In addition to galactic-scale phenomena such as the spiral arms & the core, many dangers and scientific opportunities appear in the vast empty spaces among the stars. In general, such phenomena occur most commonly in regions of denser star populations, but exploratory vessels have found enough exceptions to this rule to fill a library computer complex. The universe remains a wondrous place, and the "laws of astrophysics" 20th-century humanity postulated without ever leaving their planet proved mutable indeed.
This section describes these phenomena, as far as Starfleet understands them, and gives some indications about their distribution and frequency. Their effects on passing (or investigating) ships are included here. If not, see chapter 13 ("Hazards") of the Decipher book, Star Trek Roleplaying Game, v2: Narrator's Guide (NG).
A protostar is a cloud of gas and dust in the process of collapsing into a star and planets. Protostar clouds are fairly thin, so ships can move through them at up to wap 1 without danger. Close to the developing star, the nebula becomes much denser; there, ships cannot travel at more than half maximum impulse speed (0.5 c) because the dense gas can literally melt the hull at high speeds. Protostars also emit powerful waves of magnetoscopic radiation, which interferes with sensors, navigation and communication systems. In addition, showers of meteoroids commonly occur within protostar clouds and some protostars host photonic life forms.
Pulsar
Most neutron stars become pulsars, spinning rapidly in periods from approximately one millisecond to almost 5 seconds. As it spins, a pulsar emits powerful energy pulses (anything from radio waves, to X-rays to visible light). The pulses occur at regular intervals, though these intervals slowly increase as the pulsar ages. Thanks to these pulses, pulsars often serve as 'navigational beacons' for spacefaring species. Starfleet rates pulsars at power levels from 1 to 10.
Star cluster
Star clusters are (relatively) tight areas of space where multiple stars exist. Due to the tight gravimetric conditions of the area, another (of many different types) interstellar phenomena will often be co-located.
T Tauri Star
Normal, or 'main sequence', stars experience a T Tauri stage at an early point during their stellar evolution. In this stage, a star loses much of its light metals (including solar lithium), which it emits in an enormous 'T Tauri wind' that blows billions of kilometers into space. This wind is highly energetic and can interfere with many ship's systems and even with organic life nearby. Almost all T Tauri stars are too young to have planets, but exceptions do exist.
Variable Star
Although most stars have constant (in humanoid terms) brightness, rotation and other characteristics, some, known as variable stars, alter one or more of their characteristics over relatively short time periods (as little as days or even minutes). For example, Cephid variables build up stellar energy and release it in nova-like explosions and flare stars project enormous solar flares; either phenomenon could harm an orbiting ship or destroy a nearby planet. A ship that knew a variable star's periodicity could potentially set a stellar ambush for an enemy, striking while the solar flares buffeted the target's shields and communications.
Subspace
Subspace is a spatial continuum completely tangent to normal space, but with widely divergent physical laws. Warp engines and subspace radio, crucial elements of interstellar travel, depend on subspace, but can also distort it under the wrong conditions. There are a wide array of recorded anomalies, including the following:
Subspace Compression
A phenomenon (natural or artificial) caused when an object is partially encased in a subspace field, thus altering the gravitational constant of the encased portion and giving the different parts different inertial densities. Subspace compression causes stress to be placed on the object, and in extreme cases can cause it to be destroyed on an atomic level. In addition to this danger there is considerable risk of damage to the platform projecting the subspace field, although a modern starship is capable of withstanding a considerable degree of subspace compression. The Enterprise-D once attempted to correct the orbit of a moon orbiting Bre'el IV by wrapping a subspace field around part of it, thus resulting in subspace compression. The attempt failed, but as a result of non technical factors rather than any problems with the method employed.
A rare and highly unusual subspace compression phenomenon was discovered in 2374. The anomaly caused an object which passed through it to be greatly reduced in physical size; the Danube class runabout Rubicon was shrunk to a size of approximately a dozen centimeters while investigating the anomaly, although it was eventually able to return to its normal size. It was hoped that study of the anomaly would enable a better understanding of the mechanisms behind transwarp conduits to be gained.
An encounter with subspace compression (artificially or naturally created) will cause considerable distress to the ship, regardless of the ship's skill. Unless otherwise dictated, the length of time to which the compression lasts naturally is 1d100 minutes; the effect will cause 2d6+3 points of damage each minute, taken by the shields first and then to the ship directly, per standard damage rules.
Subspace Corridor
A subspace corridor is a shortcut through space, which can allow a starship to traverse great distances otherwise unachievable with traditional warp drive. This 'groove in subspace' can draw in warp-driven ships and move them at speeds of up to 40 light-years a minute (equivalent to 21,024,000 light-years in a year or warp 276 on the OCU scale). A ship can emit a deflector resonance pulse to change its shield harmonics and thrust itself out of the corridor.
Though these corridors are rare, examples exist where they connect with other corridors, creating a vast network that can span well over 6,000 light-years (or more). In the Delta quadrant, the Vaadwaur mapped a network of subspace corridors (which were called underspace) over a period of centuries. They also discovered frequent use resulted in degradation of the corridors, requiring maintenance and careful use. Though navigation of normal space while within the corridors is not possible, ships can maneuver and - based on accurate charts - exit the corridors, based on times of transit within and landmarks of corridor branches. Debris can build up and remain within corridors that are not maintained.
While a subspace corridor might result in a long-range sensor scan as an anomaly, actually discovering the breach into the corridor and opening it is not easy. Any attempt to study the anomaly will only result in success if rolled at less than 20% of the Ship skill. If an entrance to a subspace corridor is discovered, the ship may find itself pulled in and - barring any action to disrupt the transit or damage taken from other forces in the corridor - may find themselves disgorged 1d300 light-years from their original position, in a randomized direction. On a roll of 1d6, 1d10 branches will exist within the corridor, each with another 1d6 chance of 1d10 additional branches. The discovery of such a network would be immensely valuable.
