BROKEN
An item dealt damage equal to or greater than its hardness worsens its broken condition by 1. It worsens by 2 if the damage was equal to or greater than double its hardness, 3 if it was equal to or greater than triple its hardness, and the item is destroyed if it was equal to or greater than quadruple its hardness. While broken, an item reduces all bonuses it provides by double its broken value (minimum +0). The user also suffers a penalty to all attack rolls, skill checks, and other d20 rolls made using the item equal to twice this condition's value.
Broken 3: A broken 2 vehicle is treated as fading. It can't move, though it retains existing inertia (see Vehicle Inertia). The engineering team makes repair checks every round to resist the condition from getting worse in place of a saving throw that would normally be made for a fading creature.
Broken 4: An item is destroyed if its broken condition value reaches 4. A destroyed item no longer functions and becomes a pile of raw materials worth 1/10th the original item's value. If it is a vehicle, it falls apart, exposing passengers to the environment and sinks, falls, crashes to the ground, etc. depending on the environment.

Massive Objects: Anything larger than Colossal cannot be damaged by anything smaller than its own size. However, certain areas of a target up to Colossal size can be damaged. If a certain number of Colossal-sized areas of a target are destroyed, its broken condition worsens by 1. The volume of the object divided by 200 (round up) is roughly the number needed. Some areas may be particularly effective or ineffective counting as multiple locations or not counting at all. Which locations need to be destroyed and how effective they are varies. Usually higher difficulties yield better results. For example, destroying a ship's engine room will likely result in its destruction regardless of size, but it is likely to be more difficult to get to, more heavily guarded, and generally tougher than other locations to destroy.