Space Rules
Hull Points: Similar to health points on a character, when they get to zero the ship is destroyed.
Energy: The ships reactor provides energy and every other component uses energy.
Cooling: Most ship actions generate heat, the ships cooling represents its ability to dissipate heat.
Linear Speed: The maximum number of spaces a ship could move in a straight line.
Turning Speed: The number of 90° course adjustments the ship can make in a turn.
Ships can move in accordance to their linear speed during their turn. If you are taking a turning action you can make as many consecutive turns as the turning speed of the ship allows, but they must be subtracted from your linear speed.
For example. A ship with a linear speed of 10 and a turning speed of 2 can move in a straight line 10 squares, or up to 8 squares and change directions twice.
A turn is generally considered to be a 90 degree course adjustment (For example a ship with a turning speed of 4 could turn in a full circle in one turn).
A ships armor is a flat damage reduction, therefore an armor rating of 2 will always subtract 2 damage from the incoming total per attack.
Ships can fire at any time during their turn, but only as many times as allowed by their fire rate. A ship with one weapon with a fire rate of 3 can fire 3 shots during its turn, while a ship with 2 guns and a fire rate of 2 could fire 4 shots during its turn.
Ships are made up of different components that define the ships attributes.
Hull
Reactor
Cooling System
Propulsion System
Super Luminal Drive
Weapons
Ships also have auxiliary components similar to a character's ETMP modules. Generally the number of aux slots a ship has is determined by it's hull.