E:D Black Box
Nothing else fights, explores, hauls and mines at this level in one airframe. Vast internals, eight utility mounts, a huge jump range and no rank gate make it the ultimate single-ship fleet — switchable between roles by swapping modules at a station.
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.
If you could own only one ship, a strong case says make it an Anaconda. The same hull mounts a battleship's weapons (a huge hardpoint, three large, and more), explores to the galaxy's edge at ~78 LY, hauls ~470 tonnes of cargo, or mines a rich ring — and switches between those roles by swapping modules at a station. Vast internals, eight utility mounts and a class-5 military slot give it the room to be excellent at any of them.
Its great virtues are capability and accessibility: it does everything a capital ship can, and unlike the navy flagships it needs no rank — anyone with the credits can fly one. The costs are the large pad, ponderous handling, and the price of outfitting it well for multiple roles. But as a single hull that genuinely replaces a fleet — warship, explorer, freighter, miner — the Anaconda is unmatched.
Being your whole fleet in one ship: switching between combat, deep-space exploration, bulk trading and mining as the week demands, and any commander who wants maximum capability from a single versatile capital hull.
Four things make the Anaconda the ultimate all-rounder:
It's a large pad (no outposts), slow and ponderous, and outfitting it well for several roles costs a great deal. Specialists beat it at the extremes — a Cutter out-shields and out-hauls it, a Mandalay out-jumps it, a Corvette out-fights it. The Anaconda's case is doing all of those things very well in one hull; it's the best generalist, not the best at any single thing.
It tops the ladder by doing every job at capital scale in one rank-free hull, but stays top-tier rather than apex — specialists out-fight, out-haul and out-jump it, and the large pad and very-heavy cost weigh on flexibility.
The 88/100 headline is a verdict against the multipurpose 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 |
|---|---|---|
| Breadth of internals | 30/30 | Twelve optional internals (7·6·6·6·5·5·5·4·4·4·2·1), a military slot and eight utility mounts — no other multipurpose hull carries this much room, feeding ~470 t of cargo or any role's full kit. |
| Firepower | 19/20 | Eight hardpoints (1×Huge 3×Large 2×Medium 2×Small) fed by a class-8 distributor — a genuine warship battery; only a dedicated Corvette out-fights it. |
| Jump range | 19/20 | ~78 LY engineered as an explorer — capital reach few hulls match; only the lighter Mandalay out-jumps it, and without the cargo or guns. |
| Flexibility & re-fit cost | 10/15 | No rank or permit gate and free module swaps at any station, but ~200M+ Cr to outfit and a very heavy materials bill make re-roling the costliest in the field. |
| Survivability & handling | 10/15 | Engineered shields past ~1,600 MJ over stacked hull reinforcement — a heavy tank for any job — offset by slow, ponderous handling and a large pad that locks out outposts. |
| 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 multipurpose use — versatility across combat, trade, exploration and more. The role column is the maximum cargo capacity in tonnes as one measure of capacity; versatility is judged across all roles.
| Ship | Class | Max cargo (t) | Pros & cons vs Anaconda | Rating |
|---|---|---|---|---|
| Anaconda this | Large | ~470 | — this hull (baseline) | 88 |
| Imperial Cutter | Large | ~794 | More cargo and shields; fasterImperial rank; shorter range; less rounded | 82 |
| Federal Corvette | Large | ~618 | Far better combat; tankyFederal rank; poor jump range | 78 |
| Imperial Clipper | Large | ~250 | Far faster; cheaperImperial rank; less capable all-round | 73 |
Among large all-rounders the Anaconda is the most balanced and the only rank-free one. The Cutter and Corvette beat it in trading and combat respectively, but each is more specialised and rank-gated. For a do-everything large hull anyone can buy, the Anaconda leads.
| Ship | Class | Max cargo (t) | Pros & cons vs Anaconda | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 | Medium pad; cheaper; very roundedLess of everything; shorter range | 86 |
| Krait Mk II | Medium | ~230 | Medium pad; SLF; cheaperLess cargo and range | 84 |
| Krait Phantom | Medium | ~190 | Medium pad; great range; cheaperLess cargo and firepower | 84 |
| Corsair | Medium | ~318 | Medium pad; modern; roundedLess capacity and range | 82 |
| Asp Explorer | Medium | ~128 | Cheap; medium pad; great viewFar less capability | 80 |
The versatile mediums are cheaper and land more flexibly, and do most of what the Anaconda does at smaller scale. The Anaconda's edge is capital-scale capability in every role at once — the more you want to do everything to the maximum, the more it justifies the large pad and price.
At ~142M Cr the Anaconda is a major purchase, but its versatility spreads the cost across roles: one engineered hull is your warship, explorer, freighter and miner, so it effectively replaces several ships.
Outfitting it well for multiple roles — and keeping module sets to swap between them — pushes the practical investment past 200M Cr. But for a commander who wants one capital hull to do everything, that's cheaper than buying and engineering four specialists.
