E:D Black Box
A cheap, tough-for-its-size small ship with a class-leading low-heat signature. Four utility mounts, solid armour, and a trivial rebuy make it a durable skirmisher — but only two medium and two small guns keep damage modest. Buy it for stealth, survivability, and value while learning combat fundamentals.
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 Diamondback Scout is Lakon's compact patrol ship, and its calling card is heat. It runs cooler than almost anything in its class, which makes it hard to detect and lets it deploy weapons and modules without spiking its signature — a genuine asset for stealthy approaches and silent-running tactics. Four utility mounts (generous for a small ship) round out a tough, cheap little hull.
As a fighter it's modest: two medium and two small hardpoints deal limited damage, and its speed and shields are unremarkable. But it's cheap, durable for its size and pleasant to fly, and its low heat gives it a tactical niche. The Scout is a budget picket and a fine stepping-stone — not a giant-killer, but a dependable small fighter that survives more than it should for the money.
Budget and stealthy small-pad combat: low-intensity RES, silent-running approaches, and as a cheap, durable first combat ship that teaches the basics without a punishing rebuy.
Four things define the Scout as a combat ship:
Only two medium and two small guns mean low damage, and its shields are weak. It can't out-fight the large-gun small ships or the firepower-focused mediums — it survives and skirmishes rather than killing quickly. The Scout's niche is heat and durability on a budget; for raw combat power, almost every pricier small ship beats it.
Class-leading low heat plus four utilities and tough-for-price armour carry it, but only 2M 2S firepower and a weak ~93 MJ base shield cap it as a durable budget skirmisher, not a killer.
The 60/100 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 | 17/30 | Two medium and two small mounts (2M 2S) put it mid-pack among small-pad fighters — same raw count as the Viper twins, but out-gunned by the Vulture's 2L, Kestrel's 3L 2S and Cobra Mk V's 3M 2S. Adequate gimballed multi-cannon/pulse battery, but alpha and sustained DPS stay modest. |
| Power distributor | 5/10 | Class-3 distributor is the smallest core in the fit and caps weapon and boost sustain; engineered Charge Enhanced + Super Conduits makes it workable for a light multi-cannon/pulse load, but it has no headroom for heavy energy weapons. |
| Shield | 7/15 | Base shield is only ~93 MJ, weak even for the class; A-rated 3C bi-weave reaches ~170 MJ and engineered with two Heavy-Duty boosters ~300 MJ. Usable buffer but well below shield-tank small ships like the Imperial Courier. |
| Armour & internals | 10/15 | 216 base armour on a ~170 t hull is tough for the price, rising to ~900 effective with two Heavy-Duty HRPs. Internals 3·3·3·2·1·1 with zero military slots — decent reinforcement room but no dedicated combat-bulkhead bonus. |
| Agility | 13/20 | 283/384 m/s top/boost and nimble handling let it set range and disengage, but it is not in the elite-agility tier of the Vulture or Eagle. Solid, dictate-the-range mobility rather than a standout turn-fighter. |
| Utility & flexibility | 8/10 | Four utility mounts (generous for a small hull) carry two shield boosters, chaff and a heat sink at once, and its class-leading very-low heat signature enables silent-running approaches and Thermal-Vent resets — its genuine role-leading edge. |
| Weighted total | 60/100 | 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 Diamondback Scout | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3L 2S | Three large guns; far more alphaFar pricier; thin armour | 85 |
| Vulture | Small | 2L | Two large guns; elite agilityPricier; power-starved | 80 |
| Cobra Mk V | Small | 3M 2S | More guns, room and speedPricier | 78 |
| Imperial Courier | Small | 3M | Faster; far stronger shieldsPaper armour; Imperial rank | 70 |
| Viper Mk IV | Small | 2M 2S | Tougher; cheap; forgivingHotter; fewer utilities | 66 |
| Viper Mk III | Small | 2M 2S | Faster; very cheapFragile; hotter | 63 |
| Diamondback Scout this | Small | 2M 2S | — this hull (baseline) | 60 |
| Cobra Mk III | Small | 2M 2S | Cheap; versatile classicHotter; thinner shields | 58 |
| Eagle Mk II | Small | 3S | More agile; cheaperTiny guns; eggshell hull | 55 |
The Scout is the cool-running budget pick. The pricier small ships out-gun it comprehensively, but few match its heat signature, utility count and durability per credit. Buy it for stealth, survivability and value — not for firepower.
| Ship | Class | Hardpoints | Pros & cons vs Diamondback Scout | Rating |
|---|---|---|---|---|
| Krait Mk II | Medium | 3L 2M | A proper combat medium with tank and SLFMedium pad; far pricier | 90 |
| Alliance Chieftain | Medium | 2L 1M 3S | Agile tank; military slots; real firepowerMedium pad; far pricier | 88 |
| Vulture | Small | 2L | The agile small-pad step-up in punchPricier; power-starved | 80 |
| Cobra Mk V | Small | 3M 2S | The roomy, harder-hitting small-pad upgradePricier | 78 |
| Diamondback Explorer | Small | 1L 2M | The Scout's bigger sibling; cool-running explorerExplorer-first; pricier | 65 |
The Scout is a budget stepping-stone. When its modest firepower frustrates you, the small-pad step up is a Vulture or Cobra Mk V; the real leap is a medium like the Chieftain or Krait Mk II. Until then it's a cheap, durable, stealthy way to learn combat.
