E:D Black Box
The Crusader keeps the Alliance family's three military slots and tough hull, then adds a ship-launched-fighter bay and a three-seat multicrew cockpit. It trades raw speed for a crew platform that fights on two fronts simultaneously. The slowest and least-shielded of the trio, its solo numbers are modest — but with a deployed fighter and a gunner aboard it becomes a genuine force multiplier the Chieftain and Challenger can't match.
This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.
The Alliance Crusader is the trio's crewed gunboat. It shares the chassis, the three military slots and the tough hull, but its defining features are a built-in ship-launched-fighter bay and a three-seat cockpit for multicrew. It's designed to fight as a team: you fly and shoot, a gunner mans turrets or the SLF, and a launched fighter adds a third angle of attack.
The cost is pace. The Crusader is the slowest of the three Alliance hulls and carries the lowest base shield, so flown solo it's the least dynamic of the family. But with a fighter deployed and a gunner aboard, it becomes a force multiplier — effectively two-and-a-half ships in one hull — which is exactly the niche the Chieftain and Challenger don't fill.
Crewed and wing combat: multicrew sessions with a friend gunning, NPC-fighter support in CZs and RES, and any fight where a launched fighter splitting enemy attention turns the tide.
Four things define the Crusader as a combat ship:
Solo, the Crusader is the weakest Alliance hull — slowest, lowest shield, and its real strength (crew and SLF) is partly idle without a gunner. Its DPS and agility trail the Chieftain. It only reaches its potential as a crewed or fighter-supported platform; if you fly alone and want the best Alliance combat ship, take the Chieftain.
An SLF bay, three crew seats and three class-4 military slots on a 540-armour tank chassis carry it; the slowest, lowest-shielded Alliance hull and a single-large hardpoint cap the score.
The 80/100 headline is a verdict against the combat role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.
| Role factor | Score | Why this score |
|---|---|---|
| Hardpoints | 21/30 | Six mounts (1 Large, 2 Medium, 3 Small) but only one Large — the lightest weapon weight of the Alliance trio, behind the Chieftain's 2L and Challenger's extra mediums. Respectable spread for the pilot, but solo DPS trails its siblings; the SLF and a gunner are what lift the effective output. |
| Power distributor | 10/10 | Class-6 distributor matches the Chieftain and Challenger and sustains the six-mount battery adequately, but the SLF's draw and turret weapons tax the same WEP pool, so it needs A-rating and Charge Enhanced early to keep guns and fighter fed. |
| Shield | 11/15 | Base shield ~126 MJ is the lowest of the Alliance trio and modest for the combat field; the Size-6 slot is surrendered to the fighter bay, forcing shielding down to a 5C bi-weave plus two boosters (~600 MJ engineered). A clear soft spot. |
| Armour & internals | 15/15 | 540 base armour on a 500 t hull with three class-4 military slots — the Alliance tank signature — pushes effective armour past ~3,000 engineered. Deep optional internals (6·5·3·3·2·2·1) absorb HRPs, module reinforcement and shield cells without crowding the fighter bay. |
| Agility | 13/20 | 183 m/s top / 305 m/s boost — the slowest of the three Alliance hulls, with agility trailing the far nimbler Chieftain. Dirty Drives recover only what the heavy hull allows; it flies as an anchor, not a knife-fighter, the firmest limiter on the score. |
| Utility & flexibility | 10/10 | The standout: a ship-launched-fighter bay and three multicrew seats neither the Chieftain nor Challenger have, plus four utility mounts for boosters, chaff and heat sink. A deployed SLF and a gunner roughly double effective output — a force-multiplier no medium-pad sibling matches. |
| Weighted total | 80/100 | Matches the headline suitability rating for this ship in this role. |
Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.
