E:D Black Box
Every do-everything hull judged for multipurpose use and scored on one 1–100 scale. The rating measures all-round versatility — balance of firepower, internal capacity, range and flexibility — not peak performance in any single role. Ships are grouped by pad class, costs are broken down from hull to A-rated to engineered, and the guide closes with picks for every budget.
A multipurpose ship is the answer to “I don’t want to own and engineer five specialists.” It is a single hull, balanced enough to be re-fitted for whatever tonight’s play is — and good enough at each that you rarely feel the compromise.
Balance, not peaks. Enough hardpoints to win a fair fight, enough optional internals to haul or fit mining tools, enough jump range to roam, and a hull whose modules you’re happy to re-fit often. A specialist beats it at any one job — but the all-rounder beats owning five specialists.
The 1–100 multipurpose rating weighs balance across, in rough order:
The column shows max cargo only as a convenient proxy for internal capacity — do not read it as the verdict. A ship rates highly here for doing several things well, so a lower-cargo hull with great range and guns can out-rank a bigger hold. Compare within a class first.
The cost tables also list an approximate rebuy (~5% of insured value) — what you pay each time the ship is destroyed. It is the number that really governs how boldly you can fly.
This 1–100 rating is a roster-relative, fully-engineered editorial verdict — not a hidden formula. See the shared rating methodology for the full rubric and worked examples.
All 22 all-rounders on one scale, best to worst. The cargo column is a rough capacity proxy, not the ranking — these ships are judged on balance. Per-class breakdowns and costs follow.
| Ship | Class | Max cargo | One-line verdict | Rating |
|---|---|---|---|---|
| Anaconda | Large | 470 t | The ultimate do-everything hull — a fleet in a single ship. | 88 |
| Python | Medium | 294 t | The timeless jack-of-all-trades — the original do-it-all. | 86 |
| Krait Phantom | Medium | 190 t | The best medium all-rounder — versatility without compromise. | 84 |
| Krait Mk II | Medium | 230 t | The combat-leaning all-rounder — the Phantom with bigger guns. | 84 |
| Corsair | Medium | 318 t | The modern medium all-rounder — a fresh take on the Python’s job. | 82 |
| Imperial Cutter | Large | 794 t | The apex capital all-rounder — best shields, near-800 t hold and real guns in one hull. | 82 |
| Cobra Mk V | Small | 110 t | The best small all-rounder — punches far above its class. | 80 |
| Asp Explorer | Medium | 130 t | The explorer that does a bit of everything — range-first flexibility. | 80 |
| Federal Corvette | Large | 618 t | The warship that moonlights — a fortress that hauls and mines between fights. | 78 |
| Imperial Clipper | Large | 250 t | The fast, cheap large all-rounder — quick and roomy, gated only by Imperial rank. | 73 |
| Cobra Mk III | Small | 64 t | The legendary budget multirole — where many careers begin. | 72 |
| Caspian Explorer | Large | 434 t | Vast internals and capital range — a peaceful flagship that cannot mount a single gun. | 66 |
| Imperial Courier | Small | 92 t | A fast, shielded light dabbler — a bit of everything, all small-scale. | 66 |
| Type-11 Prospector | Medium | 288 t | Deep-internals flex hauler with a limpet and fighter bay — mining-locked guns cap the fight. | 64 |
| Type-8 Transporter | Medium | 406 t | The biggest medium-pad hold — a deep-holed hauler that only dabbles at everything else. | 58 |
| Beluga Liner | Large | 370 t | Broad internals and stacked shields on a big liner — out-gunned and out-jumped as an all-rounder. | 44 |
| Dolphin | Small | 88 t | Cheap, cool-running and land-anywhere — but two small guns cap every job at small scale. | 44 |
| Panther Clipper Mk II | Large | 1,048 t | The deepest hold in the game — an elite super-freighter, a poor generalist. | 44 |
| Type-10 Defender | Large | 530 t | The toughest hull and most gun mounts in the game — glacial and short-legged as a generalist. | 44 |
| Type-6 Transporter | Medium | 110 t | The cheapest, lightest medium multirole — a budget dabbler at everything. | 44 |
| Type-7 Transporter | Large | 310 t | Deep, cheap, rank-free internals — a slow large hauler with self-defence guns. | 44 |
| Type-9 Heavy | Large | 790 t | A deep-holed value barge — huge cargo, but the slowest, softest hull in the field. | 44 |
Read it in bands: 84–88 is a top-tier do-everything hull; 78–83 is an excellent all-rounder; 62–77 is a capable budget or starter pick. The scores cluster tightly — multipurpose is a deep, competitive field, and several hulls a point apart simply lean toward different jobs.
