Back to The Main Page

Hull Types

The hull types listed below are some of the most common models found throughout the Milky Way. Each Citadel race experiments with different vessels as they gradually develop their own astronautic doctrines, but these models have the benefit of long and proven utility.

Starship Fittings

There are many different parts to a ship beyonds it’s basic hull statistics. The ships Fittings determine what the full measure of capabilities a ship has to offer. Like all attachments to a ship, however, the larger the ship class… the more expensive the fittings.

Starship Defenses

There is so much more to defending a ship beyonds it’s basic hull integrity. The ships Defenses offer a whole new slew of ECM. Like all attachments to a ship, however, the larger the ship class… the more expensive the defenses.

Starship Weapons

There is so much more to ship weaponry a ship beyonds G.U.A.R.D.I.A.N. system. The ships Armaments offer a wonderful variety of ways to blow stuff up.. Like all attachments to a ship, however, the larger the ship class… the more expensive the weapons.

Starship Travel

When it comes to travel in a starship, it can get a bit complicated. To keeps things simple, travel is marked 4 categories of transit:

Hull Type Cost Speed Armor HP Crew AC Power Mass Hard Class
Strike Fighter 200k 5 5 8 1/1 16 5 2 1 Fighter
Shuttle 200k 3 0 15 1/10 11 3 5 1 Fighter
Free Merchant 500k 3 2 20 1/6 14 10 15 2 Frigate
Patrol Boat 2.5m 4 5 25 5/20 14 15 10 4 Frigate
Corvette 4m 2 10 40 10/40 13 15 15 6 Frigate
Heavy Frigate 7m 1 10 50 30/120 15 25 20 8 Frigate
Bulk Freighter 5m 0 0 40 10/40 11 15 25 2 Cruiser
Fleet Cruiser 10m 1 15 60 50/200 14 50 30 10 Cruiser
Battleship 50m 0 20 100 200/1,000 16 75 50 15 Capital
Carrier 60m 0 10 75 300/1,500 14 50 100 4 Capital
Small Station 5m N/A 5 120 20/200 11 50 40 10 Cruiser
Large Station 40m N/A 20 120 100/1000 17 125 75 30 Capital

Starship Hulls

Starship hulls are divided into four general hull classes: fighters, frigates, cruisers, and capital ships. The size of each class varies depending on the technological sophistication and available resources of their creators. In some sectors a smuggler’s free merchant frigate might measure no more than 34.75 meters from nose to tail, while in another it might be four times as large. As a general proportion, each class’ average size is usually from four to eight times larger than the class before it.

Each hull has several base attributes. Individual models might vary slightly, and careful tuning and customization might alter these numbers as described later, but most ships of a given hull type will perform as listed.


Cost is the price of the base hull with a drive-1 class Ezo drive. Any military hull type is generally unavailable without very good naval contacts with a shipyard’s owning government or a carefully-placed favor to those in authority.


Speed is the relative combat speed and maneuverability of a ship. Over long distances a ship’s Ezo drive rating is all that matters, but in the tight quarters of combat this can make a great difference. A ship’s Speed is added to all Pilot skill checks made by the craft’s pilot, whether in combat or performing other maneuvers.


Armor is the measure of the ship’s plating and redundant systems, and is subtracted from any incoming damage from hostile fire or hazardous space environments. Ship-mounted weapons with the Armor Piercing trait may ignore part or all of this rating. Ships generally cannot be harmed by anything short of other ship’s guns, vehicle-mounted Heavy weapons or carefully- placed demo charges.

Hit Points

Hit Points reflects the amount of damage the ship can take before it explodes or becomes inoperable.


Crew lists the minimum crew necessary for basic operation and the maximum crew the life support system can sustain for two months. Smaller crews than the maximum will make the ship’s life support last proportionately longer. While it’s theoretically possible for a lone crewman to make a successful MRJ, the constant vigilance and wakefulness required mandates the use of heavy pharmaceuticals and great desperation. A minimum of three crew are normally required for a relatively safe jump.

Armor Class

Armor Class is a combination of agility and effective ECM denoting the difficulty of landing a solid hit on the ship.


Power is the amount of free power available after the ship’s basic operation is taken into account. Fittings and weapons take up some part of this power.


Mass records the amount of free mass left unassigned by the hull’s design. This free mass can be filled with fittings, weapons, or cargo holds.


Hardpoints indicate how many weapons a ship can successfully mount. Most weapons take up one hardpoint, though particularly large or power-hungry ones may take up more than that.


Finally, the class of the particular hull shows the general size of the ship. Some fittings and weapons have a minimum hull class, beneath which a ship is just too small to successfully install the hardware.

Starship hulls are sturdy enough to ignore damage from small arms or weaker Heavy weapons. More powerful Heavy weapons or demo charges applied to the exterior of a ship do half damage minus the ship’s Armor. If a saboteur gets inside with such weapons, the damage is halved but Armor does not apply. Use of some Heavy weapons in confined areas may be decidedly imprudent.


Mass Effect 2164 Daelric Daelric