Ship Damage & Failures         Ship damage rules are very similar to the rules found for vehicles in Vehicle Damage & Failures. Points of damage alone do not actually do anything to a ship, and there is no absolute maximum amount of damage that a ship can take. In practice, damage can hamper and eventually disable a ship by causing failures. Failures come in 4 types: Hull, Mobility, Engineering, and Weaponry. Each type of failure has various degrees, which represent progressively worse effects on the ship's systems.
    These rules apply equally to ships, airships, and submarines, unless otherwise indicated.

Failure Factor     All ships have a failure factor, analogous to a vehicle's failure factor. This number is not derived from any stats and cannot be changed; it is listed in the ship's entry. Larger, tougher ships have higher failure factors. A ship's failure factor is how many points of damage it takes to give it one degree of failure (or, how much damage must be repaired to remove one degree of failure).

Gaining Failures     Whenever a ship takes damage, compare its old damage total to the new amount, and see how many multiples of its failure factor the number has met or surpassed.
    Damage that originates from inside the ship inflicts failures based on what area it happens in, and external non-ship attackers choose the failure type. For any hit from another ship that does not have the option to choose the failure type, the GM will roll a d20 to determine what type of failure will be inflicted:

Roll Result 1-5 6-9 10-14 15-20
Failure Type Hull Mobility
Engineering Weaponry

    Any amount of damage that does not cross an failure factor multiple does not inflict any degree of failure (of course, it does mean that a lesser amount of damage will be needed to reach the next multiple).
    Many failure types can only have a maximum number of degrees - any further degrees over this maximum will become another failure type instead.
    Ship damage differs from normal damage in that the same attack will not necessarily inflict all the same type of failure. Rather, each degree of failure called for must have its type rolled randomly. The effects of failures are not resolved until the end of the ship combat round.
    When hit by an attack with AoE or ZAoE damage, ships take only the impact damage, even though they are multiple zones in size (if impact damage is not given, use the highest damage value).

Disabled & Destroyed Ships   Some failures cause a ship to be disabled, which is analogous to an incapacitated or dead (but revivable) character. Disabled ships cannot move, fire, or act in any way until repaired (airships may remain at their current altitude or land slowly, while submarines may remain at their current depth or surface slowly).
    A destroyed ship is like a disabled one, but its damage becomes permanent and it cannot be repaired.
Destroyed ships and submarines will begin to sink, and airships will begin to crash.

Failure Types    Just as with character injuries, the listed effects for a degree of failure replace the effects of all lesser degrees of the same type. When resolving the effects of failures at the end of the round, consider only the final degree reached that round. For example, if a submarine goes from 0 to 4 degrees of Hull Failure, it makes only the DCN roll for 4th-degree, not both 3rd- and 4th-degree.

Hull Failure     This failure represents damage to the external hull of the ship, which can restrict the ship's maneuvering. Severe failures can result in the ship flooding, burning, sinking, exploding its liftgas, or breaking apart.
    1st-2nd degree: Adds 1 Hindrance to MNV rolls.
    3rd-degree: Adds 2 Hindrance to MNV rolls. Upon this failure, a submarine or liftgas airship must succeed on a d12 roll on DCN or be destroyed.
    4th-degree: Adds 3 Hindrance to MNV rolls. Upon this failure, a submarine or liftgas airship must succeed on a d20 roll on DCN or be destroyed.
    5th-degree: Adds 4 Hindrance to MNV rolls. Upon this failure, the ship must succeed on a d12 roll on DCN or be destroyed; a submarine or liftgas airship is always destroyed.
    6th-degree: Adds 4 Hindrance to MNV rolls. Upon this failure, the ship must succeed on a d20 roll on DCN or be destroyed; a submarine or liftgas airship is always destroyed.
    7th-degree: The ship is destroyed.

Mobility Failure     This failure compromises the ship's means of propulsion - for example, a ship's sails or propellers, a submarine's waterjets, or an Alacrian airship's arcjets.
     1st-degree: SPD is reduced to 75%.
    2nd-degree: SPD is reduced to 50%.
    3rd-degree: SPD is reduced to 0.
    Any further degrees called for will become degrees of Hull Failure instead.

Engineering Failure     This failure directly damages the ship's insendite engines, gravnet, volatite generators, power transmission conduits, or other aspects of its core powerplant.
    1st- to 2nd-degree: Copies the effects of the same degrees of Mobility Failure. If the ship already has at least 1 degree of Mobility Failure, its SPD is reduced to 0 instead. Upon any Engineering Failure, a gravnet airship in flight must succeed on a d20 roll on DCN or be destroyed.
    3rd-degree: The ship is disabled. Upon this failure, a ship must succeed on a d12 roll on DCN or be destroyed; a gravnet airship in flight is always destroyed.
    Any further degrees called for (or any degrees on an unpowered ship) will become degrees of Hull Failure instead.

