The number is a roster-relative, fully-engineered judgment — not a spec-sheet sum.
Every dossier and role-comparison page scores a ship 1–100 for one role. The figure is an editorial verdict against a fixed set of role-weighted factors — it is not computed from a published equation. It answers one question: how good is this hull at this job once it is fully engineered, measured against every other ship doing the same job?
Roster-relative
Each score is set against the whole field in that role, not in a vacuum.
Engineered-state
Judged at the ship's fully-built ceiling, not its stock loadout.
Sourced facts
The raw stats behind every verdict are verified against EDCD, INARA, Coriolis and EDSY.
01
What The Number Means
The scale
A single 1–100 suitability rating per ship, per role — not stars, not a tier letter. Higher is a better fit for that job. In practice the field spans roughly 40 to 98: a stock starter at one end, a fully-engineered apex at the other.
Every dossier and comparison table renders the score the same way — the number beside a linear bar. The figure is the verdict for one ship; the bar lets you eyeball where it sits on the whole ladder at a glance.
The ceiling of the role; class-leading once engineered. Few ships reach it.
80–89
Top-tier
A genuinely excellent platform with at most one clear weakness.
65–79
Capable
A solid working choice, often a budget or transitional pick.
50–64
Entry / situational
Does the job at the bottom of the field; you will outgrow it.
Below 50
The floor
A starter or a novelty for the role — useful for learning, not for earning.
Why no stars
Five stars cannot separate twenty-eight combat hulls. A 1–100 scale can hold a whole role on one ladder and show the real distance between, say, an 88 and a 90 — close rivals — versus a 90 and a 40.
02
The Two Principles
Ground rules
Two rules govern every score on this site. Read them once and every dial makes sense: the rating is roster-relative and judged at engineered state.
Roster-relative
vs the whole field
A ship is scored against every other ship in the same role, not against an absolute ideal. The role's best hull anchors the top of the scale; everything else is placed relative to it. Move a ship to a different role and its number changes, because the field and the factor weights change.
Engineered-state
the built ceiling
The score reflects what the hull becomes fully engineered — A-rated cores, the role's blueprint tour, experimental effects — not its showroom stats. A hull that is mediocre stock but transforms with engineering is rated for the ship you will actually fly.
The small-vs-large caveat
Class is not a handicap baked into the number. A small ship and a large ship on the same score are not equal in absolute power — the small one is simply excellent for its class. The Kestrel Mk II at 85 is the best small combat ship; the Anaconda at 88 is a heavy. Both are superb for what they are, but the Anaconda out-guns and out-tanks the Kestrel outright. Always compare within a pad class first.
So a 90 small ≠ 90 large?
Correct. Each is rated against its own role's whole roster. Same score means “equally excellent for its class”, not “equally powerful in a fight”. The pad-class grouping in every table exists precisely so you compare like with like before you compare across classes.
Why does range/cost not move the score?
Only role-effectiveness moves the rating. Credit cost, rebuy and rank gates are listed alongside as cost, not folded into the number — a cheap 80 and an expensive 80 are equally good at the job; the cheap one is simply easier to own and fly boldly.
03
The Scoring Rubric
Shared method
The score is a judgment, not a derived formula — but it is not opaque. Each role defines an ordered list of factors; a ship is weighed factor-by-factor against the field, and the verdict is expressed as one number. To make that verdict legible, each factor carries an explicit weight (its share of 100, in priority order), and every dossier now shows a “Why This Rating” scorecard whose weighted points sum to the headline number. The weights are an editorial decomposition of the priority order — the first factor drives the ceiling, the last is a tiebreaker — not an in-game equation.
The scorecard in each dossier
Open any ship dossier and read § Why This Rating: the role's factors, each scored earned / weight with a bar, totalling the ship's 1–100 rating. It is the “show-your-work” behind the verdict — the same factors and weights described in section 04 below, applied to one hull.