Small all-rounders are the budget commander’s best friend — cheap, agile, land anywhere, and modern enough (in the Cobra Mk V’s case) to embarrass ships several classes larger. They cap out on internals, but for mixed light work they’re a joy and a rebuy you’ll never fear.
| Ship | Class | Max cargo | Pros & cons for multipurpose | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | 110 t | An outstanding small all-rounder — fast, flexible, and lands anywhereModern hull with a great balance of guns, internals and rangeSmall-ship internals cap how much it can haul or tank | 80 |
| Cobra Mk III | Small | 64 t | The iconic budget all-rounder — fast, cheap, and game for anythingSmall internals and a thin tank by modern standards | 72 |
| Imperial Courier | Small | 92 t | Blistering speed and superb shields for a small hullCheap, agile, and lands at any outpostClass-3 internals keep every role small-scale; Imperial rank to buy | 66 |
| Dolphin | Small | 88 t | The cheapest, coolest-running small hull — lands at any outpost and re-fits for penniesOnly two Small guns and size-5 internals cap every role at small scaleLight shields and a class-4 FSD limit its tank and reach | 44 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Cobra Mk V | 2.0M | ~5.4M | materials · Moderate | ~268k |
| Cobra Mk III | 350k | ~3.0M | materials · Moderate | ~152k |
| Imperial Courier | 2.5M | ~8M | materials · Moderate | ~400k |
| Dolphin | 1.12M | ~7M | materials · Moderate | ~350k |
The Cobra Mk V (80) is the standout — a modern small hull with a remarkable balance of guns, internals and range that punches into medium territory. The classic Cobra Mk III (72) remains the iconic budget multirole, and the Imperial Courier (66) trades cargo for blistering speed and shields.
The medium class is the natural home of the all-rounder. A medium balances real firepower, generous internals and good range while still docking almost everywhere — which is why the genre’s most beloved ships, the Krait pair and the Python, all live here.
| Ship | Class | Max cargo | Pros & cons for multipurpose | Rating |
|---|---|---|---|---|
| Python | Medium | 294 t | The classic jack-of-all-trades — tanky, roomy, and lands on a medium padStrong enough hardpoints to fight, enough internals to trade or mineSlow and a little dated; out-ranged by the Phantom | 86 |
| Krait Phantom | Medium | 190 t | The best medium all-rounder — great range, good internals, an SLF bayFast, roomy and equally happy fighting, hauling or exploringLighter weapons than a dedicated combat medium | 84 |
| Krait Mk II | Medium | 230 t | More firepower than the Phantom, with the same roomy frame and an SLF bayA superb combat-leaning all-rounderShorter range and heavier than its Phantom sibling | 84 |
| Corsair | Medium | 318 t | A modern medium with a strong, balanced spread of hardpoints and internalsQuick and capable across combat, hauling and roamingNewer hull; less proven than the Krait/Python pair | 82 |
| Asp Explorer | Medium | 130 t | Famous range and a panoramic canopy, with enough internals and guns to dabbleCheap, beloved, and endlessly flexibleWeak shields and modest firepower limit the combat side | 80 |
| Type-11 Prospector | Medium | 288 t | Deep internals with a limpet bay and fighter bay — genuine mining plus ~288 t haulingFour hardpoints are mining-only — weapons cap at self-defence, no large gunA size-5 FSD and premium ~66M hull cap its range and value | 64 |
| Type-8 Transporter | Medium | 406 t | The biggest medium-pad hold (~406 t) across nine optional internals1M·5S guns on a weak class-4 distributor — strictly self-defenceA class-5 FSD dragging 400 t rules out exploration | 58 |