Weaponry Failure     This failure represents damage to the ship's weapons, fire control systems, or turret traverse.
    1st-degree: Any offense roll on MBL or PDL must add 1 Hindrance.
    2nd-degree: Any offense roll on MBL or PDL must add 2 Hindrance.
    3rd-degree: Any offense roll on MBL or PDL must add 3 Hindrance.
    4th-degree: The vehicle cannot fire weapons. Upon this failure, a ship must succeed on a d6 roll on DCN or be destroyed.
    Any further degrees called for (or any degrees on an unarmed vehicle) will become degrees of Hull Failure instead.

Crew Damage    Whenever a ship suffers any failure other than a Hull Failure from an external ranged attack, the damage will harm some of the crew. Like all other ship damage, resolve crew damage at the end of the ship combat round:

Failure Type
Mobility
Engineering
Weaponry
Type of crew hit
Engine crew
Engine crew
Weapons crew
Percentage of crew hit
1d8 per degree
1d12 per degree 1d10 per degree

    If it is necessary to determine whether a specific crewmember was included, roll d100 on the percentage of crew hit. Simplified injury rules (see Injury) are recommended for use with ship crew. Rather than tracking specific details of how much damage from what weapon hits what crewmember, simply consider all "hit" crew to at least be injured enough to prevent them from serving as crew. The following exceptions can be made by the GM:
    -If the relevant crew is entirely protected by kinetic shields and all failures resulted from kinetic or frag damage, reduce the amount of crew hit by 50% (or a proportionally lesser amount for partially-protected crew or partially-kinetic damage).
    -If the relevant crew is entirely protected by personal energy shielding and all failures resulted from energy damage, reduce the amount of crew hit by 50% (or a proportionally lesser amount for partially-protected crew or partially-energy damage).
    Falling objects and secondary effects can still harm characters, which is why these methods do not protect 100% of the crew.
    After ship combat is concluded, a PC-controlled ship will likely need to determine how many crew are dead versus merely injured. If both engine and weapon crew were hit (or if different kinds of characters have been hired within one crew, and it is necessary to differentiate between them), follow this process separately for each group. First determine the average CON of all "hit" crew, then roll five d12s on that number. Compare the number of successes to the following chart:

Number of d12 successes
% dead (unrevivable)
% dead (revivable)
% downed
% uninjured
0
40
30
30
0
1
30
30
40
0
2
20
30
50
0
3
10
30
60
0
4
10
20
60
10
5
0
10
70
20

    When rounding numbers based on the above percentages, round in favor of the better outcome for the crewmembers. In other words, round down each percentage calculation except for the rightmost applicable on the chart. The four categories of damage on the chart represent damage equal to 2.5, 2, 1, and 0 times the character's critical damage, respectively. "Uninjured" characters were simply trapped by debris rather than actually harmed. Because of the potential to be trapped as well as injured (as well as to avoid bogging down the sesson), any healing typically needs to wait until after the battle, even if a large amount of healers are present.
    Overseers are not normally struck by ship combat attacks. Any character not part of the engine or weapon crews is likewise not normally at risk, as they can take cover in less-relevant portions of the ship.
 
Repairing Damage & Removing Failures     Whenever a ship subtracts damage due to repairs, compare the old damage total to the new amount, and see how many multiples of the ship's failure factor the number has passed below. For every multiple passed, the ship removes one degree of failure. The type of degree removed is chosen by the repair crew.
    Ships follow different rules for damage repair than techs or vehicles. Some failures can be repaired by the ship's crew, but most require the ship to drydock in a city for repairs.

Repairing With Crew
    Only the highest degree of Weaponry, Engineering, and Mobility failures (found in italics above) can be repaired by the ship's own repair crew. This at least allows the ship to limp back to a city and make an effort to defend itself along the way. Some ships maintain separate repair crews, while others train their weapons and engine crew in Repair Competency (Technology), which is required to participate. Ships do not track repair materials, but must simply roll d12 on DCN for every 4 hours spent repairing. For every success, the ship removes damage equal to 5 times the number of crew assigned to repair. A ship cannot remove so much damage that a non-eligible degree of failure would be removed.
    While repairing, ships are considered disabled. If a ship is ambushed while repairing, it takes 4 ship combat rounds to return to combat readiness (see Ship Combat).

Repairing in Cities     When docked in a city, ships can be quickly (within 1 day) repaired of any degree of failure which could otherwise be repaired by the crew. Damage and failures beyond this must normally be repaired at a rate of 1 coin to 3 damage. Typically, this takes 4 days per degree of failure. At most times, cities will offer double repair speed for double price.