Ship Dossier // Core Dynamics

Eagle Mk IICombat

Series Ships Updated 2026-06-25
Briefing

The agility extremist — three small guns, eggshell hull, near-zero cost

A specialist dogfighter defined by agility and price. Three small guns and the best turn rate in its bracket make it a joy to fly, but the thinnest defences in the class cap its ceiling — it's an agility teacher and budget thrill, not a durable platform. One solid salvo ends the fight; the Eagle wins by never being hit.

Eagle Mk II
Eagle Mk II · Core Dynamics
55/100
3S
Hardpoints
1
Utility mount
240 / 350
Speed / boost m/s
~11k
Hull price Cr
Rating methodology

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.

01

Role & Overview

The Eagle Mk II is Core Dynamics' featherweight interceptor and the most agile production ship in its class. Three small hardpoints and a turn rate that embarrasses almost everything make it a pure dogfighter — it sits on a target's tail and never lets go. At around 11,000 credits it's also one of the cheapest ships in the game.

The price of that agility is everything else. Its hull is an eggshell, its shields minimal, it has just one utility mount and one small military slot, and its three small guns deal little damage. The Eagle is unforgiving: it wins by never being hit and by out-turning opponents into the ground, but a single solid salvo can end it. It's a thrill and a superb teacher of dogfighting, but a glass dart in every sense.

Where this hull shines

Pure dogfighting practice and budget thrills: learning to turn-fight and hold position on a target, low-stakes RES, and cheap, agile fun where being un-hittable matters more than hitting hard.

02

Key Stats & What Makes It Fight

Top speed / boost
240 / 350 m/s
Hardpoints
3 Small
Utility mounts
1
Hull mass
50 t
Base shield
~78 MJ (minimal)
Base armour
72 (eggshell)
Optional internals
3·2·1·1·1·1
Military slots
1 (class 2)
Agility
Best in class
Pad
Small (docks anywhere)

Four things define the Eagle as a combat ship:

The ceiling, stated honestly

It is extraordinarily fragile — the thinnest hull and shields in the class, one utility, a class-2 plant and three small guns. It can't tank a single serious salvo, deals little damage, and a moment's mistake is fatal. The Eagle's only virtue is agility; everything else is sacrificed. It's a teacher and a toy, not a platform you keep.

03

Why This Rating

Scorecard

Best-in-class agility carries a 55 — but three small guns, the thinnest shield and an eggshell 72 hull cap the ceiling hard.

The 55/100 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 factorScoreWhy this score
Hardpoints16/30
Three small hardpoints (3S) is a generous mount count for a 50t hull, but all-small means low sustained DPS even engineered (low-medium); it out-mounts the Sidewinder yet trails every medium-armed peer like the Courier (3M) or Cobra Mk V (3M 2S).
Power distributor5/10
Class-2 power distributor needs full A-rating to sustain three guns plus boost; adequate for the small battery and light WEP draw, but it is among the smallest distributors in the role and offers no headroom for sustained fire.
Shield4/15
Base shield is ~78 MJ — the thinnest in the class; even with a bi-weave, the single utility booster and engineering it tops out near ~280 MJ, far below shield-tank peers. It cannot absorb a serious salvo.
Armour & internals5/15
Base armour is 72 (eggshell) with one class-2 military slot and modest 3·2·1·1·1·1 internals; engineered hull/HRP stacking reaches only ~350 effective, the weakest durability in the small-pad combat field.
Agility20/20
Best-in-class agility — the most agile production ship in its bracket, 240/350 m/s base rising to ~430 m/s boost engineered; the sole role-leading trait and the entire basis of its survival, out-turning everything it faces.
Utility & flexibility5/10
Just one utility mount forces a single Heavy-Duty booster, and one class-2 military slot limits hardening; the small pad docks anywhere and ~11k Cr cost is trivial, but combat flexibility is minimal.
Weighted total55/100
Matches the headline suitability rating for this ship in this role.
How to read it

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.

04

How It Compares

Both tables rate ships for the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.

