Critical Damage

Starship systems can take critical damage, causing them to become less functional and eventually stop working altogether.

Critical damage is scored whenever a gunnery check results in a natural 20 on the die and damage is dealt to the target ship’s hull. The critical range is expanded to a natural 19 or 20 on the die if the target starship was the subject of a successful target system science officer action (see page 325).

Critical damage is also scored whenever the target starship’s hull takes damage that causes its total amount of damage to exceed its Critical Threshold (see page 292) or a multiple of that threshold. For example, a starship with 100 Hull Points and a Critical Threshold of 20 takes critical damage each time its total amount of Hull Point damage exceeds 20, 40, 60, 80, and 100 points (and so on). An individual attack does not need to deal more than 20 damage to score critical damage against this starship; it just needs to be the attack that pushes the starship’s total damage above a multiple of its Critical Threshold.

A starship can take critical damage even when its total Hull Points are below 0.

Source

Core Rulebook pg. 321

A starship takes critical damage from an attack only if that attack deals damage to the ship’s Hull Points, even if the result of the gunnery check is a natural 20. If the attack’s damage only reduces a starship’s Shield Points, no critical damage occurs.

Source

Core Rulebook pg. 321

When critical damage is scored, the attacking PC should roll on the table below to randomly determine which of the target starship’s key systems is hit; that system gains a critical damage condition (see below), with the effect listed on the table. If the system isn’t currently critically damaged, it gains the glitching condition. If it is critically damaged again, its critical condition changes by one step of severity (glitching becomes malfunctioning; malfunctioning becomes wrecked). These conditions and their effects on crew actions are explained in Critical Damage Conditions.

To determine which system is affected, roll d% and consult the table below. If a system already has the wrecked condition (or in the case of the weapons array, if all weapon arcs have the wrecked condition), apply its critical damage to the next system down on the chart. If you reach the bottom of the chart, instead deal damage to one of the crew (as described below).

D% System Effect
1–10 Life support Condition applies to all captain actions
11–30 Sensors Condition applies to all science officer actions
31–60 Weapons array Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs)
61–80 Engines Condition applies to all pilot actions
81–100 Power core Condition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions (see Critical Damage Conditions below)

Source

Core Rulebook pg. 321

If the starship’s core has the wrecked condition and further critical damage is dealt to the core, no critical damage conditions are applied to the ship. Instead, one of the crew (determined randomly) is injured, taking an amount of Hit Point damage equal to the Hull Point damage dealt by the attack (without the increase for starship weapons against humanoid targets; see Shooting Starships on page 292). That crew member can attempt a DC 20 Reflex save to take only half damage.

Source

Core Rulebook pg. 321

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