Pick the role's factors
Each role has its own ordered factor list (section 04). Combat leads with hardpoints; trading with cargo; exploration with jump range. The leading factor is the dominant driver of the score.
Take the engineered ceiling
Assess each factor at the hull's fully-built state — A-rated, role blueprint tour, experimentals — not stock.
Weigh against the whole roster
Place the ship relative to every other hull in the role. The role's best anchors the top; the weakest anchors the floor.
Resolve the verdict to one number
The factor judgments collapse into a single 1–100 figure, then a one-line verdict and pros/cons explain it.
What pushes a ship to 90+ vs ~50
Reaches 90+
Leads or ties the role's top factor (max hardpoints, biggest hold, longest jump), with no fatal weakness in the supporting factors. The hull defines the ceiling others are measured against.
Lands near ~50
Trails the field on the top factor and carries a clear weakness elsewhere. Often a starter hull — flyable for the role, but bettered by almost anything you can afford next.
Where the floor sits
The floor is roster-relative too. Combat — a huge, deep field — bottoms out at 40 (Sidewinder). Passenger is the tightest field in the series: every hull is a genuinely good liner, so its floor sits at 80 (Dolphin), not 40.
04
Per-Role Factor Weightings
By role
The factors below are taken verbatim from each role's “How These Ships Are Scored” section. Listed in priority order — the first item is the dominant driver; the last is a tiebreaker. Open a role's dossier for the full ladder.
Combat human PvE
Six factors, in roughly this order of importance.
Hardpoints — weapon size & count. The single biggest driver of the ceiling.
Power distributor — whether the hull can feed those guns under sustained WEP load.
Shield — base strength and room for boosters/SCBs; first line of survival.
Armour & internals — hull buffer and slots for hull/module reinforcement.
Agility — control of range and angle; decides duels, lets thin hulls survive.
Utility & flexibility — utility mounts, SLF bays, how easily the fit comes together.
Anti-Xeno (AX) Thargoid
A separate discipline from human combat — shields barely matter; heat and hull do.
Hardpoints for Gauss — especially medium mounts; AX firepower is a full Gauss spread.
Heat capacity & management — Gauss runs enormously hot; a cool hull fires more before overheating.
Hull tank & reinforcement room — internals for Guardian Hull/Module Reinforcement.
Agility — dodging Thargoid lightning; the biggest survival skill vs interceptors.
Caustic handling & support slots — room for Caustic Sinks, AFMU, Xeno Scanner, Shutdown Field Neutraliser.
Exploration deep space
An explorer lives or dies on its FSD.
Engineered jump range — the single biggest factor; sets how far each jump goes.
Fuel tank & reach — jumps between stars; big tanks cross sparse regions.
Canopy & visibility — quality-of-life for honking, landing and bio-hunting.
Internals — room for AFMU, SRV, DSS and a fuel scoop without compromise.
Comfort & cost — agility, looks, and how little it hurts to lose far from home.
Mining rings
Measured on effective payday, not raw tonnage.
Effective ore capacity — cargo left after a refinery and limpet controllers take their slots.
Tool & slot fit — hardpoints and internals to run a complete laser or core toolkit.
Survivability — shield and hull to ride out an interdiction while limpets are out and you are stationary.
Pad class & access — mediums dock at more ring-adjacent outposts; larges trade access for capacity.
Cost & specialisation — hull tied up, and whether it can re-role afterwards.
Multipurpose do-everything
Rated for balance across roles, not peak in any one. The cargo column is a capacity proxy, not the verdict.
Breadth of internals — room to fit cargo, mining tools, shields or scanners as the job demands.
Firepower — enough hardpoints and distributor to hold its own without a dedicated build.
Jump range — the reach to roam and explore between jobs.
Flexibility & re-fit cost — how cheaply and quickly it swaps roles.
Survivability & handling — a tank and agility that suit every role passably.
Passenger liners
The tightest field in the series — the floor sits at 80, not 40.
Cabin capacity & class fit — raw berths for bulk work and large first/luxury suites for VIPs.
