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
Additional Info - A ship can hold 1 month of food, and 10 fuel rods without taking a module.
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 0 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
Ship Traits
Finding or buying a used ship will come with traits. Also useful if taking damage.
| Roll | Engine | Cockpit | Crew Pod/Life Support |
|---|---|---|---|
| 1 | Backfires | Brown-Outs | Freezing |
| 2 | Sluggish | Sluggish | Runs Hot |
| 3 | Runs hot | Bad Comms | Low Oxygen |
| 4 | Power Hungry | Power Hungry | Power Hungry |
| 5 | Really complicated | Really complicated | Really complicated |
| 6 | Goes on the fritz | Goes on the fritz | Goes on the fritz |