E:D Black Box
The same 900-tonne hull that tops the combat rankings also tanks like nothing else, hauls ~618 tonnes and mines a ring — swap modules at a station and the warship does other work. What it doesn't do is range or flexibility: a class-6 FSD on a heavy hull keeps jumps short, and the Anaconda is a more rounded all-rounder. It earns the role on tank and firepower, not on being a do-everything ship.
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 Corvette is built to fight, but it carries enough hull around its guns to moonlight as a multipurpose capital. Two huge hardpoints anchor an eight-mount battery, and behind them sit eleven optional internals, two military slots, eight utilities and a fighter bay. Strip the war-fit and that volume becomes ~618 tonnes of cargo, a mining suite, or a fortress-tanked hauler that fears nothing in open space — switchable by swapping modules at a station.
The case for it as an all-rounder is tank and teeth: nothing else generalist-fit survives a hot zone like a Corvette, and it keeps real combat power in every configuration. The case against is range and balance. A class-6 FSD on a 900-tonne hull means short jumps even engineered, the large pad locks out outposts, and the Federal Rear Admiral rank gates ownership entirely. The Anaconda does the same jobs more evenly with no rank; the Corvette is the multipurpose hull you pick when survivability and firepower matter more than reach.
The combat commander who wants one hull for everything: bounty sessions, hauling and mining runs through dangerous space, and any work where being un-killable matters more than jump range. A warship that earns its keep between fights.
Four things shape the Corvette as an all-rounder:
Range and access are the limits. The class-6 FSD on a heavy hull caps jumps near ~31 LY even engineered, so it's a poor explorer; the large pad bars outposts; and Federal Rear Admiral is one of the longest rank grinds in the game. The Anaconda is the more balanced all-rounder and needs no rank. The Corvette's multipurpose case is tank and firepower, not reach — which is why it rates 78, not higher.
Capital-scale internals, the role's heaviest gun array and an un-killable tank carry it to 78, with a class-6 FSD capping jumps near 31 LY as the chief limiter.
The 78/100 headline is a verdict against the multipurpose 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 |
|---|---|---|
| Breadth of internals | 28/30 | Eleven optional internals (7·7·7·6·6·5·5·4·4·3·1) plus two class-5 military slots hold ~618 t of cargo, a full mining suite or a fortress fit — more optional slots than the Anaconda or Cutter. |
| Firepower | 20/20 | Eight hardpoint mounts (2H·1L·2M·2S) anchored by two huge slots — the heaviest weapon array of any multipurpose hull, and both huge mounts stay fitted in every configuration. |
| Jump range | 8/20 | A class-6 FSD dragging a 900-tonne hull caps jumps near ~31 LY engineered (~17 stock), well short of the Anaconda — a clear weakness and a poor explorer. |
| Flexibility & re-fit cost | 8/15 | Module-swap re-tuning works at a station, but the large pad bars outposts, Federal Rear Admiral gates ownership, and a ~183M Cr hull climbing past 260M+ engineered makes cross-role re-fitting expensive. |
| Survivability & handling | 14/15 | ~555 MJ base shield reaching ~2,000+ MJ engineered over a 900t hull with two military slots and deep HRPs — the best tank in any role; agility stays manageable A-rated though the mass is ponderous. |
| Weighted total | 78/100 | 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 multipurpose use — versatility across combat, trade, exploration and more. The role column is the maximum cargo capacity in tonnes as one measure of capacity; versatility is judged across all roles.
| Ship | Class | Max cargo (t) | Pros & cons vs Federal Corvette | Rating |
|---|---|---|---|---|
| Federal Corvette this | Large | ~618 | — this hull (baseline) | 78 |
| Anaconda | Large | ~470 | Far better range; more rounded; no rankLess tank and firepower | 88 |
| Imperial Cutter | Large | ~794 | More cargo; highest shields; fasterImperial rank; ponderous; less firepower | 82 |
| Imperial Clipper | Large | ~250 | Far faster; cheaper; better rangeImperial rank; far less tank and capacity | 73 |
Among large all-rounders the Corvette is the tank-and-firepower pick, not the balanced one. The Anaconda out-ranges and out-rounds it with no rank, and the Cutter out-hauls and out-shields it; the Corvette wins only where survivability and guns lead. For a do-everything large hull, the Anaconda is the cleaner choice — the Corvette suits the combat commander who wants one ship.
