Planetary surfaces in Void Pirates are as dangerous as the void itself. Every world you set foot on — whether a crimson volcanic super-Earth, a high-oxygen jungle moon, or a frozen cryovolcanic rock — can kill you slowly or quickly if you are not prepared. These hazards use the same NOVACore Action Roll (AR) system you already know. No new dice or mechanics are added.

Every planet has four main hazard categories: Gravity, Atmosphere, Temperature, and Weather/Surface. The Game Master (GM) can roll or choose these once when the planet is introduced, or use the Quick Planet Generator at the end of this section for fast random results. Hazards trigger Health (HLTH) or Survival Action Rolls at the start of each scene or every hour of exposure (whichever comes first). Failure means damage, penalties, or other consequences.1. Gravity Hazard (Beyond Normal Gravity Rating Modifier Penalties)Your Gravity Rating (GR) already gives a fixed Gravity Rating Modifier (GRM) to every Action Roll based on the local gravity. This section covers the additional long-term strain from extreme mismatch.

  • If your GR is mismatched to the planet’s gravity:
    • 1.6G or higher mismatch (e.g., a Floater or Hopper on a Stomper world):
      You suffer a cumulative –1 penalty to all Action Rolls per hour of exposure. This stacks up to a maximum of –5.
      The penalty resets only after you rest in a suitable environment or use mitigation (see below).
    • 0 to 0.5G mismatch (e.g., a Stomper or Brick in true zero-G or very low-G):
      Your Move Rate decreases by –1 per hour of exposure (cumulative).
      Floaters and Hoppers ignore this penalty — their bodies are already adapted.
  • Stabilization / Mitigation:
    • A successful Medicine Action Roll at Target Number (TN) 15 lets you stabilize for the next 24 hours (no further penalty accumulation).
    • Combat Roids (or similar medications) grant +1 Health (HLTH) Attribute Modifier for 1 hour, which can help resist or offset the penalty (GM discretion on how it applies).
    • Gear like the XO-SKEL Suit, Cyberlegs, or powered exosuits often negates or reduces these cumulative effects (see gear descriptions).

2. Atmosphere Hazard

The planet’s air determines whether you can breathe freely or need protection.

  • Breathable: No Action Roll required. You can breathe normally.
  • Thin or Toxic:
    Roll a Health (HLTH) Action Roll at TN 12 every hour of exposure.
    • Failure: Take 1d6 damage and suffer –2 to all Action Rolls until the next hour (cumulative if you fail again).
    • Mitigation: A Breather Mask, Lung Filters, or sealed Vacuum Suit completely negates the roll and damage.
  • Corrosive:
    Roll a Health (HLTH) Action Roll at TN 15 every 30 minutes of exposure.
    • Failure: Take 2d6 damage and reduce your Armor Value (AV) by 2 until repaired (stacks if you fail multiple times).
    • Mitigation: Sealed Vacuum Suit, Thermal Cloak, or similar protective gear negates the roll and damage.

3. Temperature Hazard

Extreme heat or cold wears you down over time.

  • Extreme Cold or Extreme Heat:
    Roll an Endurance Action Roll at TN 12 every hour of exposure.
    • Failure: Take 1d6 damage and apply a –2 wound penalty to all Action Rolls (cumulative with normal wound penalties).
    • Mitigation: A Thermal Cloak, sealed Vacuum Suit, or similar environmental protection completely negates the roll and damage.

4. Weather / Surface Hazard

If the planet has active weather or surface dangers, roll 1d6 once per scene when the hazard is present:

d6 RollHazardEffect
1–2Dust/Storm–2 to all Perception and Recon Action Rolls
3–4Radiation FlareMake a Radiation Shielding Rate (RSR) check (failure = 1d6 radiation damage per hour)
5Seismic/TremorRoll Piloting or Acrobatics at TN 15 or be knocked prone
6Acid Rain1d6 damage per round to exposed gear and characters (until sheltered or protected)

Quick Planet Generator (Optional – Roll Once per World)For fast random planets, roll d6 four times (once for each category):

  • Gravity
    1–2: Low
    3–4: Standard
    5–6: High
  • Atmosphere
    1–2: Breathable
    3: Thin
    4: Toxic
    5–6: Corrosive
  • Temperature
    1–2: Extreme Cold
    3–4: Temperate
    5–6: Extreme Heat
  • Weather
    1–3: Calm (no Weather/Surface roll needed)
    4–5: Active (roll Weather/Surface d6 per scene)
    6: Catastrophic (Weather/Surface always active, +2 to all hazard TNs)

Planets are deadly because the Cradle does not care if you survive. A mismatched gravity slowly crushes you, toxic air burns your lungs, extreme temperatures cook or freeze you, and a sudden dust storm or acid rain can end a raid before it begins. Always check your gear, your suit seals, your meds, and your crew’s Gravity Ratings before boots touch dirt. The void forgives nothing — and planets forgive even less.