E:D Black Box
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.
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 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.
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.
Four things define the Eagle as a combat ship:
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.
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 factor | Score | Why this score |
|---|---|---|
| Hardpoints | 16/30 | 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 distributor | 5/10 | 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. |
| Shield | 4/15 | 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 & internals | 5/15 | 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. |
| Agility | 20/20 | 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 & flexibility | 5/10 | 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 total | 55/100 | 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 Eagle Mk II | Rating |
|---|---|---|---|---|
| Vulture | Small | 2L | Elite agility plus two large guns and real tankFar pricier; power-starved | 80 |
| Cobra Mk V | Small | 3M 2S | Five guns; tough; fastFar pricier; less nimble | 78 |
| Imperial Courier | Small | 3M | Far stronger shields; fasterImperial rank; paper armour too | 70 |
| Viper Mk IV | Small | 2M 2S | Much tougher; more gunsLess agile; pricier | 66 |
| Viper Mk III | Small | 2M 2S | Faster; more gunsLess agile; pricier | 63 |
| Diamondback Scout | Small | 2M 2S | Cool-running; tougher; four utilitiesLess agile; pricier | 60 |
| Cobra Mk III | Small | 2M 2S | Versatile; cargo; tougherLess agile | 58 |
| Eagle Mk II this | Small | 3S | — this hull (baseline) | 55 |
| Imperial Eagle | Small | 1M 2S | Faster; one medium gun; tougherSlightly less agile | 54 |
| Sidewinder Mk I | Small | 2S | Free; tougherFar less agile; fewer guns | 40 |
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.
| Ship | Class | Hardpoints | Pros & cons vs Eagle Mk II | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Agile duelling king with a huge gunMedium pad; vastly pricier | 93 |
| Vulture | Small | 2L | Keeps the agility, adds two large guns and tankFar pricier; power-starved | 80 |
| Cobra Mk V | Small | 3M 2S | The do-everything small upgradeFar pricier | 78 |
| Imperial Courier | Small | 3M | Agile, fast, shield-tank skirmisherImperial rank; paper armour | 70 |
| Imperial Eagle | Small | 1M 2S | The faster, slightly tougher Eagle variantMarginally less agile | 54 |
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.
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.
Around 11,000 credits for the most agile fighter in its class — the cheapest possible way to learn to dogfight, at essentially no risk.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Small 1 | 1G Pulse Laser (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary multi-cannon; the single Corrosive Shell strips armour resistance for the whole battery. |
| Small 2 | 1G Pulse Laser (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second multi-cannon; Auto Loader removes reloads so it never stops firing. |
| Small 3 | 1G Pulse Laser (Gimballed) | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Efficient pulse laser for shield work; Thermal Vent runs it cold so the tiny plant stays cool. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | The Eagle's only utility — a Heavy-Duty booster is the cheapest large gain on the thin shield. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 2E Power Plant | 2A Power Plant | G5 Overcharged + Thermal Spread | A-rate to run three guns, shield and the booster on a class-2 plant; Overcharged adds headroom, Thermal Spread bleeds the heat. |
| Thrusters | 3E Thrusters | 3A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rate and Dirty Drive Tune FIRST — agility is the Eagle's only real defence. |
| Frame Shift Drive | 3E Frame Shift Drive | 3A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to reach RES sites and turn-ins; only G3 range — a dogfighter needs no jump monster. |
| Life Support | 1E Life Support | 1D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass; Lightweight trims more — life support has no experimental effect. |
| Power Distributor | 2E Power Distributor | 2A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate to sustain three guns plus boost on a class-2 distributor; Charge Enhanced + Super Conduits keep WEP full. |
| 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 | 2C Fuel Tank | 2C Fuel Tank | (No blueprint available) | Stock tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 2E Hull Reinforcement | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement in the military slot is the cheapest large multiplier on the eggshell hull. |
| Optional Internals | ||||
| Size 3 | 3E Shield Generator | 3C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire; Reinforced lifts its low MJ and Fast Charge speeds the regen. |
| Size 2 | 2E Cargo Rack | 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 | A size-1 Heavy-Duty HRP adds what little armour the hull can carry. |
| Size 1 | — | 1D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across the internals; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Size 1 | — | 1A 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. |
| 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. | |||
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.
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.
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.
The house combat pattern bent toward agility. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Thrusters (3) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (2) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Pulse Laser | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (2) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (3) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
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.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 350 m/s | 350 m/s | ~430 m/s |
| Agility | best in class | best in class | elite |
| Shield (MJ) | ~100 | ~140 | ~280 |
| Armour (eff.) | 72 | ~210 | ~430 |
| Sustained DPS | low | low | low-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.
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.
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.
Figures on this page are verified against the sources below.