E:D Black Box
A top-tier large combat ship and the most versatile capital hull in the game. Eight hardpoints, vast internals and a huge armour base make it formidable; it ranks below the Corvette and Cutter only on raw combat focus and agility, while beating both on flexibility and accessibility — no rank required.
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 Anaconda is Faulcon DeLacy's flagship and the game's archetypal do-everything capital ship. In combat it fields eight hardpoints — a huge mount, three large, two medium and two small — behind a 945 base armour hull, eight utility mounts, a single military slot, twelve optional internals and a ship-launched-fighter bay. It is, in every sense, a battleship.
Crucially, it has no rank gate — unlike the Federal Corvette and Imperial Cutter, anyone with the credits can buy one. That makes it the accessible large warship: not quite as combat-focused or agile as the rank-gated apex pair, but more flexible than either and open to everyone. It fights, hauls, explores and runs missions at a scale only large ships reach.
Heavy combat without a rank grind: high-intensity conflict zones, Hazardous RES, pirate massacres, AX work and wing fights — plus the flexibility to re-role the same hull to hauling or exploration at scale.
Four things make the Anaconda a formidable combat capital ship:
It's slow and ponderous — the worst agility of the large combat ships — so nimble enemies can work its blind spots, and it's costly to engineer fully. The Federal Corvette out-guns and out-turns it, and the Imperial Cutter out-shields it. The Anaconda's edge is flexibility and accessibility, not peak combat focus; it's the jack-of-all-trades capital, master of none.
Eight hardpoints with a huge mount, class-8 cores, 945 armour and twelve optionals make it a rank-free battleship; the worst agility among large combat ships is the only real limiter.
The 88/100 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 | 29/30 | Eight mounts — 1 Huge, 3 Large, 2 Medium, 2 Small — out-gun any medium and rival the dedicated large warships. Only the Corvette's twin huge mounts (2H 1L 2M 2S) clearly exceed it. |
| Power distributor | 10/10 | Class-8 power distributor, the largest in the game, feeds eight guns plus boost; A-rating it first is the standing priority. Top of the field, matched only by the other capitals. |
| Shield | 15/15 | ~362 MJ base scaling past 1,600 MJ engineered with a 7C bi-weave and a five-booster Heavy-Duty stack across eight utilities. Very strong, but the Imperial Cutter's shields out-tank it. |
| Armour & internals | 15/15 | 945 battleship armour base reaching ~5,000+ effective, plus twelve optionals, a class-5 military slot and an SLF bay for stacked HRPs and module reinforcement. Among the deepest hull-and-internal pools in the role. |
| Agility | 9/20 | 183/244 m/s on 400 t of mass — the worst agility of the large combat ships; nimble enemies work its blind spots even with Dirty Drives. Clear, defining weakness. |
| Utility & flexibility | 10/10 | Eight utility mounts plus an SLF bay let it field a full booster suite, chaff, heat sink and point defence while re-roling to hauling or exploration. Capital-scale flexibility few hulls match. |
| Weighted total | 88/100 | 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 Anaconda | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | Two huge mounts; more agile; the combat apexFederal Rear Admiral rank; ~187M Cr | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Vast shields; fast for a large shipImperial Duke rank; poor agility | 91 |
| Anaconda this | Large | 1H 3L 2M 2S | — this hull (baseline) | 88 |
| Imperial Clipper | Large | 2L 2M | Very fast for a large ship; agileOnly four mounts; awkward big-pad-only | 79 |
| Type-10 Defender | Large | 4L 3M 2S | The ultimate turret tank; superb AXEven slower; no huge mount | 78 |
Among large combat ships the Anaconda is the versatile, rank-free option. The Corvette and Cutter beat it for pure combat — more guns, more agility, more shields respectively — but both demand a long navy grind. The Anaconda gives you a true battleship for credits alone, and re-roles to anything else besides.
| Ship | Class | Hardpoints | Pros & cons vs Anaconda | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Huge mount; elite agility; medium-padTiny internals; far less tank | 93 |
| Python Mk II | Medium | 4L 2M | Four large mounts; medium-pad access; far cheaperLess tank; no huge mount or SLF | 90 |
| Krait Mk II | Medium | 3L 2M | SLF bay; agile; medium-pad; far cheaperLess firepower and tank | 90 |
| Corsair | Medium | 3L 3M | Six guns; fast; medium-padLess tank and firepower than a capital | 85 |
| Python | Medium | 3L 2M | Versatile; tough; medium-pad; cheapFar less combat capability than a capital | 83 |
The top mediums match or beat the Anaconda on agility, pad access and price — the Fer-de-Lance even out-duels it — but none brings a capital ship's firepower, tank and internal scale. Choose the Anaconda when you want a true battleship that also does everything else; choose a medium when agility, pad access and cost matter more.
At ~142M Cr the Anaconda is a major investment, but it carries no rank or permit gate — the most accessible capital warship. A full combat fit with engineered guns, shields and reinforcement pushes the all-in figure past 220M Cr, comparable to the rank-gated apex ships.
Because it re-roles so completely — battleship one week, deep-space explorer or bulk hauler the next — a single engineered Anaconda can replace several specialist ships, spreading its considerable cost across many roles.
