Ship Rules
All ships have a Name, Modules, and Traits
Monolith has a good example list of this stuff.
Default Modules - Engine, Crew Pod/Life Support, Cockpit
Ship Types
Additional Module slots are indicated by "Class" ranging from 1-4.
Available Modules are Class * 3
Hauler
- 1 Cargo Pod
Fighter - 1 Weapon Module
Transport - 1 Crew Pod/Bunk
Science Vessel - 1 Sensor Module
Travel
- Within a system it takes 2d20 hours and costs no fuel.
- Hyperlane travel takes 1 day and costs 1 fuel and a fee of 100 X Class of ship (1-4)
- FTL Require equipment, a successful check for calculations, 1 fuel, and takes 1 week.
- Sub-light sector takes 1 month and 1 fuel
Combat and Encounters
- Similar to players
- Many crew may contribute to succeed
- Divert power with a mediocre engineering, add trait for low engines, pilot uses for combat
- Use traits and module damage