All voidships require a number of systems in order to function - each system's Repair Test DN is listed next to its name;
Without sensors, voidships are blind to the dangers of the void. Allows the ability to use the Ship Action: Deep Scan; if this system is destroyed, the vessel gains the Hindered (1) Condition.
Every ship has a commander, and they typically operate from a dedicated bridge or command deck, coordinating the efforts of the Crew; if this system is destroyed, the vessel gains the Hindered (2) Condition
Whether a simple storeroom or dedicated cargo bays, every ship has some form of storage for supplies and cargo; if this is destroyed, all Repair and Provision Tests are made with a +2 DN penalty.
Allows the ability to communicate near-instantaneously over interplanetary distances; if this system is destroyed, this vessel gains the Hindered (1) Condition, and cannot benefit from an ally's Deep Scan Actions (nor give the bonus to an ally from its own Deep Scans).
Required for all Ship Actions; total loss of a ship's crew turns the vessel into a Ghost Ship, allowing it to be potentially commandeered by another party.
Allows the vessel to move at sub-light speeds; if destroyed, this vessel cannot move or use any Movement Options.
Allows smaller craft to be carried and launched directly from the parent vessel - these can range from tiny shuttles to large transports, depending on the size of the mothership. In combat Hangar Bays allow the ship to use the Deploy Attack Craft Action, or can be used to deploy Shuttles/Utility Craft. A hangar bay's size determines the number of Attack Craft squadrons it can hold;
Tiny (DN 3): cannot hold attack craft, but can launch Assault Boats or Shuttles/Utility Craft
Small (DN 4): can hold up to 2 squadrons of attack craft
Medium (DN 5): Can hold up to 4 squadrons of attack craft
Large (DN 6): Can hold up to 6 squadrons of attack craft
Huge (DN 6): Can hold up to 10 squadrons of attack craft
All vessels crewed by living beings require at least a basic life support apparatus to keep the Crew alive; if this system is destroyed, the vessel gains the Hindered (3) Condition. If this system is not repaired within 24 hours, all crew remaining onboard die, and the vessel becomes a Derelict
All vessels require some sort of Reactor or other power supply to power other ship systems; if this system is destroyed, the vessel drifts on its last heading, and cannot take any actions other than Emergency Repairs (which must first be directed towards restoring the Reactor) or Repelling Boarders. In addition, all other ship systems are considered destroyed until the Reactor is repaired.
Also powers all weapons with the EXOTIC, ION, LAS, MASS DRIVER, PLASMA, or PULSE Keywords; should the reactor be destroyed, these weapons are considered empty/out of ammo. All other weapons gain the Unwieldy (2) Trait, or have their Unwieldy Rating increased by 1, while a ship's Reactor is offline.
Most starfaring races have developed some form of force field type technology to further protect their vessels against harm; if this system is destroyed, the vessel cannot use the Harden Shields Action.
Almost every 'major' starfaring race has developed a way to travel faster-than-light by entering the Immaterium - a different dimension where time and space don't behave in the same way, offering the potential to cover vast distances quickly. If this system is destroyed, the vessel cannot use Warp Travel.