Same class — small-pad combat ships

ShipClassHardpointsPros & cons vs Eagle Mk IIRating
VultureSmall2LElite agility plus two large guns and real tankFar pricier; power-starved80
Cobra Mk VSmall3M 2SFive guns; tough; fastFar pricier; less nimble78
Imperial CourierSmall3MFar stronger shields; fasterImperial rank; paper armour too70
Viper Mk IVSmall2M 2SMuch tougher; more gunsLess agile; pricier66
Viper Mk IIISmall2M 2SFaster; more gunsLess agile; pricier63
Diamondback ScoutSmall2M 2SCool-running; tougher; four utilitiesLess agile; pricier60
Cobra Mk IIISmall2M 2SVersatile; cargo; tougherLess agile58
Eagle Mk II thisSmall3S— this hull (baseline)55
Imperial EagleSmall1M 2SFaster; one medium gun; tougherSlightly less agile54
Sidewinder Mk ISmall2SFree; tougherFar less agile; fewer guns40

The Eagle is the agility extremist of the small class. Everything pricier out-fights it on tank and firepower, but nothing out-turns it. Buy it to learn dogfighting and for cheap, nimble fun — not to win durable fights.

Other classes — the agile step-up

ShipClassHardpointsPros & cons vs Eagle Mk IIRating
Fer-de-LanceMedium1H 4MAgile duelling king with a huge gunMedium pad; vastly pricier93
VultureSmall2LKeeps the agility, adds two large guns and tankFar pricier; power-starved80
Cobra Mk VSmall3M 2SThe do-everything small upgradeFar pricier78
Imperial CourierSmall3MAgile, fast, shield-tank skirmisherImperial rank; paper armour70
Imperial EagleSmall1M 2SThe faster, slightly tougher Eagle variantMarginally less agile54

The Eagle teaches agility; the Vulture is the natural step-up that keeps the nimbleness while adding the firepower and tank the Eagle lacks. Master the Eagle and every more capable agile ship becomes easier to fly.

05

Cost & Access

Hull
~11k Cr
Retail (A-rated)
~500k Cr
Engineered
~3M+ Cr
Pad
Small
Rank
None
Permit
None

At ~11k Cr the Eagle is among the cheapest ships in the game, with no rank gate and a trivial rebuy. Even fully kitted it stays inexpensive, though engineering a hull this fragile yields limited returns.

It's a pure value-and-learning pick: a near-free dogfighter to master agility in, or a cheap thrill to fly for its own sake. Few pilots keep one long, but many remember theirs fondly.

Almost free agility

Around 11,000 credits for the most agile fighter in its class — the cheapest possible way to learn to dogfight, at essentially no risk.

06

3-State Loadout

A pure dogfighting fit — everything bent toward staying on target and alive. Initial is buy-only; A-rated is the combat-ready baseline; Engineered maximises agility and the thin shield. With three small guns, one utility and an eggshell hull, the Eagle wins by never being hit.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Small 11G Pulse Laser (Gimballed)1G Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary multi-cannon; the single Corrosive Shell strips armour resistance for the whole battery.
Small 21G Pulse Laser (Gimballed)1G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond multi-cannon; Auto Loader removes reloads so it never stops firing.
Small 31G Pulse Laser (Gimballed)1G Pulse Laser (Gimballed)G5 Efficient + Thermal VentEfficient pulse laser for shield work; Thermal Vent runs it cold so the tiny plant stays cool.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsThe Eagle's only utility — a Heavy-Duty booster is the cheapest large gain on the thin shield.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant2E Power Plant2A Power PlantG5 Overcharged + Thermal SpreadA-rate to run three guns, shield and the booster on a class-2 plant; Overcharged adds headroom, Thermal Spread bleeds the heat.
Thrusters3E Thrusters3A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rate and Dirty Drive Tune FIRST — agility is the Eagle's only real defence.
Frame Shift Drive3E Frame Shift Drive3A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated to reach RES sites and turn-ins; only G3 range — a dogfighter needs no jump monster.
Life Support1E Life Support1D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass; Lightweight trims more — life support has no experimental effect.
Power Distributor2E Power Distributor2A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate to sustain three guns plus boost on a class-2 distributor; Charge Enhanced + Super Conduits keep WEP full.
Sensors2E Sensors2D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight — combat needs no sensor range, so save the mass.
Fuel Tank2C Fuel Tank2C Fuel Tank(No blueprint available)Stock tank; fuel capacity is fixed and cannot be engineered.
Military Slots
Military 12E Hull Reinforcement2D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement in the military slot is the cheapest large multiplier on the eggshell hull.
Optional Internals
Size 33E Shield Generator3C Bi-Weave Shield GeneratorG5 Reinforced + Fast ChargeBi-weave regenerates fast under fire; Reinforced lifts its low MJ and Fast Charge speeds the regen.
Size 22E Cargo Rack2A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingA size-1 Heavy-Duty HRP adds what little armour the hull can carry.
Size 11D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across the internals; not engineerable.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingOptional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data.
Size 11A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Open in planner / Export
Open in CoriolisopenopenopenOne-click open at coriolis.io.
Open in EDSYopenopenopenOne-click open at edsy.org.
Copy SLEFCopies the raw Ship Loadout Export Format for that state.
Agility is the only defence

