E:D Black Box
Six guns, ten optional internals and Imperial speed put the Corsair in the top tier of combat mediums. It lacks a huge hardpoint, a fighter bay or military slots, so the duelling and SLF specialists edge it in their niches — but its raw mounts, internal depth and pace make it one of the most capable all-round combat mediums available, with no rank gate and no permit 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 Corsair is Gutamaya's contemporary answer to the medium combat question, and it answers it with breadth. Six hardpoints — three large and three medium — give it a heavy, flexible main battery, while ten optional internals (deep for a combat hull) let it tank, sustain and even carry cargo without compromising its guns. Imperial design means it's quick and handsome with it.
Where the Krait leans on an SLF bay and the Fer-de-Lance on a huge hardpoint, the Corsair simply does everything well: lots of guns, lots of room, plenty of speed. It has no military slots, so its tanking comes from those generous optionals rather than dedicated bays — but the sheer count of internals means it can still shield- or hull-tank deeply. It's the modern, do-it-all combat medium.
Conflict zones, Hazardous RES, pirate massacres and mixed combat play — anywhere a fast, six-gun medium with deep internals to tank and sustain is wanted, especially for pilots who like options.
Four things make the Corsair a top-tier modern combat medium:
No huge hardpoint, no fighter bay, no military slots — it lacks the single standout feature of the Fer-de-Lance, Krait or Alliance hulls. Its tanking, while deep, comes from optionals it must share with everything else. The Corsair wins on balance and breadth, not on any one peak stat; and at ~77M Cr it's a premium price for that breadth.
Six hardpoints (3L/3M) and ten optionals deliver top-tier breadth at a medium pad with no rank gate; the lack of a huge mount and only "Good" agility cap it below the duelling specialists.
The 85/100 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 | 26/30 | Six mounts (3 Large, 3 Medium) form a heavy, flexible main battery that matches or beats most mediums for total firepower. Lacking the huge hardpoint of the Fer-de-Lance/Mamba leaves it short of role-leading alpha. |
| Power distributor | 9/10 | Class-7 distributor feeds six guns plus boost without power starvation, among the strongest distributors in the medium field. A-rating it first is mandatory since six mounts plus boost drain it faster than anything else. |
| Shield | 12/15 | Base ~235 MJ scaling to ~1,000+ MJ engineered via a 6C bi-weave plus two Heavy-Duty boosters across four utility mounts. With no military slots, shield tank competes for the same optionals as hull and cargo. |
| Armour & internals | 13/15 | 270 base armour and ten optional internals (6·6·6·5·5·5·4·3·2·1) give large-ship-style depth for hull reinforcement and module protection, ~2,000+ effective engineered. Zero military slots means defence shares the optional bays. |
| Agility | 16/20 | 280 / 355 m/s and rated only "Good" agility, fast for a six-gun medium and quicker than the Alliance hulls, but clearly below the elite handling of the Fer-de-Lance or the raw pace of the Mamba. |
| Utility & flexibility | 9/10 | Four utility mounts plus ten internals let it carry cargo, scanners or extra defences alongside six guns, with no rank or permit gate, only the ~76.9M Cr hull price. Breadth and credits-only access are its defining edge. |
| Weighted total | 85/100 | 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 Corsair | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Huge mount; elite agility and alphaFragile internals; no cargo flexibility | 93 |
| Python Mk II | Medium | 4L 2M | Four large mounts; more sustained DPSOnly six optionals; less flexible | 90 |
| Krait Mk II | Medium | 3L 2M | SLF bay; deep internals; balancedTwo fewer guns than the Corsair's six | 90 |
| Mamba | Medium | 1H 2L 2S | Far faster; bigger alphaPoor agility; fragile internals | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | More agile; cheaper; military slotsFewer big guns; shallower internals | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Tankier; military slots; cheaperSlower; fewer large mounts | 86 |
| Corsair this | Medium | 3L 3M | — this hull (baseline) | 85 |
| Federal Assault Ship | Medium | 2L 2M | Fast, agile, cheap; military slotsFar fewer guns and internals | 84 |
| Python | Medium | 3L 2M | Tankier; cheaper; equally roomySlower; one fewer gun | 83 |
| Federal Gunship | Medium | 1L 4M 2S | Seven mounts; very toughSluggish; Federal rank gate | 82 |
The Corsair is the modern breadth pick: more guns than the Krait, more room than the FDL, faster than the Alliance hulls. It lacks any one signature feature, so the specialists edge it in their niches — but as a fast, six-gun, deep-internal all-round combat medium, it's among the best, if you'll pay the premium.
| Ship | Class | Hardpoints | Pros & cons vs Corsair | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | The combat apex; firepower and tank without peerFederal rank; ~187M Cr; large pad | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Vast shields; brutal firepower; Imperial siblingImperial rank; poor agility; large pad | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Eight hardpoints; vast internals; no rankPonderous; costly; large pad | 88 |
| Kestrel Mk II | Small | 3L 2S | Small-pad firepower; agile; cheaperLess internal room than the Corsair | 85 |
| Vulture | Small | 2L | Small-pad agility; cheapTwo guns; far less room and tank | 80 |
Large warships out-gun and out-tank the Corsair but need a pad and usually a rank grind. The Corsair delivers six guns and large-ship-style internal depth from a medium pad with no rank gate — the modern, flexible alternative to climbing a navy ladder.