| Ship | Class | Max cargo (t) | Pros & cons vs Federal Corvette | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 | Medium pad; cheaper; very rounded; no rankFar less tank and firepower | 86 |
| Krait Mk II | Medium | ~230 | Medium pad; SLF; agile; no rankLess cargo and tank | 84 |
| Corsair | Medium | ~318 | Medium pad; modern; rounded; no rankLess tank and firepower | 82 |
| Mandalay | Medium | ~104 | Far better range; light; cheap; no rankA fraction of the capacity and tank | 78 |
The versatile mediums are cheaper, land on outposts, jump further and need no rank — and do most general work the Corvette does at smaller scale. The Corvette's only edge over them is sheer tank and firepower in one hull. If you don't need that, a medium is the easier all-rounder; if you do, the Corvette is unmatched in its weight class.
At ~183M Cr the Corvette is one of the most expensive hulls in the game, and it sits behind Federal Rear Admiral — a long grind up the Dropship→FAS→Gunship ladder. As a multipurpose hull that cost is hard to justify on capacity alone; you take the Corvette because you earned it for combat and want it to do everything else too.
Outfitting it well across roles — and keeping module sets to swap between them — pushes the practical investment past 260M Cr. That's steep for a generalist, but a Corvette commander already owns the hull; the multipurpose fit is about making one expensive warship do the rest of the week's work.
If you've already ground to Rear Admiral and own the hull, a second module set turns the Corvette into a tanky hauler and miner for almost no extra hull cost — it works the days you're not fighting.
A balanced multirole fit — the two huge guns kept, a capital shield, deep reinforcement and real cargo room, ready to re-tune for any job. Initial is buy-only; A-rated is the multirole baseline; Engineered makes it a fortress that hauls.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | 4A Multi-Cannon (Gimballed) | 4A Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary huge mount; the single Corrosive Shell strips armour resistance for the whole battery. |
| Huge 2 | — | 4A Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second huge mount; Auto Loader removes reloads so it keeps firing through a long fight. |
| Large 1 | — | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed beam for shield-stripping; Thermal Vent runs it cold so heat never forces a let-up. |
| Medium 1 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Fill-in multi-cannon; Auto Loader keeps its DPS uninterrupted across role swaps. |
| Medium 2 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Pulse laser for sustained, ammo-free pressure; Thermal Vent keeps the hull cool — swap to a mining laser when the week turns to ore. |
| Small 1 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Small multi-cannon adds chip damage; Auto Loader keeps it topped up. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Small pulse; Phasing Sequence leaks damage through shields — cheap, flexible utility fire. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First of the shield-booster stack; Heavy Duty multiplies the bi-weave's raw MJ. |
| Utility 2 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Stacked Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Third Heavy-Duty booster; diminishing returns set in but it still pays. |
| Utility 4 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 5 | — | 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. |
| Utility 6 | — | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| Utility 7 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fourth Heavy-Duty booster rounds out the shield stack. |
| Utility 8 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fifth Heavy-Duty booster — the last utility goes to the tank that carries every role. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Overcharged + Thermal Spread | Powers eight guns, a big shield and cells across roles; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 7E Thrusters | 7A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives keep the capital agility that makes a 900t hull manageable loaded or in a fight. |
| Frame Shift Drive | 6E Frame Shift Drive | 6A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated, Increased Range G5 + Mass Manager — push range to the class-6 ceiling so it can transit between jobs. |
| Life Support | 5E Life Support | 5A Life Support | G5 Lightweight (no experimental effect) | A-rated for long emergency air; Lightweight trims the mass back — life support has no experimental effect. |
| Power Distributor | 8E Power Distributor | 8A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — two huge guns, boost and a big shield all draw on the class-8 distributor. |
| Sensors | 8E Sensors | 8D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; no role here needs sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 5D Hull Reinforcement | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour. |
| Military 2 | — | 5D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Optional Internals | ||||
| Size 7 | 7E Shield Generator | 7C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire and recovers quickly between fights; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 7 | 7E Cargo Rack | 7E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 7 | — | 7E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 6 | — | 6E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 6 | — | 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 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement caps at size 5, so a 5D HRP fills this slot for max effective armour. |
| Size 5 | — | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | — | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second HRP (size-4) for more Heavy-Duty armour where the slot allows. |
| Size 3 | — | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (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. | |||
This is one balanced configuration. The Corvette's all-rounder trick is the module swap: keep the two huge guns and the tank, then trade the optionals between cargo racks (hauling), a mining suite and limpets (mining), or a fuel scoop and SRV (planetary work). Store role sets at your home base and switch as the week demands — just don't expect explorer range.
