**The key idea:** Tactical movement is measured in **5-foot squares** and spends **Speed**, not metres of fictional travel. Your movement type and the terrain both matter.
## Movement at a glance
| Choice | How it works |
|---|---|
| **Stride [1 action]** | Move up to your land Speed. More than one Stride is possible if you spend more actions. |
| **Step [1 action]** | Move **5 feet** without triggering movement reactions; **cannot Step into difficult terrain**. |
| **Climb [1 action]** | Athletics and usually **two hands free**; moving while climbing normally leaves you off-guard unless you have a climb Speed. |
| **Swim [1 action]** | Athletics unless you have a swim Speed; water and currents can change the DC or movement. |
| **Fly [1 action]** | Requires a fly Speed. Hovering costs an action, and flight has rules for ascending, descending and falling if you do not Fly during a round. |
| **Zero gravity / untethered** | The **untethered** condition and **Push Off** action apply, instead of assuming ordinary ground movement. |
*Source: Player Core, pp. 193–195, 408–415, 441.*
## What slows or blocks you?
- **Difficult terrain:** moving into a square costs **5 additional feet** of Speed.
- **Greater difficult terrain:** moving into a square costs **10 additional feet** of Speed.
- **Diagonal movement:** in a square grid, diagonals alternate between **5 feet and 10 feet** of movement cost.
- **Hazardous terrain:** may harm a creature moving through it; the source determines the effect.
- **Forced movement:** such as Shove or Reposition, generally **does not trigger reactions based on movement**. This is different from voluntarily Striding away.
- **Line of sight vs line of effect:** being able to see something does not necessarily mean an effect can pass through a solid barrier.
*Source: pp. 413–419.*
## Exploration precautions
- Use **Analyze Environment** if you have suitable sensors/protection to assess certain hazards while travelling. (Sheet 04.)
- Check light and senses: **dim light, darkness, low-light vision, darkvision** and **special senses** can affect detection. (pp. 424–426.)
- Armour's environmental protection is **not a blanket radiation/toxin/temperature immunity**. Read its protection limits and the actual hazard description.
- A travel route can require **Athletics**, **Survival** or relevant equipment; describe the approach rather than assuming every obstacle uses the same skill.
## At-the-table examples (illustrative)
**Collapsed corridor:** declare Search before entering, or spend actions to Seek after danger starts.
**Slick catwalk:** ask whether Balance or Climb is required; conditions and the GM's DC matter.
**Open airlock:** check actual environmental protection and whether moving will make you untethered before opening it.
**Official sources:** *Starfinder Player Core*, pp. 193–195, 408–419, 424–426, 430–432, 441; hazard details *Starfinder GM Core*, pp. 92–113. **See also:** Sheets 01, 03, 04, 06 and 12.