Destroying Starships

The rules governing the destruction of starships function in many ways like the death and dying rules described in Player Core, but with some key differences. When a player starship takes enough damage to reduce it to 0 Hull Points, it first becomes compromised (rather than dying), and its battle stations become malfunctioning. If the starship escapes destruction, usually by regaining Hull Points, it's wrecked (rather than wounded) until sufficiently repaired. These new rules are detailed below.

Becoming Compromised

Starships can't be reduced to fewer than 0 Hull Points. When most non-player starships reach 0 Hull Points, they're destroyed and removed from play. Player starships aren't automatically destroyed when they reach 0 Hull Points, however. Instead, they become much more difficult to operate and are at risk of destruction.

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.

Hull Integrity Checks

While a starship is compromised, it must attempt a hull integrity check each round on its turn. Any crew member can attempt this check. In the case of a tie with other characters and starships acting on that initiative, attempt this hull integrity check first. This is a flat check with a DC equal to 10 + the ship’s current compromised value to see if the ship gets better or worse.
Critical SuccessThe compromised value is reduced by 2.
SuccessThe compromised value is reduced by 1.
FailureThe compromised value increases by 1.
Critical FailureThe compromised value increases by 2.

Taking Damage

If a starship takes damage that isn’t completely mitigated (by Shield Points, for example) while it already has the compromised condition, increase its compromised condition value by 1, or by 2 if the damage came from an attacker’s critical hit or the starship’s own critical failure at a save. Additionally, each battle station on the starship gains the malfunctioning condition.

Ship Repairs

A starship doesn't regain Hull Points automatically the way a character does by resting and must be actively repaired. It's possible to restore Hull Points to a starship during combat with certain spells (such as cosmic repairs), with station actions (such as Jump Start), or station actions granted by upgrades and drones (such as Repair Hull). Outside of combat, starship repairs are typically handled with the Emergency Repairs exploration activity; this activity not only restores Hull Points, but is also the primary method of decreasing a starship's wrecked value.

Losing the Compromised Condition

A starship loses the compromised condition if it reaches compromised 0. A starship also loses the compromised condition if it gains 1 Hull Point or more. Any time a starship loses the compromised condition, it gains the wrecked 1 condition or increases its wrecked value by 1 if it already has that condition. Restoring Hull Points or removing the compromised condition from a starship doesn’t automatically remove the malfunctioning condition from its battle stations, though many actions that restore Hull Points, such as the Jump Start action, also remove the malfunctioning condition from battle stations.

Destruction

When a starship is destroyed, it becomes a ruin floating aimlessly in space. The starship’s battle stations stop working and can’t be repaired. The interior of the starship has zero gravity, and creatures on board need environmental protections or other means of life support to breathe. The starship can’t regain Hull Points unless it’s returned to a port or way station for repairs. Crew members on board a starship that’s destroyed are stranded unless they installed escape pods or possess another means of escape. In some adventures, an enemy starship might explode in a devastating blast that leaves no surviving crew.