Earn Rear Admiral, buy the hull, and keep the free stock Lightweight Alloy bulkheads — don't spend on armour yet. Fit the largest shield the class-7 bay allows (a 7E generator), three 0A shield boosters and a 5D hull reinforcement — even basic, the Corvette is a fortress.
Arm one huge mount with a 4A gimballed multi-cannon and slot one 7E cargo rack to start earning; leave the other hardpoints, the spare utilities and the deep optionals empty until credits allow. A-rate the cores as you can.
Build role-specific module sets (hauler, miner) in storage to swap in once the cores are sorted.
A-rating priority for a multirole Corvette:
The Corvette's cores power every role — A-rate the distributor, plant and thrusters first, then move to Military Grade Composite bulkheads and the bi-weave so the hull tanks like the warship it is. After that, build and store role-specific module sets to swap between warship, hauler and miner. The FSD is a fixed limit; don't chase range it can't reach.
The house all-rounder pattern at battleship scale — mobility, shields, tank and weapons covered; range pushed as far as a class-6 FSD allows. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (8) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (7) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Frame Shift Drive (6) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Power Distributor (8) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (7) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| 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 |
Heavy — G5 across class-8 cores, a capital defensive suite and the huge guns; among the larger material spends for any hull. But each module is engineered once and reused across roles. 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 |
|---|---|---|---|
| Combat capability | strong | strong | elite |
| Bulkheads | Lightweight Alloy | Mil. Grade Composite | Mil. Grade + Heavy Duty |
| Effective armour (k) | ~1.6 | ~3.0 | ~5.5+ |
| Max jump (LY) | ~17 | ~22 | ~31 |
| Max cargo (t) | ~400 | ~520 | ~618 |
| Shield (MJ) | ~700 | ~1,000 | ~2,000+ |
| Versatility | good | good | good |
The armour jump matters: Lightweight Alloy keeps you cheap early, but Military Grade Composite from A-Rated — engineered Heavy Duty G5 with Deep Plating — roughly triples effective hull on top of the hull-reinforcement stack. Engineered, the Corvette fights like a battleship, tanks like nothing else, and hauls or mines a ring — all in one hull, switchable at a station. What it never gains is reach: ~31 LY is the ceiling, and that range gap is most of why it rates 78 against the Anaconda's 88. As an all-rounder it's the survivable, lethal one — not the balanced one.
A bounty session in a Haz RES, then a trade loop or a mining run through contested space — the Corvette covers them from one home base. Just plan around the large pad and short jumps; long expeditions belong to another hull.
The Federal Corvette is the warship that moonlights: a 900-tonne fortress with two huge guns that also hauls ~618 t and mines a ring, switchable by swapping modules. It rates 78, not higher, because range and access hold it back — short jumps, a large pad and the Rear Admiral grind — and the Anaconda does the same jobs more evenly with no rank. But if you've earned the hull and want one ship that's lethal, un-killable and still earns between fights, the Corvette is a compelling all-rounder.
Figures on this page are verified against the sources below.