Broken
A Vehicle that has either lost half its total hit points or is at Tier 4 or lower on the Condition Track, gains the broken state. In addition to the normal Condition Track penalties, this state also imposes a reduction on all speeds by half. Vehicles with the broken condition, regardless of type, are worth 75% of its normal value. Vehicles lose the broken condition if it regains at least half of its original hit points or higher. Generally speaking, this requires a DC 20 Mechanic check and 1 week of work to be repaired, if the check exceeds the DC by 5 the time is reduced by 1 day (this effect stacks for each multiple of five the check exceeds). Most mechanics charge one-fifth of the vehicle’s total cost to repair such damage (more if the vehicle is badly broken).
Damaged
A vehicle that has either lost a quarter of its total hit points or is in Tier 2 or 3 on the Condition Track, gains the damaged state. Vehicles with the damaged condition, regardless of type, are worth 50% of its normal value. Vehicles lose the damage condition if it regains at least a quarter of its original hit points or higher. Generally speaking, this requires a DC 15 Mechanic check and 2 days of work to be repaired, if the check exceeds the DC by 5 the time is reduced by 6 hours (this effect stacks for each multiple of five the check exceeds). Most mechanics charge one-tenth of the vehicle’s total cost to repair such damage (more if the vehicle is badly damaged).
Deactivated
A deactivated vehicle’s systems are completely frozen and the vessel itself is unable to move or act. A deactivated vehicle has Dexterity and Strength scores of 0 and is considered helpless, but the crew can still take actions themselves. An airspeeder in the air at the time that it becomes deactivated cannot maintain its flight and falls (right out of the sky). A deactivated submersible can’t control its movement and may become trapped.
Destroyed
Vehicles that have taken damage that reduces its Hit Points to a negative amount equal to half its Hit Points, gain the destroyed condition. Vehicles with the destroyed condition are completely ruined, inoperable, and unable to be repaired or salvaged.
Disabled Disabled. Vehicles that have taken damage that reduces its Hit Points to or below 0 or is in Tier VI on the Condition Track, gain the Disabled condition. The item or vehicle remains inert and inoperable until Repaired. Vehicles with the disabled condition, regardless of type, are worthless. These objects lose the disabled condition if it regains any positive hit points or move +1 on the Condition Track. Generally speaking, this requires a DC 30 Mechanic check and 2 weeks of work to be repaired, if the check exceeds the DC by 5 the time is reduced by 1 day (this effect stacks for each multiple of five the check exceeds). Most mechanics charge one-third of the vehicle’s total cost to repair such damage (more if the item is badly disabled).
Disarray
A vehicle in disarray can take no action but has no penalty to any Defenses. Disarray usually lasts only one turn.
Entangled Entangled. An entangled vehicle is restrained by either a piece of equipment like a Tractor beam or an astral anomaly like a Gravity Well. Entangled vehicles cannot move; takes a -8 penalty to their Dexterity score; and take an additional -5 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. An entangled vehicle may attempt to free itself, through a Combat Maneuver check or Dexterity check against the entangler’s Combat Maneuver Defense.
Ensnared Ensnared. An ensnared vehicle is tightly bound and can take few actions. An ensnared vehicle cannot move and is Flat-Foote; they also take an additional -5 penalty to their Reflex Defense. An ensnared vehicle may attempt to free itself, only through a Combat Maneuver check. Ensnared is a more severe version of entangled, and their effects do not stack.
Hacked
A hacked vehicle’s systems are under the control of an Enemy slicer. Each turn a vehicle’s systems remained hacked the slicer has control over their functions and may even attempt to lock the user’s out of the system. A System Operator may attempt to force the slicer out of the computer systems by opposing their Use Computer check with one of their own as a Full Round Action.
Haywire
A haywire vehicle system takes a -5 & Disadvantage on all checks related to it.
Overloaded
When a Vehicle’s system is overloaded it may take a single action, nor can they take full-round actions. An overloaded system may still take free & swift actions and reactions.
Scrambled
The electrical systems of a scrambled vehicle are temporarily on the fritz and cannot act normally. Roll a d100 and consult the following list at the beginning of each scrambled subject’s turn each round to see what the subject does in that round. 01-25: The controls of the ship short out and you take a Disadvantage on Pilot checks, if you fail a check by 5 or more the vehicle is in a tailspin. 26-50: The targeting computer to the weapon systems malfunctions and you take a Disadvantage on Attack rolls, critical fails on an attack roll may induce catastrophic weapon failure. 51-75: The ship's main computer freezes and you take a Disadvantage on all Use Computer checks, if you fail a check by 5 or more you are locked out of the computer for 1 turn. 76-95: The ship’s shield controls short out and the SR of the shields drops by half its current value. 96-100: The ship’s entire electrical grid goes haywire, and all ship-related checks that are not Mechanics take a double Disadvantage.
Stalled
A stalled vehicle; loses its Dexterity & Pilot bonus to Reflex Defense, & Combat Maneuver Defense. While flat-footed cannot make Pilot maneuvers, take swift actions, or make reactions.
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