A capital-grade combat fit: a huge main gun and three large mounts, deep shields and reinforcement, eight utilities and an SLF bay. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern at battleship scale.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | 4A Multi-Cannon (Gimballed) | 4A Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | The single huge mount; one Corrosive Shell here strips armour resistance for the whole battery. |
| Large 1 | 3E Pulse Laser (Gimballed) | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Beam for shield-stripping; Thermal Vent vents heat so it runs cold under sustained fire. |
| Large 2 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Large multi-cannon for sustained kinetic DPS; Auto Loader removes reloads. |
| Large 3 | 3C Multi-Cannon (Gimballed) | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Second beam doubles shield-strip rate; Thermal Vent keeps the heat budget in check. |
| Medium 1 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Fill-in multi-cannon; Auto Loader keeps its DPS uninterrupted. |
| Medium 2 | 2F Pulse Laser (Gimballed) | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Efficient pulse adds low-draw laser damage; Thermal Vent makes it a heat sink too. |
| Small 1 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Small multi-cannon adds chip damage; Auto Loader keeps it topped up. |
| Small 2 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second small multi-cannon; left empty on the buy-only fit, added once the hull is paid off. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First of the shield-booster stack; Heavy Duty multiplies the bi-weave's raw MJ. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Stacked Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Third Heavy-Duty booster; diminishing returns set in but it still pays. |
| Utility 4 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fourth booster rounds out the core shield stack. |
| Utility 5 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 6 | — | 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. |
| Utility 7 | — | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| Utility 8 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fifth Heavy-Duty booster fills the last of the eight utility mounts. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Overcharged + Thermal Spread | Powers eight guns, an SLF, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 7E Thrusters | 7A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives recover what agility a 400t-mass capital can manage. |
| Frame Shift Drive | 6E Frame Shift Drive | 6A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to move a heavy battleship between fights; only G3 range — 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 | 8E Power Distributor | 8A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — eight guns plus boost drain the class-8 distributor faster than anything else. |
| Sensors | 8E Sensors | 8D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; combat needs no sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 5D Hull Reinforcement | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement in the military slot is the cheapest large multiplier on effective armour. |
| Optional Internals | ||||
| Size 7 | 7E Shield Generator | 7C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 6 | 6E Cargo Rack | 6A Shield Cell Bank | G4 Specialised + Recycling Cell | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 6 | — | 6D Fighter Hangar | (No blueprint available) | SLF bay adds a second gun platform that draws fire; hangars are not engineerable. |
| Size 6 | — | 6A Shield Cell Bank | G4 Specialised + Recycling Cell | Hull reinforcement caps at size 5, so a 5D HRP under-fills this size-6 slot for max effective armour. |
| Size 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty HRP; armour stacks linearly so every reinforcement pays. |
| Size 5 | — | 5A Shield Cell Bank | G4 Specialised + Recycling Cell | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 5 | — | 5D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull where the slot allows. |
| Size 4 | — | 4D Module Reinforcement | (No blueprint available) | More internal protection for the modules that keep you flying. |
| Size 4 | — | 4A Shield Cell Bank | G4 Specialised + Recycling Cell | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Small Module Reinforcement for the last of the internal protection. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | 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. | |||
Twelve optionals, a military slot and eight utilities let the Anaconda tank on shields and hull simultaneously while carrying a fighter and a full booster suite. Few ships can field everything at once like this — use the scale.
Buy the hull and leave bulkheads at stock Lightweight Alloy — then fit the largest shield a class-7 bay allows — a 7E Shield Generator — plus the 5D Hull Reinforcement in the military slot and a single 0A Shield Booster. Even buy-only it's a tank.
Arm the huge mount and most large and medium slots with gimballed multi-cannons, with two gimballed pulse lasers mixed in for shield-stripping. The two small hardpoints stay empty until the hull is paid off.
Leave the rest empty buy-only: the fighter bay, the seven further utility mounts, the shield-cell banks and the extra hull and module reinforcement all come with the A-rated pass.
A-rating priority for a combat capital ship:
Eight hardpoints, a fighter and eight utilities draw enormous power — A-rate the class-8 distributor and plant before anything else or the build can't run at load. The size-6 internal that held a stray hull reinforcement becomes a second 6A shield-cell bank, and the size-1 slot drops the survey scanner for a hull reinforcement — this hull never wants exploration kit.
The full house combat pattern at battleship scale. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (8) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (7) | 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 (8) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Shield Generator (7) | Reinforced (G5) | Hi-Cap | 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 |
Heavy — G5 across class-8 cores, eight weapons and a deep capital-scale defensive suite; this is one of the larger material spends for any combat hull. With a complete inventory it's spend, not farm. Ask for exact per-blueprint counts to verify reserves before committing.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 244 m/s | 244 m/s | ~300 m/s |
| Shield (MJ) | ~510 | ~720 | ~1,600+ |
| Armour (eff.) | 945 | ~2,400 | ~5,000+ |
| Sustained DPS | very high | very high | elite (huge + 3 large) |
| Agility | poor | poor | poor (heavy) |
The A-rated pass already brings Military Grade Composite bulkheads, so the hull tank is real before any engineering touches it. Engineered, the Anaconda is a true battleship: effective armour into the thousands, a 1,600 MJ shield, eight sustained guns and a fighter. It will never be agile — that's the cost of the scale — but few ships in the game are harder to kill or hit harder while doing four other jobs besides.
The Anaconda is the do-everything battleship: eight hardpoints with a huge mount, vast internals, a fighter bay and battleship armour, all with no rank gate. The Corvette and Cutter beat it for pure combat focus, but neither matches its flexibility or accessibility. For a credits-only capital warship that also hauls and explores at scale, the Anaconda is in a class of its own.
Figures on this page are verified against the sources below.