At ~76.9M Cr the Corsair is one of the priciest combat mediums, but it carries no rank or permit gate — just credits. Its deep internals mean a full combat fit (six engineered guns, shields, cells, reinforcement) adds up, putting it among the more expensive mediums to bring to its ceiling.
You pay for breadth and modernity. If you want one combat medium that's fast, heavily armed and flexible, the Corsair justifies its price; if budget matters, the Alliance hulls deliver most of the capability for far less.
The Corsair is expensive but rank-free — the modern, credits-only route to a six-gun combat medium with large-ship internal depth.
A balanced six-gun combat fit using the deep optionals to shield-tank. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern. Re-weight optionals toward hull reinforcement for a tankier variant.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3E Pulse Laser (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary large multi-cannon; the single Corrosive Shell strips armour resistance for the whole battery. |
| Large 2 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second large multi-cannon; Auto Loader removes reloads so its DPS never pauses. |
| Large 3 | 3C Multi-Cannon (Gimballed) | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Large beam strips shields; Thermal Vent vents heat so it runs cold under sustained fire. |
| Medium 1 | 2F Pulse Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Buy a cheap pulse, swap to a Thermal-Vent beam once A-rated for heat-free shield work. |
| Medium 2 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Medium multi-cannon adds sustained kinetic DPS; Auto Loader keeps it topped up. |
| Medium 3 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second medium multi-cannon; Auto Loader keeps the kinetic fire uninterrupted. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First Heavy-Duty shield booster — the cheapest large gain in shield strength. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster stacks raw MJ onto the bi-weave. |
| 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 | 7E Power Plant | 7A Power Plant | G5 Overcharged + Thermal Spread | Powers six guns plus a 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 preserve the Imperial speed and agility that define the Corsair. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G3 Increased Range (no experimental effect) | A-rated to reach fights and turn-ins; only G3 range — combat doesn't need a jump monster. |
| Life Support | 4E Life Support | 4D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — six guns plus boost drain the class-7 distributor faster than anything else. |
| Sensors | 6E Sensors | 6D 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 C-rated tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 6E Shield Generator | 6C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast for a brawler that re-engages; Reinforced maximises MJ and Fast Charge keeps regen high. |
| Size 6 | 6E Cargo Rack | 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 6 | — | 6A Shield Cell Bank | G4 Specialised (no experimental effect) | 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 hull reinforcement is the cheapest large multiplier on effective armour. |
| Size 5 | — | 5A 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 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 3 | — | 3D Module Reinforcement | (No blueprint available) | More internal protection for the modules that keep you flying; not engineerable. |
| Size 2 | — | 2A 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 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. | |||
The Corsair has no military bays, but ten optionals — three of them class-6 — let it tank deeply anyway. Decide shield-tank vs hull-tank and weight the optionals accordingly; you have the room either way.
Buy the hull and fit the largest shield a class-6 bay allows plus a shield booster — RES-ready immediately. Bulkheads stay stock Lightweight Alloy at this stage; the Military Grade swap waits for A-rating.
Arm the mounts buy-only with four gimballed multi-cannons and two pulse lasers — cheap kinetic-plus-thermal cover until A-rating swaps a beam onto a large and a medium.
Slot a cargo rack into one of the deep class-6 bays early; the internal depth means you needn't commit everything to combat at once.
A-rating priority for a six-gun combat medium:
Six guns are power-hungry — A-rate the class-7 distributor and plant before weapons, then build the tank into the deep optionals: two size-6 shield cell banks behind the bi-weave, hull and module reinforcement, and a chaff/heat-sink pair up top. Reinforcement packages stop at class 5, so the Size 6 bay carries the second bank rather than an undersized plate.
The full house combat pattern on a roomy modern medium. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (7) | 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 Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (6) | 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 |
Material-heavy — G5 across plant, thrusters, distributor, six weapons and a deep defensive suite. With a complete inventory this is spend, not farm. Ask for exact per-blueprint counts to verify reserves.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 355 m/s | 355 m/s | ~430 m/s |
| Shield (MJ) | ~330 | ~480 | ~1,000+ |
| SCB reserve | none | four banks | four banks |
| Armour (eff.) | 270 | ~540 | ~2,000+ |
| Sustained DPS | very high | very high | elite (six guns) |
Initial armour is stock Lightweight Alloy; A-rating drops in Military Grade Composite, and the engineered hull layers Heavy Duty bulkheads with hull reinforcement (5D, 4D, 1D) into the low thousands of effective armour. Behind the 1,000 MJ bi-weave sit four shield cell banks — two of them size-6 — for repeated re-engages, all at ~430 m/s. A fast, heavily armed medium with the internal depth to tank like a far larger ship. Breadth is its superpower.
Any Haz RES or CZ suits it. As an Imperial-built hull it pairs naturally with your Imperial-rank grind — CZ and massacre payouts double as standing progress.
The Corsair is the modern, do-everything combat medium: six guns, ten optionals and Imperial speed, with no rank gate. It lacks a signature trick — no huge mount, fighter bay or military slots — but its sheer breadth of firepower, room and pace makes it one of the most capable all-round combat mediums in the game, for those willing to pay the premium.
Figures on this page are verified against the sources below.