Around 200M Cr makes the Anaconda your warship, explorer, freighter and miner in one — cheaper and simpler than four engineered specialists.
A balanced multirole fit — real firepower, strong shields, cargo room and good range, ready to re-tune for any role. Initial is buy-only; A-rated is the multirole baseline; Engineered makes it excellent across the board.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | — | 4A Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | The single huge mount carries the build's alpha; Corrosive Shell strips armour resistance for the whole battery. |
| Large 1 | — | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed beam for shield-stripping; Thermal Vent keeps it cold under sustained fire. |
| Large 2 | — | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Large multi-cannon for sustained kinetic DPS; Auto Loader removes reloads. |
| Large 3 | — | 3E Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Large pulse adds efficient laser damage; Efficient + Thermal Vent runs it cool. |
| Medium 1 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Medium multi-cannon fills the kinetic battery; Auto Loader keeps it firing. |
| Medium 2 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Medium pulse rounds out the laser side; cheap on power and heat. |
| 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 Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Small pulse fills the last hardpoint; swap freely when re-roling. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield-booster; Heavy Duty multiplies the bi-weave's raw MJ. |
| Utility 2 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Third Heavy-Duty booster before utilities turn to defence. |
| Utility 4 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 5 | — | 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 6 | — | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| 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, 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 agility on a 400t capital hull. |
| Frame Shift Drive | 6E Frame Shift Drive | 6A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated with Increased Range and Mass Manager — the all-rounder needs the jump for explorer and trade roles. |
| Life Support | 5E Life Support | 5A Life Support | G5 Lightweight (no experimental effect) | A-rated for endurance; Lightweight trims mass — life support has no experimental effect. |
| Power Distributor | 8E Power Distributor | 8A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this early — guns plus boost drain the class-8 distributor; Charge Enhanced + Super Conduits keep WEP and ENG full. |
| Sensors | 8E Sensors | 8D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; multirole needs no sensor range, so save the mass for jump. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock 5C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | — | 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 — the survivable all-round choice. |
| Size 6 | — | 6E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 6 | — | 6E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 6 | — | 6A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement caps at size 5, so a 5D HRP fully fills this slot for max effective armour. |
| Size 5 | — | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 5 | — | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement (a 4D HRP) where the slot allows; armour stacks linearly. |
| Size 4 | — | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | — | 4A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (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. | |||
This is one balanced configuration; the Anaconda's strength is swapping module sets at a station — strip the guns and HRPs for a fuel scoop, SRV and cargo to explore; fill with cargo racks to haul; add a mining suite to mine. Keep role-specific module sets in storage and switch as the week demands.
Buy the hull and fit the buy-only baseline: E-rated core internals (8E power plant, 7E thrusters, 6E FSD, 5E life support, 8E distributor, 8E sensors), a 5C fuel tank, a stock 7E shield generator and three 0A shield boosters.
The hull ships with stock Lightweight Alloy bulkheads — leave them on at this stage. Heavier plating is a station purchase that comes with the A-rate pass, not now.
Leave the hardpoints, cargo racks, hull reinforcement and military slot empty for now — A-rating the core internals comes first, since they serve every role.
Build role-specific module sets (explorer, hauler, miner) in storage to swap in as needed.
A-rating priority for an all-rounder:
The Anaconda's core internals power every role — A-rate them first, fit Military Grade bulkheads, then build and store role-specific module sets to swap between warship, explorer, hauler and miner.
The house all-rounder engineering pattern — mobility, range, shields and weapons all covered. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| 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 |
| Frame Shift Drive (6) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Bi-Weave Shield (7) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| 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 Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
Moderate-to-high — it's a capital hull engineered across combat, mobility and defence, so it touches many blueprints; but each module is engineered once and reused across roles. 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 |
|---|---|---|---|
| Bulkheads | Lightweight | Mil. Grade | Mil. Grade HD |
| Armour (HP) | ~950 | ~2,200 | ~5,000+ |
| Max jump (LY) | ~42 | ~58 | ~78 |
| Max cargo (t) | ~300 | ~420 | ~470 |
| Shield (MJ) | ~600 | ~900 | ~1,600+ |
| Versatility | supreme | supreme | supreme |
Military Grade Composite with Heavy Duty G5 and Deep Plating, stacked on three hull reinforcements, takes effective armour past ~5,000 — the Anaconda fights like a battleship, jumps ~78 LY, hauls ~470t and mines a rich ring, all in one hull, switchable at a station. Specialists edge it at the extremes, but nothing matches its all-round capital capability. The definitive single-ship fleet.
Whatever the week demands — a bounty session, a deep-space expedition, a trade loop, a mining run. From your home base, one Anaconda covers them all.
The Anaconda is the do-everything capital: battleship, long-range explorer, bulk hauler and miner in one rank-free hull, switchable by swapping modules. Specialists beat it at the extremes, but nothing matches its all-round capital capability or replaces a fleet so completely. If you want one big ship to do it all, the Anaconda is the answer — and has been for a decade.
Figures on this page are verified against the sources below.