Rules reference for space anomalies
An asteroid field is an anomaly that affects movement.
RULES
A ship cannot move through or into an asteroid field.
A nebula is an anomaly that affects movement and combat.
RULES
A ship can only move into a nebula if it is the active system. A ship cannot move through a nebula. A ship that begins the Movement step of a tactical action in a nebula treats its move value as "1" for the duration of that step. If a space combat occurs in a nebula, the defender applies +1 to each combat roll of their ships during that combat.
A supernova is an anomaly that affects movement.
RULES
A ship cannot move through or into a supernova.
A gravity rift is an anomaly that affects movement.
RULES
A ship that would move out of or through a gravity rift applies +1 to its move value. For each ship that would move out of or through a gravity rift, one die is rolled immediately before it exits the gravity rift system; on a result of 1-3, that ship is removed from the board.
An entropic scar is an anomaly that affects unit abilities and faction technologies.
RULES
A unit in an entropic scar cannot use unit abilities. A unit outside of an entropic scar cannot use unit abilities against units that are in an entropic scar. At the start of the status phase, a player with ships in an entropic scar may spend a command token from their strategy pool to gain one of their faction-specific technologies without meeting prerequisites.