Skip to main content
The Myrmidon Archives

Space Environment Quick Reference

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)

Module Implementation Status

This is a rules-only reference document. Space environment rules are resolved manually by the GM using the tables below.

FeatureStatusNotes
Vacuum Effects📖 Rules OnlyGM applies damage and conditions manually
Radiation Hazards📖 Rules OnlyGM tracks saves and radiation sickness
Gravity Modifiers📖 Rules OnlyGM applies skill/speed modifiers
Atmospheric Hazards📖 Rules OnlyGM tracks affliction progression
Temperature Extremes📖 Rules OnlyGM applies damage per frequency
Scale Conversion📖 Rules OnlyReference for mixed-scale combat
Survival Equipment✅ In CompendiumItems in tech-items pack

Vacuum & Decompression

Vacuum Exposure Effects

When exposed without protection:

  1. Hold breath for rounds = Constitution modifier (minimum 1)
  2. Then begin dying (suffocation rules)
  3. 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
ResultEffect
Critical SuccessNot pulled; act normally
SuccessPulled 5 ft toward breach
FailurePulled 10 ft; flat-footed until end of next turn
Critical FailurePulled 20 ft; prone and flat-footed

Breach Sizes & Seal DCs

Breach SizePull DC ModifierSeal DCSeal Time
Small (1 ft.)-2152 actions
Medium (5 ft.)+0182 actions
Large (10 ft.)+2222 actions
Massive (20+ ft.)+5282 actions

Vacuum Survival Checklist

  • Environmental seal active (armor/suit)
  • Capacity sufficient for mission duration
  • 10-minute warning system functional
  • Backup oxygen available
  • Emergency beacon accessible
  • Rescue plan established

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

Radiation

Radiation Levels & Effects

LevelFort DCDamageConditionSave Frequency
Low151d4Sickened 1Per minute
Medium182d6Sickened 2Per minute
High224d6Sickened 3, Drained 1Per round
Severe288d6Sickened 4, Drained 2Per round

Radiation Save Results

ResultEffect
Critical SuccessNo effect
SuccessHalf damage, no condition
FailureFull damage and condition
Critical FailureDouble damage, condition +1 severity, Doomed 1

Radiation Sickness Stages

  • 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

Radiation Protection

ProtectionEffect
Standard Armor+2 circumstance bonus to saves
Radiation-Shielded Armor+4 bonus; reduces level by 1
Radiation MedicationAuto-succeed vs Low; +2 vs higher
Lead/Dense BarriersBlocks 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

Gravity

Gravity Categories & Modifiers

CategorySpeedJumpCarryingAthleticsSpecial Effects
ZeroDrift 10 ft×10-2 meleeMust push off surfaces; DC 18 to maneuver
Low (≤1/3)Normal×3×2+2 jump/climbThrown weapons ×2 range; ranged -2 beyond 1st increment
StandardNormalNormalNormalNormalNo special effects
High (≥2×)×1/2×1/2×1/2-2Fatigued after 1 hour (Fort DC 18)
Extreme (≥5×)×1/2×1/2×1/2-21d6 damage/round; cannot stand from prone (DC 20); flying ends

Zero Gravity Maneuvers

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

Atmospheric Hazards

Atmospheric Types & Effects

TypeFort DCFrequencyPrimary Effect
Thin15Per hourFatigued (strenuous = 18 DC per 10 min)
Thick15Per hourSickened 1; ranged weapons -1 per increment
Toxic (Low)151 min onsetStage 1: Sickened 1 → Stage 2: Sickened 2 → Stage 3: Sickened 3, Slowed 1
Toxic (Medium)203 rnd onsetStage 1: Sickened 2, 2d6 → Stage 2: Sickened 3, 4d6 → Stage 3: Unconscious
Toxic (High)251 rnd onsetStage 1: 4d6, Sickened 3 → Stage 2: 8d6, Paralyzed → Stage 3: Death
Corrosive (Mild)Per minute1 acid damage
Corrosive (Moderate)Per minute1d4 acid damage
Corrosive (Severe)Per round2d6 acid damage
Corrosive (Extreme)Per round4d6 acid damage

Note: Standard environmental seals protect against Mild and Moderate corrosive atmospheres.


Temperature Extremes

Extreme Heat

TemperatureDamageFrequencyFort DCEffect
Hot (95-115°F)15Per hour or Fatigued
Severe (116-139°F)1d4 firePer 10 min18Damage on failed save
Extreme (140-179°F)2d6 firePer minute22Damage on failed save
Burning (180°F+)4d6 firePer round25Damage on failed save

Extreme Cold

TemperatureDamageFrequencyFort DCEffect
Cold (40-0°F)15Per hour or Fatigued
Severe (-1 to -40°F)1d4 coldPer 10 min18Damage on failed save
Extreme (-41 to -80°F)2d6 coldPer minute22Damage on failed save
Freezing (-81°F or lower)4d6 coldPer round25Damage on failed save

Scale Conversion

Distance Scales

Starship HexesPersonal ScaleUse Case
1 hex200 feetClose combat
1 hex1,000 feetStandard starship combat
1 hex10 milesFleet action scale

Mixed-Scale Combat

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

Exposed Components Targeting

ComponentACHPEffect if Destroyed
Sensor Array1520System becomes Glitching
External Turret1830Weapon disabled
Thruster Nozzle1625Speed -1
Viewport1215Breach (see Decompression)
Shield Generator2035Shields drop by 1 arc
Comm Array1415No long-range comms

Survival Equipment

Armor Environmental Seals

Seal TypeDurationRadiation BonusTemperature 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 Quick List

ItemEffectLevelPrice
Emergency Bubble1 hour vacuum protection3150 cr
Oxygen Canister+8 hours air125 cr
Radiation Medication+4 radiation saves (1 day)5200 cr
Gravity BootsFunction in zero-G4300 cr
Thermal SuitResist extreme temps6500 cr
Emergency BeaconSignal rescue (100-mile)250 cr
Survival Kit3 days supplies125 cr

Breathing Apparatus

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

Quick Procedures

Radiation Exposure Sequence

  1. Enter radiation zone
  2. Roll Fortitude save vs radiation DC
  3. Apply damage and conditions based on result
  4. Track failed saves for radiation sickness stages
  5. Repeat saves per exposure frequency

Sealing a Breach

  1. Make Crafting check vs Breach Seal DC (2 actions)
  2. Critical Success: Breach sealed; can repressurize
  3. Success: Partially sealed; pull DC reduced by 5
  4. Failure: Breach not sealed
  5. Critical Failure: Breach widens by one size category

Zero Gravity Movement

  1. Push off surface (30 ft straight line)
  2. Or use maneuvering thrusters (10 ft drift per action)
  3. To change direction: Acrobatics/Athletics DC 18
  4. On failure: Continue drifting in original direction
  5. On critical failure: Begin spinning (flat-footed)

Quick reference - approximately 2-3 pages when printed