Subspace Eddy
Subspace eddies form at the confluence of space and subspace, such as near a black hole or a powerful emitter of subspace radiation. They are highly charged with plasma, which causes them to leave an easily detectable particle wake behind them. The plasma makes a good source of energy for starships which are otherwise short on such resources. Subspace eddies throw off graviton waves, which cause considerable turbulence in their vicinity. Within the eddy, massive discharges of plasmatic energy are found and temperature gradients can exceed nine million kelvins. However the center of an eddy has a perfectly calm region akin to the eye of a hurricane.
Subspace eddies are considered to be 'challenging' Events to deal with, when encountered. As indicated, they can be a ready source of heated plasma, if the receiving ship is in a condition to collect it.
Subspace Interphase Pocket
Our universe coexists with a multitude of others occupying the same physical space but separated by the phase difference between them. Occasionally a universe overlaps with another, creating a region of interphase. Such interphase pockets are highly dangerous; vessels entering them are likely to find themselves marooned in another universe with little chance of returning. Being in close proximity to an interphase pocket has drastic effects on the brain function of humanoid life forms, while being trapped inside one is generally fatal.
Interphase pockets are highly sensitive to disturbances in space and any use of energy in their vicinity can cause them to shift position and alter the timing of the periods of interphase significantly. An interphase pocket can be produced by detonating a tri-cobalt warhead in a sufficiently large gravitational field, such as that found near to a dead star. Under the right conditions, the pocket can act as a gateway which can allow objects to move both between parallel universes and through time.
An interphase pocket is simply a limbo region between the two universes that are out of phase to one another. Some examples of these universes have proven to be (roughly) parallel (meaning, they are very similar in most respects, but with notable differences) and, of these, they may also allow for 'relative' time travel (that is, crossing over into a parallel universe does not mean also at the equivalent time). Other universes that are entered may be of a far different nature, though examples encountered to-date have not seen any differences in the laws of physics. An early encounter with an interphase pocket may be considered a 'difficult' Event, with failure possibly resulting in a ship trapped either in the pocket (resulting in death) or the other universe (requiring adaption to new circumstances). After there is some understanding of the nature of interphase pockets, an experienced (or trained) crew will probably encounter the Event as 'challenging'.
Subspace Rift/Rupture
An opening in the fabric of normal space through which subspace protrudes. High level exposure of space containing subspace instabilities to warp fields can result in a subspace rift, a weakness that starts to exhibit symptoms of the impending rupture, which will cause vessels to become trapped in subspace. The rifts are extremely sensitive to any use of subspace technology, most especially to warp drive - any use of a warp drive system within a rift causes it to expand greatly into a rupture.
Very similar to subspace turbulence, a rift or rupture is not the result of natural anomalies (such as black holes or omega particles), but of heavy subspace use in a localized region. Unlike a void, where subspace is no longer present, in a rupture, subspace becomes a constant presence in normal space, essentially trapping any object that was in the immediate area at the time of the rupture forever within that same area. No travel can take place between the areas of normal space and subspace, not even by pre-existing features, such as subspace corridors.
Subspace turbulence is an early symptom of a rift and will be present in the immediate boundary areas of a rupture.
Subspace Shockwave
A shockwave produced by certain types of explosion, most notably those involving dilithium ore. Subspace shock waves tend to propagate across an almost flat plane rather than in the three dimensional manner of a normal explosion. The shock wave propagates through normal space and can interact with objects within our universe, but its subspace nature allows it to travel at high multiples of the speed of light. The near destruction of the Klingon moon Praxis in 2293 produced a large subspace shock wave with a double wave front which extended out of Klingon territory altogether and hit the USS Excelsior, which was patrolling in the area at the time.
Subspace shockwaves created by moons or larger usually dissipate within 1d10 hours' time, though they'll travel at 1d100xc (i.e. up to just over warp 4 (TNG)). The below table indicates the level of complexity involved in escaping a subspace shockwave and the level of damage done to one system (bypassing the ship's hull & resistance factor), if the evasion attempt fails.
Shockwave Damage
Source
Skill Reduction
Damage
Starship
skill doubled
1-3 pts
Borg cube
none
2d6+3 pts
Moon
25%
5d6 pts
Planet
50%
7d6 pts
Nova/Supernova
75%
ship destroyed
Subspace Turbulence
Subspace turbulence is a subspace anomaly which causes severe disruption in subspace. This phenomenon, common around black holes and other similar disruptive anomalies, can hamper or even prevent a starship from forming a cohesive warp field (and thus from attaining warp speed). The after-effects of Omega particles will also result in subspace turbulence, prior to entering an area completely devoid of subspace.
While warp speed itself is impossible in a subspace void (area completely removed of any subspace presence), the 'shoal' areas around it may be somewhat possible to a ship skilled enough to initiate and maintain a warp bubble about their ship. Distances around the void differ, but the complexity of the act of warp creation decreases as distance from the subspace event increases. The complexity starts of at 'extreme' immediately outside the void, and lessens through the 'difficult', 'challenging' and 'routine' levels.
Subspace Vacuole
A subspace vacuole is a type of dimensional distortion which can act as a means of transit between dimensions, much as a wormhole does in normal space. Subspace vacuoles can also pose a hazard to navigation, due to the fact that contact with a vacuole while traveling at warp speeds could lead to the destruction of one's ship. Subspace vacuoles may be temporary or permanent phenomenon.
While detectable on short-range sensors, if a vessel crosses over a threshold of a vacuole while at warp, it must make a 'difficult' skill roll to survive (then, an additional one for damage). Transiting thru a vacuole at sublight will trigger the transfer to an alternate dimension.