A starship that suffers from damage or disabling effects can be described by one of the following conditions.

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Breached

When there is a hole in a starship's hull, the starship is breached. Breaches can be repaired as described in the Starship Repair section.

If the starship is in the void, the air in the ship depletes through the breach. Until the breach is repaired, the room in which the breach is located runs out of air in a number of rounds equal to the number of 5-foot spaces the room occupies. The GM can accelerate this air loss depending on the size or number of breaches in the room. Sealed doors and multiple rooms help prevent the entire starship from losing air.

Immobilized

While a starship's movement speed is reduced to 0, it is immobile. Unlike creatures who can still move, starships have no other means of dodging or defense. Attack rolls against an immobile starship have advantage, and the starship automatically fails Dexterity saving throws. Disabled engines, wreckages, or other effects can render a starship immobile.

Wrecked

When a character's starship drops to 0 hit points, it is considered wrecked (enemy starships simply break apart when reduced to 0 hit points, at GM's discretion). While at 0 hit points, a starship's speed is 0, though it may continue floating at high speed through the frictionless void (GM's discretion). Additionally, all onboard stations are disabled unless equipped with emergency power, though some stations with manual operation may remain active. A wrecked starship is particularly dangerous for its crew, as a disabled life support station produces no fresh air or gravity. A starship runs out of air after a duration equal to 10 minutes for each 5-foot square space that the starship occupies.

A wrecked starship remains wrecked until it has regained at least half its hit points.