Both tables rate ships for the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.
| Ship | Class | Hardpoints | Pros & cons vs Alliance Crusader | Rating |
|---|---|---|---|---|
| Krait Mk II | Medium | 3L 2M | SLF bay too, plus bigger guns and more agilityNo military slots; pricier | 90 |
| Alliance Chieftain | Medium | 2L 1M 3S | Far more agile and faster; bigger main gunsNo SLF bay; 2 crew only | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Tankier; more mounts; better shieldsNo SLF bay; 2 crew only | 86 |
| Corsair | Medium | 3L 3M | Six guns; modern; fasterNo military slots or SLF | 85 |
| Federal Assault Ship | Medium | 2L 2M | Fast, agile Federal brawlerFederal rank; no SLF | 84 |
| Python | Medium | 3L 2M | Versatile; roomy; SLF-capableLess focused; no military slots | 83 |
| Federal Gunship | Medium | 1L 4M 2S | Seven mounts; SLF bay; very toughEven slower; Federal rank gate | 82 |
| Alliance Crusader this | Medium | 1L 2M 3S | — this hull (baseline) | 80 |
The Crusader's niche is crew-and-fighter combat. The Krait Mk II offers an SLF bay with more agility and bigger guns, so for fighter-supported solo play it's often the better pick; the Crusader's edge is the Alliance tank chassis plus three crew seats for true multicrew. In a coordinated team it shines; flown solo it trails its own siblings.
| Ship | Class | Hardpoints | Pros & cons vs Alliance Crusader | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | SLF bay, huge crew, apex firepower and tankFederal rank; ~187M Cr; large pad | 98 |
| Imperial Cutter | Large | 1H 2L 4M | SLF bay; vast shields; multicrewImperial rank; poor agility; large pad | 91 |
| Anaconda | Large | 1H 3L 2M 2S | SLF bay; vast internals; multicrewPonderous; costly; large pad | 88 |
| Federal Gunship | Medium | 1L 4M 2S | Medium SLF gunboat with seven mountsFederal rank; sluggish | 82 |
| Type-10 Defender | Large | 4L 3M 2S | SLF bay; turret tank; superb AXVery slow; large pad | 78 |
Most fighter-bay platforms are large ships that need a pad and often a rank grind. The Crusader is the cheap, medium-pad way into SLF-and-multicrew combat — not the best fighter carrier, but the most accessible one with a genuine tank chassis underneath.
At ~22M Cr the Crusader sits between the Chieftain and Challenger in price, with no rank or permit gate. The fighter bay and a good NPC pilot are part of the build cost — budget for them, since the SLF is central to the ship's value.
A full combat fit with three military-slot reinforcements, a shield, and the fighter bay adds up, but stays well under a large fighter-carrier's cost — the Crusader is the budget route to crewed combat.
The SLF bay and a high-rank NPC pilot are integral, not optional, on the Crusader — the ship is built around them. Factor both into the build from the start.
A crewed gunboat fit with a fighter bay and three military slots. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern with reinforcement and an SLF.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | The biggest mount on the hull (Large); Overcharged multi-cannon with the single Corrosive Shell strips armour resistance for the whole battery. |
| Medium 1 | 2F Pulse Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Buy a cheap pulse, swap to a gimballed beam once A-rated; Thermal Vent vents heat so it runs cold while shield-stripping. |
| Medium 2 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second medium multi-cannon; Auto Loader removes reloads so it never stops firing. |
| Small 1 | 1F Pulse Laser (Fixed) | 1G Pulse Laser (Turreted) | G5 Efficient + Thermal Vent | Turret pulse the gunner controls; Efficient + Thermal Vent keeps it cool and low-draw on a remote seat. |
| Small 2 | — | 1G Multi-Cannon (Turreted) | G5 Overcharged + Auto Loader | Turret multi-cannon for the gunner; Auto Loader keeps it topped up without a reload pause. |
| Small 3 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Pilot-fired gimballed pulse fills out the battery; Efficient trims heat and distributor draw. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First Heavy-Duty shield booster — the cheapest large multiplier over the bi-weave's low base MJ. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second stacked Heavy-Duty booster; diminishing returns set in but it still pays. |
| Utility 3 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 4 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 6E Power Plant | 6A Power Plant | G5 Overcharged + Thermal Spread | Feeds guns, a shield, the fighter bay and turrets; Overcharged adds headroom and Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives recover what mobility the heavy hull allows — the Crusader is the slowest Alliance trio member. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated only to reach fights and turn-ins; G3 range is enough — combat doesn't need a jump monster. |
