Broken -Item Condition-
Items or Droids that have taken damage in excess of half its total hit points are broken. They are less effective at their designated task and have the following effects, depending upon the item.
- If the item is a weapon, any attacks made with the item suffer a –10 penalty with double Disadvantage on attack rolls and double disadvantage on damage rolls. Broken weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
- If the item is armor, see the Cracked (Armor Condition .
- If the item is a tool needed for a skill, any skill check made with the item takes a –10 penalty with double disadvantage.
- If they are Droid it takes a -10 penalty with double disadvantage on all of its rolls and is permanently moved -6 on the Condition Track until the condition is repaired.
- If the item does not fit into any of these categories, the broken condition has no effect on its use.
Items with the broken condition, regardless of type, are worth 50% of its normal value. Items lose the broken condition if it regains at least half of its original hit points or higher. Generally speaking, this requires a DC 30 Mechanic check and 1 hour of work & half its Material cost to be repaired, the time is reduced by 10 minutes for each multiple of two the check exceeds. Most mechanics charge one-fifth of the item’s total cost to repair such damage.
*Special Note on Ships. Ships, and sometimes their means of propulsion—are objects, and like any other object, when they take damage in excess of half their hit points, they are broken.
- When a ship is broken, it takes a –10 penalty to all Defenses, as well as double Disadvantage on pilot checks, saving throws, and on pilot maneuver checks.
- When a ship or its means of propulsion becomes broken, the ship’s maximum speed is halved and the ship can no longer gain the upper hand until repaired.
- If the ship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed.
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