A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.
Blinded: The starship's sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.
Grappled: When grappled, a starship can't move. It can attack, attempt to break free from its opponent, or perform other actions. It can't apply the pilot's Dexterity bonus to its Defense.
Immobilized: An immobilizedstarship is held immobile (but is not helpless), usually in a grapple. It takes a -4 penalty to its Defense and can't apply the pilot's Dexterity bonus to its Defense.
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a -2 penalty to Defense. The starship's autopilot system kicks in until the pilot regains her senses.
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.
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