Comfort — Saud Kruger liners carry a passenger-satisfaction edge that raises payouts.
Jump range & tank — long sightseeing tours live or die on reach.
Shield & safety — protecting VIPs; a cancelled VIP mission is a total loss.
Pad class & cost — mediums reach more destinations; cost sets how freely you operate.
Trading cargo
Capacity dominates, but pad class governs which markets you can reach.
Maximum cargo — the dominant factor; profit scales directly with tonnage.
Pad class & market reach — mediums dock at outposts larges cannot; a slight cargo penalty for far wider access.
Laden jump range — how far a full hold travels per jump; sets route length and trips-per-hour.
Survivability — shield and hull enough to outlast or outrun a pirate interdiction.
Speed & cost — faster supercruise = more loops; cheaper hull = lower risk on a defenceless barge.
05
Worked Examples
Why the number
Real scores from the dossiers, walked factor-by-factor. For each role, a high example and a low or illustrative one — so you can see exactly what separates a ceiling from a floor.
Free; where everyone startsTwo small mounts; PD1; negligible shield/armour — the role floor
40
The Corvette wins on the top factor (hardpoints) and carries no fatal weakness — that is a 98. The Viper trails on every factor but is flyable — a mid-60s budget pick. The Sidewinder leads on nothing — the 40 floor.
Exploration — the ceiling vs the benchmark vs the floor
Cheap, light, scoops; a viable first explorerShort range, small tank, cramped internals — the exploration floor
60
Range leads the exploration rubric, so the Mandalay's engineered-range lead anchors the 96. The beloved Asp still scores a respectable 72 — capable, but out-ranged by the modern ceiling. The Adder is the floor at 60.
Cheap, long-ranged for its size; a fine first traderTiny hold; trivial shield — the trading floor
58
Cargo dominates trading, so the Panther's record hold anchors the 98. Note the Type-8 at 82 is not “worse” than a large at 95 — it carries less but reaches markets the large never can. The Hauler is the 58 floor.
Mining — why the purpose-built hull tops a bigger hold
Cheapest defended miner; SLF bay for protectionSmall effective hold — the mining floor
68
A clean demonstration of the rubric: the Cutter holds more raw cargo, but mining is scored on effective ore capacity and tool/slot fit — so the purpose-built Type-11 takes the 95 ceiling, with the Cutter just behind at 92.
06
Reading The Comparison Tables
Practical
Every role page carries a full ladder and per-class breakdowns. Read them in this order: pick your pad class first, then compare scores within it, then decide whether you need pad reach or raw capability across classes.
Grouped by pad class. Tables separate Small / Medium / Large. A 90 small and a 90 large are equally excellent for their class — not equal in power. Compare within a class first.
Sorted by rating. Ladders run best-to-worst on the suitability score. The leading stat column (hardpoints, cargo, range) is shown as context, not the sort key.
The highlighted row is the dossier's own ship in a dossier comparison table; on a role page it is the role's ceiling.
Group rows separate classes. A spanning row marks where one pad class ends and the next begins.
Cost lives beside the score, not inside it. Hull price, A-rated fit, engineering tier and rebuy are listed separately — the rating measures effectiveness only.
Rule of thumb
If two ships are within two or three points, treat them as equals on capability and choose on cost, rank gate, pad access or how the ship feels to fly. The score separates tiers, not near-rivals.
07
Sources
The scores cited here are this manual's own role-comparison and dossier verdicts — the source of truth for the site's ratings. The raw ship stats behind those verdicts are verified against the references below.
EDCD coriolis-dataShip slot layouts, module variants and engineering blueprint data behind the engineered-state ceiling.coriolis-data/ships/
CoriolisInteractive outfitting & build planner used to verify fully-engineered fits per role.coriolis.io
EDSYOutfitting planner cross-check for hardpoint, distributor and module figures.edsy.org
InaraShip database — comparative hull stats and hardpoint loadouts behind the suitability rankings.inara.cz/elite/ships