Disabled -Item Condition-
Items or Droids that have taken damage that reduces its current hit points to 0 are Disabled. They no longer function and move to the bottom of their Condition Track and have the following effects, depending upon the item.
- If the item is a weapon, any attacks made with the item suffer a –30 penalty with Triple Disadvantage on attack rolls and -10 penalty with triple disadvantage on damage rolls. Disabled weapons cannot score a critical hit.
- If the item is armor, see the Fragmented (Armor Condition).
- If the item is a tool needed for a skill, any skill check made with the item takes a –30 penalty with triple disadvantage.
- If they are Droid they move to the bottom of their Condition Track and falls prone until the condition is repaired.
- If the item does not fit into any of these categories, the impaired condition inflicts a -30 penalty with disadvantage on its use.
Items with the disabled condition, regardless of type, are worthless. Items lose the disabled condition if it regains at least a positive hit points. Generally speaking, this requires a DC 50 Mechanic check and 3 hour of work & its Material cost to be repaired, the time is reduced by 10 minutes for each multiple of two the check exceeds. Most mechanics charge 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 three-quarters their hit points, they are impaired.
- When a ship is impaired, it takes a –30 penalty to all Defenses, as well as Triple Disadvantage on pilot checks, saving throws, and on pilot maneuver checks.
- When a ship or its means of propulsion becomes impaired, the ship’s maximum speed is divided by three-fourths 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 0.
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