"The room is the enemy. The room doesn't roll initiative."
Exploration covers everything between encounters; moving through a hostile environment, searching a derelict, scanning for what's about to kill you. The clock zooms out from rounds to sweeps (chunks long enough to scan, search, or cross a hazardous zone), and the dice tilt toward perception, engineering, and survival rather than weapons.
A sweep is not a turn. Players act in any order, the GM tracks Equipment Resources (air, E-cells, exhaustion) one tick at a time, and the encounter trigger lands when it lands.
- Travel; Overland and through-space movement. Sweeps, pacing, encounter triggers.
- Scanning & Detection; Scouts, sensors, perception range, surprise prep.
- Hazards; Environmental damage, Suffering, protection negation.
- Environmental Systems; Vacuum, atmosphere, gravity, temperature.
- Survival; Equipment Resources (ER), supplies, exhaustion.
- Stealth & Recon; Moving without being seen, marking the room before contact.
- Exploration Examples; Worked scenarios.
- Movement; the same Speed, terrain, climbing rules apply between encounters.
- Areas & Distance; environmental hazards use the same templates as weapon AoEs.
- Recovery Cycles; Stim Breaks happen between sweeps; Lockdowns after the operation.