| Type-6 Transporter | Medium | 110 t | The cheapest, lightest medium multirole — a fair jump for under a million creditsTwo Small guns, size-5 internals and a ~90 MJ shield keep every job small-scale | 44 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Python | 57M | ~113M | materials · Heavy | ~5.6M |
| Krait Phantom | 37M | ~91M | materials · Heavy | ~4.5M |
| Krait Mk II | 46M | ~101M | materials · Heavy | ~5.1M |
| Corsair | 79M | ~151M | materials · Heavy | ~7.6M |
| Asp Explorer | 6.7M | ~13M | materials · Heavy | ~641k |
| Type-11 Prospector | 66M | ~90M | materials · Heavy | ~4.5M |
| Type-8 Transporter | 34.8M | ~48M | materials · Heavy | ~2.4M |
| Type-6 Transporter | 867k | ~4M | materials · Heavy | ~200k |
The Krait Phantom (84) is the best medium all-rounder — range, room and an SLF bay. The Python (86) is the timeless tanky default, the Krait Mk II (84) the combat-leaning sibling, and the Corsair (82) a strong modern entry. The Asp X (80) leans toward range and exploration.
The Anaconda is the one true large all-rounder — the biggest do-everything hull in the game. The rest of the large field leans to hauling: freighters and liners with deep holds but self-defence-only guns and short legs. A large pad and a heavy rebuy are the price of internals and hardpoints that let a single ship trade like a freighter, fight like a cruiser and roam like an explorer.
| Ship | Class | Max cargo | Pros & cons for multipurpose | Rating |
|---|---|---|---|---|
| Anaconda | Large | 470 t | Cavernous internals, strong hardpoints and huge range — it does everything, at scaleNo rank gate; the closest thing to a one-ship fleetLarge pad, ponderous, and a heavy rebuy for casual use | 88 |
| Imperial Cutter | Large | 794 t | The strongest shields in the game over a near-800 t hold and real firepower — trades, fights and mines at the top endBoosts past 320 m/s despite its size, with no permit neededModest jump range rules out exploration — the one role it can’t doLarge pad, a heavy rebuy, and a long Imperial Duke grind to unlock | 82 |
| Federal Corvette | Large | 618 t | Apex tank and firepower — two huge guns on a fortress hullEleven internals haul ~618 t or mine a ring between fightsShort jump range, large pad, and a long Federal rank grind | 78 |
| Imperial Clipper | Large | 250 t | The fastest large ship — quick, roomy and handsome for the priceNine optional slots on only a modest Imperial Baron rankFour hardpoints, no military slot and ~250 t cargo trail the generalists | 73 |
| Caspian Explorer | Large | 434 t | The deepest internals in the game (14 optional slots) and a class-8 FSD for ~78 LY rangeZero weapon hardpoints — it cannot mount a single gun~189M hull and large-pad-only access for a generalist that cannot fight | 66 |
| Beluga Liner | Large | 370 t | Twelve optional internals and a full shield-booster stack over a big liner hullFive Medium guns and no large mount cap it at self-defenceWorst-in-class ~18 LY laden jump and a large-pad-only lock | 44 |
| Panther Clipper Mk II | Large | 1,048 t | The deepest hold in the game (~1,048 t) with room for any role’s kitSelf-defence-only guns and the slowest large-hull handlingThe highest price in the game and a ~20 LY engineered jump | 44 |
| Type-10 Defender | Large | 530 t | The game’s toughest hull and its most gun mounts (nine hardpoints)Feeble shields, glacial handling and a ~16–20 LY jumpLarge-pad-only — it can only fight and haul, slowly | 44 |
| Type-7 Transporter | Large | 310 t | Deep, cheap, rank-free internals (~310 t) — the cheapest large hullFour small self-defence guns and a short class-5 jumpSlow large-pad hull, out-held by the medium Type-8 | 44 |
