Broken
Items reduced to half their hit points or less gain the broken condition. Broken items provide only half the normal bonuses (if any), doubles its normal penalties (if any), and imposes disadvantage on all rolls made as a part of using them. Broken weapons only crit on a natural 20 and only deal x2 on a crit. If the item uses up charges, it consumes twice the normal charges when used while broken. Broken items are only worth 50% their normal value (though merchant will typically only pay about 25%). Broken vehicles can only move at half speed, require a piloting check every round from their pilot, and begin sinking if even one check fails (or isn't attempted).
Once a vehicle begins sinking, it takes roughly 3d6 action rounds to sink fully after gaining this condition. A sinking vehicle that takes damage greater than its hardness reduces the remaining time by 1 round. A vehicle that sinks drops to the bottom of the water, or falls from the sky, or falls out of orbit, etc. Due to suction, any creature within a distance of the vehicle equal to its size while sinking and for 1 round after it has sunk must make an appropriate Brawn, Climb, or Swim check DC10 + vehicle's size or be pulled towards the vehicle a distance equal to its size every round at the start of their turn. A ship's "size" is 1/5 its height, length, or width, (whichever is greatest).
An object that's reduced to 0 hit points is destroyed beyond repair into scraps worth only 10% of its original value. If destroyed by a death effect, it can't even be salvaged for parts as it has been melted to goo, incinerated to ash, or smashed to dust.