Critical Damage Conditions

The following are the critical damage conditions and their effects, ordered by severity. These effects apply primarily to starship combat and rarely impact noncombat play (wrecked engines can still be used to get a starship to a safe place to repair, for example— though the GM might rule that it takes longer than normal).

Source

Core Rulebook pg. 321

A glitching system isn’t operating at peak performance. Crew actions involving the system (except the hold it together and patch engineer actions; see page 323) take a –2 penalty.

Source

Core Rulebook pg. 321

A malfunctioning system is difficult to control. Crew actions involving the system (except the hold it together and patch engineer actions) take a –4 penalty. Also, crew members can’t take push actions (see page 322) using that system. If the power core is malfunctioning, all actions aboard the starship not involving the power core take a –2 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.

Source

Core Rulebook pg. 321

A wrecked system is minimally functional. Crew actions involving the system (except the hold it together and patch engineer actions and minor crew actions; see page 326) automatically fail. If the power core is wrecked, all crew actions aboard the starship not involving the power core take a –4 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.

Source

Core Rulebook pg. 321

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