People have been asking for them, so here they are.
Ship classes:
Class 0: Fighters: acc 12", armor 1D10, 1 HP, 1 weapon slot.
Class 1: Frigates: acc 8", armor 2D10, 3 HP, 2 weapon slots.
Class 2: Cruisers: acc 6", armor 3D10, 4 HP, 4 weapon slots.
Class 3: Battleships: Acc 4", armor 3D10, 5 HP, 6 weapon slots.
Weapons:
Note: Guns may take response shots, but missiles may not.
Light laser cannon -- range 8", damage 2D6, accuracy 2D6+1 -- since most ships have two of these, you stand a good chance of penetrating frigate armor with them.
Heavy laser -- range 12", damage 4D6, accuracy 1D6+3
Particle lance -- range 18", damage (Class number + 5)D6, accuracy 1D6+3. Must be fixed forward.
Plasma bomb launcher -- range 6", damage 6D6, accuracy 1D6+3, must be fixed forward on fighters
EMP -- range 6", field strength 4D6, accuracy 2D6+2, 2-finger cone. Prevents the ship from accelerating or using weapons or abilities next turn instead of doing physical damage.
Light missile -- range 18", damage 3D6, accuracy 2D6+1, ammo 8X class number
Heavy missile -- range 24", damage 5D6, accuracy 2D6-1, ammo 4X class number
Torpedoes: Torpedoes are small, independently controlled spacecraft which are launched from Frigate class (or larger) vessels and make kamikaze attacks on the enemy. Unlike missiles, they do not reach their target in a single turn; their movement is handled just like that of a spacecraft. Torpedoes have an acceleration of 12" per turn, a Silhouette value of 9, and a damage value of 6D6. They also have a blast radius of 2", so nearby ships can get caught in the explosion. A ship can only have 2 torpedoes on the field at a time; also, torpedoes only have fuel for 4 turns of acceleration. After that they self-destruct automatically. Ammo 4X class number.
Each ship may also have 1 special ability. With the exception of Point Defense, ships may not use any gun-type weapons on the same turn that they use their special abilities.
Boost -- a ship with the Boost ability may increase its acceleration by up to 3". Ships may not fire energy weapons while boosting (they can still fire missiles)
Sensor Array -- a ship with the Sensor Array ability may Target an enemy vessel within 10", adding a +1 accuracy modifier to all attacks against that vessel.
Defense Field -- a ship with this ability can generate a force field which reduces the damage of any enemy attack passing through it by 3D6. The field protects any friendly ship within 4". Ships trying to fly through the force field will also take damage. A ship cannot fire weapons while its defense field is active, but other ships inside the field can.
Boarding parties:
Ships with the Boarding ability can deploy boarding parties against targets up to 3" away. A boarding party can choose to either Sabotage the ship or capture it. Capturing the ship transfers control of the ship to you, and requires a die roll of 5 or higher to accomplish. Sabotaging the ship is a bit more complex. Roll 1D6 and refer to these results:
1-2: the boarding party is eliminated.
3: the weakest weapon on the target ship is destroyed.
4: the strongest weapon on the target ship is destroyed.
5: the target ship's special ability is disabled.
6: the target ship's engine is disabled.
If the attacking ship in a boarding attack (Sabotage or capture) is a capital ship (Destroyer class or larger), add 1 to your roll. If the defending ship is a capital ship, subtract 1 from your roll.
Spacecraft may carry 3 boarding parties each.
If you have a specific ship which the scenario calls you to raid or capture, you can build an interior for that ship on a separate baseplate and use the boarding party ability to deploy minifigs onto the ship.
Boarding torpedoes -- the ship may deploy its boarding parties in torpedoes which ram the enemy spacecraft (they do not require an accuracy roll) and deploy troops directly into the hull.
Minelaying -- this ship can drop a mine with a 4" blast radius. Mines auto-detonate whenever an enemy ship enters their radius, but can also be set off at a time chosen by the player.
Carrier -- May carry and deploy up to Class number X3 fighters from their holds. It's an informal rule that fleets must have enough carriers to hold all their fighters unless the specific scenario says otherwise.
Capacitor -- the ship may "charge" its capacitor for one turn, during which it is not allowed to fire any gun-type weapons. On the next turn, each of its gun-type weapons gets two shots.
Point defense -- whenever an enemy unit comes within 1" of the ship, the ship automatically does (2X class number)D6 damage to it.

