E:D Black Box
Core Dynamics stripped the Dropship's bulk to produce a fast, nimble armour-tank brawler with two large hardpoints and two military reinforcement slots. It sits just below the premium specialists in raw firepower, but its speed-armour-price balance makes it the natural ship to fight in while grinding toward a Federal Corvette.
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 Federal Assault Ship is what happens when Core Dynamics takes the slow Federal Dropship and tunes it for aggression. The bulk comes off, the engines wake up, and the result is a fast, agile brawler with two large hardpoints, a heavy armour base and two military slots for reinforcement — a Federal medium built to close, hit hard and stay mobile.
It sits in the same conceptual space as the Alliance Chieftain: an agile, affordable, tough combat medium. The FAS trades a couple of the Chieftain's hardpoints for a slightly more aggressive flight profile and Federal flavour, and asks a Federal Navy rank to buy. For commanders grinding Federal standing toward a Corvette, it's the ship they'll happily fight in along the way.
Aggressive conflict-zone and RES combat, pirate massacres, and Federal-rank grinding — anywhere a fast, tough, hard-hitting medium that closes and brawls is wanted.
Four things make the FAS a standout Federal brawler:
Only four hardpoints and shallow optionals cap its firepower and tanking below the premium mediums, and its base shield is low (it's an armour-tank). It also needs a Federal rank to buy. The Alliance Chieftain offers a similar agile-tank profile with more mounts and no rank gate — the FAS's edge is its flight feel and Federal-grind synergy.
Best-in-class speed and agility plus heavy 540 armour carry an 84; only four mounts (2L 2M), shallow optionals and a weak ~133 MJ base shield cap it.
The 84/100 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 | 23/30 | Two Large plus two Medium mounts (4 total) deliver enough main-battery punch to kill RES/CZ targets, but trail every higher-rated medium peer — Krait Mk II and Python carry 3L 2M, the Corsair six guns, the Gunship seven. |
| Power distributor | 10/10 | Class-6 power distributor sustains two large guns plus boost; Charge Enhanced WEP draw keeps the kinetic battery firing through a brawl, adequate but not standout for the bracket. |
| Shield | 10/15 | Base shield is only ~133 MJ — this is an armour-tank, not a shield ship; even with a Reinforced bi-weave plus two Heavy-Duty boosters it tops out near ~520 MJ, well below the dedicated shield-tankers. |
| Armour & internals | 13/15 | Heavy 540 base armour with two class-4 military slots makes it far tougher than its size suggests (~2,800+ effective engineered), but optionals are shallow (5·5·4·3·2·2·1), limiting reinforcement and module stacking. |
| Agility | 20/20 | 357 m/s boost and excellent turn rate — the fastest-boosting Federal combat medium, pushing past ~440 m/s engineered; closes, holds guns on and disengages at will, a near role-leading flight profile. |
| Utility & flexibility | 8/10 | Four utility mounts feed boosters, chaff and heat sinks, but a medium pad, shallow internals and a Federal Chief Petty Officer rank gate keep it a focused brawler rather than a flexible multi-role platform. |
| Weighted total | 84/100 | 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 Federal Assault Ship | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Huge mount; elite agility and alphaFragile internals; pricier; no military slots | 93 |
| Krait Mk II | Medium | 3L 2M | SLF bay; bigger guns; deeper internalsPricier; less aggressive flight feel | 90 |
| Mamba | Medium | 1H 2L 2S | Far faster; bigger alphaPoor agility; pricier | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | More mounts; no rank gate; three military slotsSlightly less aggressive flight feel | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Tankier; more mounts; no rank gateSlower; less agile | 86 |
| Corsair | Medium | 3L 3M | Six guns; modern; roomierPricier; no military slots | 85 |
| Federal Assault Ship this | Medium | 2L 2M | — this hull (baseline) | 84 |
| Python | Medium | 3L 2M | Versatile; roomy multi-roleLess agile; lower combat focus | 83 |
| Federal Gunship | Medium | 1L 4M 2S | Seven mounts; tougher; three military slotsFar slower and less agile | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | SLF bay; 3 crew; tankierMuch slower; no rank but lower DPS | 80 |
The FAS is the agile-aggressive pick in the mid-tier combat bracket. The Chieftain matches its profile with more mounts and no rank gate, so for many pilots the Chieftain is the rational choice — but the FAS flies with a sharper, more aggressive feel and pairs perfectly with a Federal-rank grind.
| Ship | Class | Hardpoints | Pros & cons vs Federal Assault Ship | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | The Federal combat apex — the FAS grind's rewardRear Admiral rank; ~187M Cr; large pad | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Vast shields and firepowerImperial rank; poor agility; large pad | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Eight hardpoints; vast internalsPonderous; costly; large pad | 88 |
| Kestrel Mk II | Small | 3L 2S | Small-pad firepower; agile; no rankLess internal room than the FAS | 85 |
| Vulture | Small | 2L | Small-pad agility; cheap; no rankTwo guns; power-starved; less tank | 80 |
The FAS is a waypoint on the road to the Federal Corvette — the agile medium you fight in while grinding the rank that unlocks the apex large warship. Until then it delivers most of a premium medium's aggression at a fraction of the price.