At ~564k Cr the Scout is very cheap, with no rank or permit gate and a trivial rebuy. Its small modules keep engineering costs low, so a fully kitted Scout remains one of the most affordable combat ships you can field.
It's a budget pick first and foremost: you buy it for value, stealth and durability while learning, then move to a harder-hitting hull once your skills outgrow its modest guns.
Under 600k Cr for a tough, cool-running small fighter with four utilities — one of the best value-for-survivability combat ships for a new pilot.
A durable, cool-running skirmisher fit that uses the four utilities. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern, leaning on the Scout's low heat and toughness.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | 2F Pulse Laser (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary medium multi-cannon; the single Corrosive Shell strips armour resistance for the whole battery. |
| 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 | 1G Multi-Cannon (Gimballed) | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Small pulse laser; Efficient + Thermal Vent strips shields and dumps heat on every hit. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Second Thermal-Vent pulse keeps the Scout running cold — its whole identity under sustained fire. |
| 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 on a hull with little base shield. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain in shield strength on a small hull. |
| 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 | 4E Power Plant | 4A Power Plant | G5 Overcharged + Thermal Spread | A-rate it; Overcharged adds headroom for guns, shields and utilities, Thermal Spread bleeds the extra heat. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives keep the nimble Scout fast enough to dictate the fight. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to reposition between fights; only G3 range — combat doesn't need a jump monster. |
| Life Support | 2E Life Support | 2D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — the class-3 distributor is the smallest core and sets your weapon and boost sustain. |
| Sensors | 2E Sensors | 2D 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 tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 3 | 3E Shield Generator | 3C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire; Reinforced maximises its MJ, Fast Charge speeds the reform. |
| Size 3 | 3E Cargo Rack | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour. |
| Size 3 | — | 3A 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 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP — armour stacks linearly, so every plate counts on a light hull. |
| Size 1 | — | 1D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across the cores; not engineerable. |
| 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. | |||
The Scout's edge is low heat and durability, not firepower — run silent on approach, use the four utilities for boosters and a heat sink, and tank with shield plus a couple of reinforcements. Win by surviving and skirmishing, not by out-damaging.
Buy the hull (~564k Cr) on stock Lightweight Alloy and fit a stock 3E Shield Generator — cheap and instantly RES-ready. The bulkhead upgrade, the hull reinforcements and the spare internals (the second size-3 starts as a cargo rack) wait for the A-rated pass.
Arm one medium with a gimballed multi-cannon and the other with a gimballed pulse laser, plus one small gimballed multi-cannon; the second small mount stays empty buy-only.
Fit a single shield booster on the first utility mount; the other three utilities — a second booster, chaff and a heat sink — wait for the A-rated pass.
A-rating priority for a budget skirmisher:
The internals fill out the defensive kit: a 3A Shield Cell Bank in the size-3, a 3D and 2D Hull Reinforcement, plus a 1D Hull Reinforcement and a 1D Module Reinforcement in the two size-1 slots — the size-1 carries armour and module protection now, not a Detailed Surface Scanner that has no place on a combat hull.
The Scout's small modules make a full A-rating inexpensive — Military Grade bulkheads and a stack of reinforcements bring it to a competent combat standard for a couple of million credits.
The house combat pattern on a budget hull. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (4) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (4) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Multi-Cannons (2) | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Pulse Lasers (1) | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (3) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (3) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Boosters (0) | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
Light — small-class modules throughout; one of the cheapest combat grinds. 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) | 384 m/s | 384 m/s | ~460 m/s |
| Heat signature | very low | very low | very low |
| Shield (MJ) | ~120 | ~170 | ~300 |
| Armour (eff.) | 216 | ~480 | ~950 |
| Sustained DPS | low-medium | medium | medium |
Military Grade bulkheads and the reinforcement stack lift A-rated effective armour past 480; engineered — HeavyDuty G5 + Deep Plating on the bulkhead and every hull reinforcement — it clears ~950. The Scout becomes a cheap, durable, cool-running skirmisher with a usable shield, 460 m/s of boost and a class-leading heat signature. Its damage stays modest; it wins by surviving, staying stealthy and skirmishing, not by hitting hard.
Any low or medium RES near an outpost suits it. Around your home base it's a cheap, durable way to grind early bounties and learn the ropes.
The Diamondback Scout is the cool-running budget picket: cheap, tough for its size, generously equipped with utilities, and the coolest-running small ship in the game. Its firepower is modest, so it survives and skirmishes rather than killing fast — but for value, stealth and durability while you learn, few small combat ships serve better for the money.
Figures on this page are verified against the sources below.