# Sift the Ashes

[size=4][b]Hull List[/b][/size] The default spaces is listed; overbuilding does not come with a dollar cost but due to the increased size and stress, it does impose some minor penalties. There is no penalty to leaving spaces unused.

Any equipment listed as 'hull variable' is multiplied by the hull modifier; the engines on a space dreadnought are vastly larger than those on a cosmo corvette. Round all numbers up to a whole number.

[b]Fast Type[/b] This is the smallest type of warship, analoguous to fast attack craft and corvettes. They are also the most common hull type used for dropships.

- Fast hulls get a +50% bonus to effectiveness of engines, but suffer -50% to endurance.

[u]Fast Small[/u]

- 5 spaces (overbuilt to 8)
- Hull modifier of x0.5
- Base cost of 10

[u]Fast Medium[/u]

- 10 spaces (overbuilt to 16)
- Hull modifier of x1
- Base cost of 22

[b]Escort Type[/b] Escorts are common across known space, performing many important peacetime and wartime tasks. They fill the archetypical frigate and destroyer role, with the largest capable of making convincing light cruisers.

- Escort hulls get a +25% bonus to effectiveness of engines

[u]Escort Small[/u]

- 15 spaces (overbuilt to 25)
- Hull modifier of x1.5
- Base cost of 30

[u]Escort Medium[/u]

- 25 spaces (overbuilt to 40)
- Hull modifier of x2.5
- Base cost of 55

[u]Escort Large[/u]

- 50 spaces (overbuilt to 80)
- Hull modifier of x5
- Base cost of 120

[b]Cruiser Type[/b] Cruisers are the largest hulls normally deployed into the frontier.

- Cruiser hulls suffer a -50% to effectiveness of engines, -25% to effectiveness of protection and multiply all spaces/cost for warp drives by x2. However, they have reduced hull modifiers.

[u]Cruiser Small[/u]

- 50 spaces (overbuilt to 80)
- Hull modifier of x2.5
- Base cost of 120

[u]Cruiser Medium[/u]

- 80 spaces (overbuilt to 130)
- Hull modifier of x4
- Base cost of 200

[u]Cruiser Large[/u]

- 120 spaces (overbuilt to 190)
- Hull modifier of x6
- Base cost of 300

[b]Capital Type[/b] Capital ships are the largest warships normally built, used for battleships or fleet carriers.

- Capital hulls suffer a -60% to effectiveness of engines and multiply all spaces/cost for warp drives by x3. However, they have reduced hull modifiers.

[u]Capital Small[/u]

- 150 spaces (overbuilt to 240)
- Hull modifier of x8
- Base cost of

[u]Capital Medium[/u]

- 250 spaces (overbuilt to 400)
- Hull modifier of x12
- Base cost of

[u]Capital Large[/u]

- 350 spaces (overbuilt to 560)
- Hull modifier of x18
- Base cost of

[size=4][b]Equipment List[/b][/size]

[u]Multiplier Systems[/u]

- Default Slow Engines: N/A
- Powerdrive Expansion: 1 Hull Variable per level
- SLINK Drive: 1 Hull Variable per level
- Shield System: 1 Hull Variable per level
- Belted Honeycomb Armor: 1 Hull Variable per level
- Hyperlaminated Armor: 1 Hull Variable per level
- Sensor Stealthing: 1 Hull Variable per level
- Civilian Warp Drive: 1 Hull Variable per level
- Military Warp Drive: 0.5 Hull Variable per level + 2
- Compact Warp Drive: 0.5 Hull Variable per level
- Default Fire Control: N/A
- Mk X Fire Control: 1 Hull Variable per level
- Mk XX Fire Control: 2 Hull Variable per level

[u]Utility Systems[/u]

- Default Sensors: N/A
- Improved Sensors: 4
- Superior Sensors: 8
- Supreme Sensors: 16
- Omnisensors: 10
- Default ECM: N/A
- Improved ECM: 3
- Superior ECM: 6
- Particle ECM Spreader: 5
- Decoy Launchers: 5
- Battlecraft Hangar: 2 each
- Carrier Gigahangar: 50 each

[u]Weapons Systems[/u]