A light interceptor whose primary role is threatening poorly armed merchant vessels into submission. Against better armed ships they usually attack in swarms to deplete their shields and make them vulnerable to EMP guns of heavier pirate units.
Attack (port) gyrolaser (1d8)
Attack (starboard) gyrolaser (1d8)
Engineer Engineering +8 (2 ranks)
Pilot gunnery +5, Piloting +12 (2 ranks)
Gunners (3) gunnery +5
A heavier pirate vessel, with stronger punch, greater resilience, and ability to actually carry away the spoils of piracy. It tactics involves closing to its prey, punching through shields with its plasma cannon and disabling the systems with EMP cannon before demanding surrender of cargo and valuables.
Attack (turret) flak thrower (3d4), flak thrower (3d4)
Engineer Computers +17 (5 ranks), Engineering +13 (5 ranks)
Pilot gunnery +8, Piloting +14 (5 ranks)
Gunners (3) gunnery +8
Pirate salvagers are the workhorse of looting operations. Their gravity guns carry big punch and are capable of stopping Medium or smaller vessels (DC 22 to break free), while their EMP cannons systematically disable the defenses. Once the prey is subdued, its cargo is apprehended, along with the worthwhile parts and hostages.