Ship Classification System

All ships, shuttles, and large vehicles in Void Pirates are defined by two core traits: Hull Class (size band) and Role Type (function/purpose).

Hull Classes (Size Bands)

Hull Class determines base stats: HP range, Agility (AGL), Armor Value (AV) scaling, Crew Rating, module capacity, and general role viability.

  • Pod / Shuttle (Ultralight, <200 tons equiv.)
    Drop ships, landers, small tugs, shuttles.
    • Crew Rating: 2–5
    • Base HP: 200–500
    • AGL: High (12–15)
    • Typical AV: 10–20 / 5–10
    • Module Slots: 3–6
    • Fast, agile, atmospheric capable; low endurance.
  • Frigate / Light (100–1,000 tons equiv.)
    Light haulers, scouts, corvettes, gunboats, salvage tugs.
    • Crew Rating: 5–20
    • Base HP: 400–900
    • AGL: Medium (10–13)
    • Typical AV: 20–30 / 10–15
    • Module Slots: 5–9
    • Balanced; good for raiding, scouting, light cargo.
  • Hauler / Medium (1,000–5,000 tons equiv.)
    Standard cargo haulers, mining barges, stealth corvettes.
    • Crew Rating: 10–30
    • Base HP: 800–1,500
    • AGL: Low (8–11)
    • Typical AV: 25–40 / 12–20
    • Module Slots: 6–12
    • High cargo, endurance; slower and less agile.
  • Barge / Capital (5,000+ tons equiv.)
    Heavy freighters, large assault vessels, bulk miners.
    • Crew Rating: 20+
    • Base HP: 1,500+
    • AGL: Very low (6–9)
    • Typical AV: 35+ / 18+
    • Module Slots: 10+
    • Tanky, high capacity; very slow, poor maneuverability.

Role Types (Descriptors)

  • Cargo Hauler / Light Cargo Hauler / Heavy Freighter
  • Shipping Tug / Salvage Tug
  • Light Frigate / Scout Frigate / Stealth Corvette / Gunboat
  • Drop Ship / Assault Lander / Passenger Shuttle
  • Mining Barge
  • (Custom: Yacht, Laboratory Vessel, Corsair, Smuggler, etc.)

Ship Profile Format

Ship Type: [e.g., KV-220B Light Cargo Hauler]
Hull Class: [e.g., Frigate/Light]
Cost: [e.g., 25,000 oz gold / 100,000 oz platinum] (standard; apply local economy modifier)
Crew Rating: [number] (HP multiplier; minimum crew to operate) Stats

  • HP: [current] / [max]
  • AGL: [value] (Piloting AR, Initiative, maneuverability)
  • AV (Phys/Ener): [e.g., 25/12] (Type: [e.g., Cerametal Hull + Force Field])
  • Weapons: [list with damage, e.g., 20mm Gatling Turret (10d6)]
  • Speed: [1–10 thrust rating]
  • Engine Type: [e.g., Fusion]
  • Fuel Type: [e.g., Deuterium]
  • Range: [e.g., 4 AU intra-system / 5 LY interstellar]
  • RSR: [1–5; see Radiation Shielding Rate Chart]
  • Cargo Capacity: [tons or module points]
  • Module Slots: [free / total]
  • Landing/Docking: [Atmospheric: Yes/No; Ports: #]
  • Structure: [Fixed/Modular]
  • Dimensions: [L × W × H meters]
  • Mass: [tons dry]
  • Airlocks: [# + EVA ports]
  • Crew Quarters: [max berths]
  • Sensor Range: [AU for Recon]
  • Life Support: [days full crew]
  • Special Notes: [e.g., Zero-G optimized]

Operations & Repairs

  • Pilot: Agility Piloting (Difficult) AR (opposed maneuvers)
  • Gunner: Intellect Gunnery AR (opposed attacks)
  • Engineer: Mechanics AR TN 12–18 restores 2d6 × Rank HP/turn (max 20%)
  • Jumps: Intellect Navigation AR TN 18 (1d4 days)
  • Fuel: 1d6 flights/operations per module (scoop refills)

Radiation Shielding Rate (RSR) Chart

(Used for cosmic rays, solar flares, reactor leaks, jump radiation. Exposed crew rolls Health AR vs. TN 8 + hazard level; failure = 1d6 rad damage/hour.)

RSR LevelSoak (Rad Dmg/Hour)Example Hazards MitigatedPenalty if Breached
1 (Minimal)1d6 soakLow-orbit rad belts (-1 HLTH AR/hour exposed)Full exposure: Double damage
2 (Basic)2d6 soakSolar flares (TN 12 HLTH AR)-2 crew ARs in rad zones
3 (Standard)3d6 soakReactor proximity (TN 15)Partial leak: 1d6 dmg/turn
4 (Enhanced)4d6 soakNebula storms (TN 18)-1 AR, but auto-stabilize
5 (Max)5d6 soakBlack hole accretion (TN 21+)No penalties; full immunity