Destroying Starships
Becoming Compromised
When a player starship is reduced to 0 Hull Points:
- The starship gains the compromised 1 condition. If the effect that reduced the starship to 0 Hull Points was a critical success from the attacker or the result of the starship's critical failure, the starship gains the compromised 2 condition instead. If the starship has the wrecked condition, increase its compromised value by an amount equal to its wrecked value. If the damage was dealt by a nonlethal attack or nonlethal effect, the ship doesn't gain the compromised condition; it's instead inoperable with 0 Hull Points.
A compromised starship is heavily damaged and difficult to operate. Compromised always includes a value; if this value reaches compromised 10, the ship is destroyed. While the ship is compromised, its compromised value can increase or decrease in three ways: hull integrity checks, taking damage, and ship repairs. - Each battle station on the starship gains the malfunctioning condition. This prevents most station actions from being used, though crew members can still move around the ship, fight boarders, and gain passive benefits (if any) from helming battle stations. Most importantly, they can conduct repairs to restore function to battle stations and stop the ship from being destroyed!
- Note the initiative count when the starship became compromised. The starship enters initiative, positioned directly before the turn in which it was reduced to 0 HP. This is when it must attempt hull integrity checks in subsequent rounds, as described below. It leaves initiative if it ever loses the compromised condition.