| Type-9 Heavy | Large | 790 t | The biggest non-Cutter hold (~790 t) on eleven optional internalsSelf-defence-only guns and a size-6 FSD dragging 850 tLarge-pad-only, and the slowest, softest hull in the field | 44 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Anaconda | 147M | ~354M | materials · Very heavy | ~18M |
| Imperial Cutter | 200M | ~225M | materials · Very heavy | ~11.25M |
| Federal Corvette | 183M | ~210M | materials · Very heavy | ~10.5M |
| Imperial Clipper | 21M | ~32M | materials · Very heavy | ~1.6M |
| Caspian Explorer | 189M | ~215M | materials · Very heavy | ~10.75M |
| Beluga Liner | 79.7M | ~110M | materials · Very heavy | ~5.5M |
| Panther Clipper Mk II | 287M | ~320M | materials · Very heavy | ~16M |
| Type-10 Defender | 125M | ~150M | materials · Very heavy | ~7.5M |
| Type-7 Transporter | 16.8M | ~24M | materials · Very heavy | ~1.2M |
| Type-9 Heavy | 72M | ~95M | materials · Very heavy | ~4.75M |
The Anaconda (88) is the ultimate all-rounder — cavernous internals, strong guns and huge range in one hull, with no rank gate. It is genuinely a fleet in a single ship; the only catches are the large pad, the ponderous handling and a rebuy that makes casual losses sting.
The best all-rounder depends on your budget and which way you want it to lean. Pick the description that fits you.
Fast, cheap and game for any job — the legendary starter that taught generations of commanders to fly. Outgrow it slowly; it stays useful for ages.
A modern small hull with medium-class balance — guns, internals and range in a package that lands anywhere and costs almost nothing to lose.
The best all-rounder most commanders will ever need — great range, roomy internals, an SLF bay, and equally happy fighting, hauling or exploring.
The Phantom’s frame with heavier hardpoints and an SLF bay — an all-rounder that wins fights and still hauls and roams when asked.
Trades like a freighter, fights like a cruiser, roams like an explorer — the one ship that genuinely does it all at scale, with no rank gate.
The all-rounder’s engineering challenge is breadth: you engineer the core modules once, then keep a stock of role modules (cargo racks, mining tools, extra shields) to bolt on as needed. The core tour is shared across every hull here.
| Module | Blueprint (G5) | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive | Increased Range | Mass Manager | Felicity Farseer |
| Power Plant | Overcharged (or Low Emissions) | Thermal Spread | Hera Tani / Tod McQuinn |
| Thrusters | Dirty Drive Tuning | Drag Drives | Felicity Farseer |
| Power Distributor | Charge Enhanced | Cluster Capacitor | The Dweller |
| Shield Generator | Reinforced (or Thermal Resist) | Hi-Cap | Lei Cheung |
The beauty of an all-rounder is that the engineered core (FSD, power plant, thrusters, distributor, shield) serves every role — you only swap the cheap, often-unengineered role modules on top. Engineering costs materials, not credits; the materials tier is Moderate for the smalls, Heavy for the mediums, and Very heavy for a fully-rolled Anaconda. Because engineered modules move between your own ships, the work compounds across a fleet.
For the ultimate one-ship fleet, the Anaconda (88) does everything at scale. For the best all-rounder most commanders will ever need, the medium Krait Phantom (84) is the sweet spot — with the Python (86) and Krait Mk II (84) within a hair on different leans. On a budget, the Cobra Mk V (80) is the finest small all-rounder ever made.
Figures on this page are verified against the sources below.