| Life Support | 5E Life Support | 5D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 6E Power Distributor | 6A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this early — guns plus the SLF's draw drain the class-6 distributor fast; Charge Enhanced restores the WEP pool. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; combat needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 4D Hull Reinforcement | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement in a military slot — the cheapest large multiplier on effective armour. |
| Military 2 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP; the size-4 military slots take a full size-4 HRP so they fill exactly. |
| Military 3 | — | 4D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Optional Internals | ||||
| Size 6 | 6E Shield Generator | 6D Fighter Hangar | (No blueprint available) | SLF bay — the Crusader's signature; a deployed fighter is a second gun platform that draws fire. Hangars are not engineerable. |
| Size 5 | 5E Cargo Rack | 5C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and resistances, Fast Charge keeps the quick recharge. |
| Size 3 | — | 3A Shield Cell Bank | G4 Specialised + Stripped Down | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull where the optional slot allows; armour stacks linearly. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores; not engineerable. |
| Size 2 | — | 2A Shield Cell Bank | G4 Specialised + Stripped Down | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty (no experimental effect) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Open in planner / Export | ||||
| Open in Coriolis | open | open | open | One-click open at coriolis.io. |
| Open in EDSY | open | open | open | One-click open at edsy.org. |
| Copy SLEF | Copies the raw Ship Loadout Export Format for that state. | |||
Fit a fighter hangar and a couple of turret weapons a gunner can control, alongside your own gimballed main guns. The Crusader's value is teamwork — a deployed SLF plus a gunner roughly doubles its effective output.
Buy the hull on stock E-rated cores and stock Lightweight Alloy bulkheads, fit a basic 6E Shield Generator and one 0A Shield Booster, and drop a single 4D Hull Reinforcement into the first military slot. The other two military slots, the second booster, and the chaff/heat-sink utilities stay empty until you A-rate.
Arm the large and both medium mounts for yourself — a gimballed multi-cannon up top, a pulse and a second multi-cannon on the mediums — plus one small fixed pulse. The two remaining small mounts and the gunner's turret weapons fill in on the A-rated pass.
The fighter bay is not a buy-only fit — the Size 6 slot carries a shield generator at this stage, and the SLF hangar replaces it once you upgrade. Bulkheads stay stock here: Military Grade Composite is a paid-for upgrade you slot on the A-rated pass, not at the dealership. Buy-only the Crusader is serviceable for light work; it only becomes itself with crew and a fighter aboard.
A-rating priority for a crewed gunboat:
An SLF draws meaningful power — A-rate the plant before fitting the fighter hangar, or you'll be juggling power priorities mid-fight.
The house combat pattern with reinforcement and a fighter bay. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (6) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (6) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (5) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
Moderate — standard combat G5s plus Heavy-Duty reinforcements. The fighter bay itself isn't engineered. With a complete inventory this is spend, not farm. Ask for exact per-blueprint counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 305 m/s | 305 m/s | ~370 m/s |
| Bulkheads | Lightweight | Mil. Grade | Mil. Grade HD+ |
| Armour (eff.) | 540 | ~1,050 | ~3,200+ |
| Shield (MJ) | ~190 | ~270 | ~600 |
| Effective firepower | medium | high (with SLF) | high (SLF + gunner) |
| Force multiplier | SLF | SLF + crew | SLF + crew |
The Military Grade Composite bulkhead does the heavy lifting early — effective armour roughly doubles the moment you fit it, before a single HRP is engineered. Fully built, the Heavy Duty bulkhead stacks with four Heavy Duty hull-reinforcement packages (down to the 1D in the Size-1 slot that replaces the dead-weight scanner) to push effective armour past 3,000, with a usable shield buffer and twin lightweight Specialised SCBs for uptime. Its solo numbers are modest; crewed with a fighter deployed, its output climbs sharply — formidable, not flashy.
Any CZ or Haz RES suits it, best with a friend aboard. Around your home base, crewed CZ and massacre payouts double as Imperial-standing progress.
The Alliance Crusader is the budget crewed gunboat: the Alliance tank chassis and three military slots, plus a fighter bay and three crew seats the Chieftain and Challenger lack. Solo it's the weakest of the trio, but with a deployed fighter and a gunner aboard it becomes a genuine force multiplier — the most accessible way into multicrew, SLF-supported combat on a medium pad.
Figures on this page are verified against the sources below.