
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 Level | Soak (Rad Dmg/Hour) | Example Hazards Mitigated | Penalty if Breached |
|---|---|---|---|
| 1 (Minimal) | 1d6 soak | Low-orbit rad belts (-1 HLTH AR/hour exposed) | Full exposure: Double damage |
| 2 (Basic) | 2d6 soak | Solar flares (TN 12 HLTH AR) | -2 crew ARs in rad zones |
| 3 (Standard) | 3d6 soak | Reactor proximity (TN 15) | Partial leak: 1d6 dmg/turn |
| 4 (Enhanced) | 4d6 soak | Nebula storms (TN 18) | -1 AR, but auto-stabilize |
| 5 (Max) | 5d6 soak | Black hole accretion (TN 21+) | No penalties; full immunity |