Criminals need to be transported/incarcerated somewhere. A Brig module is
just the place. Brig modules are dual skill modules having a Science station
and
a Combat station.
The two battlestations in a brig module have different uses (hence the different skills.)
The science station is used to control the teleporter inhibitor. To activate or deactivate the inhibitor is a Science skill check vs a target of 8. The inhibitor will start activated unless the scenario specifies otherwise. It can also be used to ask “Is prisoner X in <a specified brig module>” questions at a difficultly equal to the number of modules away.
The combat station is used to open/close the restraint bars and to stun occupants. To open is a Combat skill check vs 11. To close is an automatic action. Stunning is also an automatic action. Roll as normal for Stun effects. These actions may be applied to either a single cell, or all of the cells.
The teleporter inhibitor acts as a level of shields against teleporting to or from the ship. Each brig module gives a +1 as long as there is at least one point of power to the shields (Canosian ships do not even need power to shields.) It also increases the range by one for Science questions relating to occupants of the ship. For instance, questions like “Does the ship have prisoner 411?” or “Is prisoner 411 in the first Brig module?” The inhibitor also prevents someone from teleporting or boarding inside a cell.
A brig contains four cells that each can contain one detainee. There is minimal life support for each detainee. Before you go getting the idea that you can add Brigs to get more crew, the minimal life support conditions cause severe fatigue. When released from a cell, the detainee suffers -3 to all stats including movement (the detainee still can move at least one square.) During the End of Round Bookkeeping, roll an Athletics check versus 11 to reduce the affects. Each success over 11 reduces the penalty by 1.