With an eggshell hull, one utility and a minimal shield, the Eagle survives purely by not being hit — engineer thrusters and a bi-weave, and fly to stay on the enemy's blind side. One solid salvo can end you.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~11k Cr) and arm the three smalls with 1G Pulse Lasers (Gimballed) — buy-only, ammo-free, and they double as shield-strippers while you learn. Fit a 0A Shield Booster on the single utility, a 3E Shield Generator, and a 2E Hull Reinforcement in the military slot for the barest tank. Bulkheads stay stock Lightweight Alloy at this stage.

Leave the four size-1 optional slots empty (—) at this stage; the size-2 bay carries only the stock cargo rack. Military-grade bulkheads, multi-cannons, the shield cell banks and the reinforcement stack all come at the A-rated step.

Fly to learn the turn fight; stay on tails, never trade blows head-on.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a dogfighter:

Fill the optionals for the tank-and-burst role: the size-3 becomes a bi-weave, the size-2 swaps cargo for a 2A Shield Cell Bank, and the four size-1 slots take a 1D Hull Reinforcement, a 1D Module Reinforcement, a second 1D Hull Reinforcement and a 1A Shield Cell Bank — no scanner; every slot earns its mass in survivability or burst healing.

Thrusters above all

On the Eagle, agility is survival — A-rate and engineer thrusters before anything; staying on the enemy's blind side is the only defence the hull has.

09

Engineering Plan

The house combat pattern bent toward agility. Pin blueprints for remote G1→G5 application; visit in person for experimentals.

ModuleBlueprintExperimentalEngineer
Thrusters (3)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (2)Overcharged (G5)Thermal SpreadHera Tani
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Pulse LaserEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (2)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (3)Reinforced (G5)Fast ChargeLei Cheung
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

Very light — tiny modules and few of them; the cheapest combat grind in the game. With a complete inventory this is trivial spend. Ask for exact per-blueprint counts if needed.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Top speed (boost)350 m/s350 m/s~430 m/s
Agilitybest in classbest in classelite
Shield (MJ)~100~140~280
Armour (eff.)72~210~430
Sustained DPSlowlowlow-medium

Military Grade Composite bulkheads plus a three-deep Heavy-Duty hull-reinforcement stack (military slot + two size-1 HRPs, all Deep Plating) lift the eggshell to a worthwhile ~430 effective armour — but it stays minimal for a combat hull even maxed. Engineered, the Eagle is a 430 m/s dart with elite agility and three guns; it wins by never being hit. Flown perfectly it's a delight, but it punishes any mistake instantly.

11

Key Activities & Where To Do Them

Getting started
  • Learning to dogfight. The Eagle is the purest teacher of the turn fight — staying on tails and holding guns on.
  • Low-stakes RES. Pick off the weakest bounties while practising agility at near-zero risk.
  • Cheap thrills. Fly it for the sheer joy of its handling, rebuy be damned (it's tiny).
Advanced
  • Agility mastery. Skills learned wringing performance from the fragile Eagle transfer to every more capable ship.
  • Budget aggression. Its near-zero rebuy lets you fly recklessly and learn from mistakes cheaply.
  • Wing fighter screen. As a nimble, expendable harasser it can chase and pin targets for tougher wingmates.
Generic example systems

Any low RES near an outpost suits it — keep fights small and winnable. Around your home base it's a near-free way to practise dogfighting.

12

Field Notes — What Else To Know

Verdict

The Eagle Mk II is agility distilled: the most nimble fighter in its class, three small guns, and a price of almost nothing — wrapped around an eggshell that one mistake will shatter. It's no platform to keep, but as a pure dogfighter, a teacher of the turn fight, and a cheap thrill, few ships are more instructive or more fun.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/eagle
Elite Dangerous (official)Frontier's official Eagle Mk II ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../eagle
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/eagle.json
Inara — Eagle Mk IIShip overview: stats, internals layout, hardpoints, price, and shipyard availability.inara.cz/elite/ship/5
Elite Dangerous WikiEagle Mk II lore, Core Dynamics manufacturer, agility/combat profile, and design notes.elite-dangerous.fandom.com/wiki/Eagle