At ~19.1M Cr the FAS is cheap for its combat capability, but it carries a Federal Navy rank gate — Chief Petty Officer — so you earn the right to buy it. The engineering bill is modest thanks to its shallow internals.
Conveniently, the missions that raise Federal rank (and the combat that pays for them) are exactly what the FAS is good at — so grinding toward a Corvette and fielding the FAS reinforce each other.
The FAS is both a reward for Federal rank and a tool to earn more of it — fly it in Federal-aligned conflict zones and the combat doubles as standing progress.
An aggressive armour-tank brawler that uses both military slots and the optional internals for reinforcement, with a bi-weave shield run purely as a regenerating buffer. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern weighted to speed and hull.
| 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 huge-of-its-class mount; 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 it never stops firing. |
| Medium 1 | 2F Pulse Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Buy a cheap pulse, swap to a gimballed beam once A-rated; Thermal Vent runs it cold for shield-stripping. |
| 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. |
| 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 buffer. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain in shield strength on this 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 | 6E Power Plant | 6A Power Plant | G5 Overcharged + Thermal Spread | Powers two large guns, a shield, cells and utilities; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rate + Dirty Drives first — speed and agility are the FAS's whole identity. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to reach fights and Federal-rank turn-ins; only G3 range — a brawler doesn't need a jump monster. |
| Life Support | 5E Life Support | 5D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 6E Power Distributor | 6A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate early — two large guns plus boost drain the class-6 distributor fast; Charge Enhanced restores WEP. |
| Sensors | 4E Sensors | 4D 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 C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 4E Hull Reinforcement | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement in the first military slot is the cheapest large multiplier on effective armour. |
| Military 2 | — | 4D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Optional Internals | ||||
| Size 5 | 5E Shield Generator | 5C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Fast Charge speeds the buffer's recovery. |
| Size 5 | 5E Cargo Rack | 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 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull where the size-4 slot allows — armour stacks linearly. |
| 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 Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores that keep you flying; not engineerable. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull in the size-2 slot for the armour tank. |
| 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 FAS's low base shield means it tanks on armour — fill both military slots and the optionals with Heavy-Duty reinforcement, and run a bi-weave shield purely as a regenerating buffer. Speed and toughness are the strategy: close fast, brawl, disengage.
Earn the rank, buy the hull (~19.1M Cr), fit a 5E Shield Generator with a 0A Shield Booster, and reinforce the first military slot with a 4E Hull Reinforcement.
Arm the hardpoints buy-only with gimballed weapons — a 3E Pulse Laser and a 3C Multi-Cannon on the two large mounts, a 2F Pulse Laser and a 2F Multi-Cannon on the mediums. Leave the second military slot, the spare utility mounts and the optional internals (beyond a stock cargo rack) empty until the A-rated pass — the beam laser and the second reinforcement wait until then.
Bulkheads stay stock Lightweight Alloy at this stage; the Military Grade Composite swap is an A-rated job. Even on the lighter shell, the speed and armour make it a strong RES and CZ brawler immediately.
A-rating priority for an aggressive armour-tank:
The FAS wins by closing fast, hitting hard and disengaging — A-rate and engineer thrusters before anything else to keep that aggressive edge, then bank the Military Grade hull and reinforcement behind it.
The house combat pattern weighted to speed and hull. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (6) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam Laser | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (6) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Bi-Weave Shield (5) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
Moderate — standard combat G5s plus Heavy-Duty reinforcements. 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) | 357 m/s | 357 m/s | ~440 m/s |
| Agility | excellent | excellent | elite |
| Armour (eff.) | 540 | ~1,500 | ~2,800+ |
| Shield (MJ) | ~190 | ~270 | ~520 |
| Sustained DPS | high | high | high |
The Military Grade Composite bulkhead and stacked reinforcement lift effective armour well past a thousand by the A-rated pass; engineering — Heavy Duty bulkheads, Heavy Duty hull packages and Deep Plating throughout — then pushes it into the thousands while boost clears 440 m/s. A fast, aggressive brawler that closes in an instant and absorbs the return fire. DPS is solid; speed and toughness are the story.
The Federal Assault Ship is the Federation's agile striker: fast, tough, hard-hitting and cheap, in the spirit of a Federal Fer-de-Lance-lite. It asks a rank to fly, but that rank grind and the FAS's combat strengths feed each other — making it the natural ship to brawl in on the road to a Federal Corvette.
Figures on this page are verified against the sources below.