 | -2 | 1d6 damage/round; cannot stand from prone (DC 20); flying ends |
Acrobatics or Athletics DC 18 to change direction or stop:
- Critical Success: Move as intended; take other actions
- Success: Move as intended
- Failure: Continue drifting in original direction
- Critical Failure: Begin spinning; flat-footed until stabilized
| Type | Fort DC | Frequency | Primary Effect |
|---|
| Thin | 15 | Per hour | Fatigued (strenuous = 18 DC per 10 min) |
| Thick | 15 | Per hour | Sickened 1; ranged weapons -1 per increment |
| Toxic (Low) | 15 | 1 min onset | Stage 1: Sickened 1 → Stage 2: Sickened 2 → Stage 3: Sickened 3, Slowed 1 |
| Toxic (Medium) | 20 | 3 rnd onset | Stage 1: Sickened 2, 2d6 → Stage 2: Sickened 3, 4d6 → Stage 3: Unconscious |
| Toxic (High) | 25 | 1 rnd onset | Stage 1: 4d6, Sickened 3 → Stage 2: 8d6, Paralyzed → Stage 3: Death |
| Corrosive (Mild) | — | Per minute | 1 acid damage |
| Corrosive (Moderate) | — | Per minute | 1d4 acid damage |
| Corrosive (Severe) | — | Per round | 2d6 acid damage |
| Corrosive (Extreme) | — | Per round | 4d6 acid damage |
Note: Standard environmental seals protect against Mild and Moderate corrosive atmospheres.
| Temperature | Damage | Frequency | Fort DC | Effect |
|---|
| Hot (95-115°F) | — | — | 15 | Per hour or Fatigued |
| Severe (116-139°F) | 1d4 fire | Per 10 min | 18 | Damage on failed save |
| Extreme (140-179°F) | 2d6 fire | Per minute | 22 | Damage on failed save |
| Burning (180°F+) | 4d6 fire | Per round | 25 | Damage on failed save |
| Temperature | Damage | Frequency | Fort DC | Effect |
|---|
| Cold (40-0°F) | — | — | 15 | Per hour or Fatigued |
| Severe (-1 to -40°F) | 1d4 cold | Per 10 min | 18 | Damage on failed save |
| Extreme (-41 to -80°F) | 2d6 cold | Per minute | 22 | Damage on failed save |
| Freezing (-81°F or lower) | 4d6 cold | Per round | 25 | Damage on failed save |
| Starship Hexes | Personal Scale | Use Case |
|---|
| 1 hex | 200 feet | Close combat |
| 1 hex | 1,000 feet | Standard starship combat |
| 1 hex | 10 miles | Fleet action scale |
Initiative & Timing:
- 1 starship round = 1 personal round
- All combatants roll initiative normally
- Ships and creatures act in initiative order
Personal Weapons vs Starships:
- Cannot damage hull or internal systems
- Can target exposed components (AC 12-20, HP 15-30)
- Examples: Sensor array, external turret, thruster nozzle, viewport
Starship Weapons vs People:
- Starship damage × 10 = Personal damage
- Example: 2d4 starship damage = 20d4 personal damage
- Cannot target individuals (50-foot minimum area)
- All in area take damage (Reflex DC 20 for half)
Starship Collisions:
- Creature takes 10d6 per starship speed
- Starship takes no damage (unless creature is Gargantuan+)
- Gargantuan+ creatures deal (level × 2) damage to ship
| 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) |
| Shield Generator | 20 | 35 | Shields drop by 1 arc |
| Comm Array | 14 | 15 | No long-range comms |
| Seal Type | Duration | Radiation Bonus | 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 |
| Item | Effect | Level | Price |
|---|
| Emergency Bubble | 1 hour vacuum protection | 3 | 150 cr |
| Oxygen Canister | +8 hours air | 1 | 25 cr |
| Radiation Medication | +4 radiation saves (1 day) | 5 | 200 cr |
| Gravity Boots | Function in zero-G | 4 | 300 cr |
| Thermal Suit | Resist extreme temps | 6 | 500 cr |
| Emergency Beacon | Signal rescue (100-mile) | 2 | 50 cr |
| Survival Kit | 3 days supplies | 1 | 25 cr |
| Type | Duration | Notes |
|---|
| Rebreather | 4 hours | Filters Low toxins only |
| Oxygen Tank | 8 hours | Compressed air supply |
| Recirculator | 24 hours | Recycles exhaled air |
| Life Support Unit | 72 hours | Full environmental support |
- Enter radiation zone
- Roll Fortitude save vs radiation DC
- Apply damage and conditions based on result
- Track failed saves for radiation sickness stages
- Repeat saves per exposure frequency
- Make Crafting check vs Breach Seal DC (2 actions)
- Critical Success: Breach sealed; can repressurize
- Success: Partially sealed; pull DC reduced by 5
- Failure: Breach not sealed
- Critical Failure: Breach widens by one size category
- Push off surface (30 ft straight line)
- Or use maneuvering thrusters (10 ft drift per action)
- To change direction: Acrobatics/Athletics DC 18
- On failure: Continue drifting in original direction
- On critical failure: Begin spinning (flat-footed)
Quick reference - approximately 2-3 pages when printed