E:D Black Box
The Federal Corvette hauls ~490 t behind the best shields and armour any trader can field, and no interdiction robs it. But it costs ~183M Cr, demands the Federal Rear Admiral grind, crawls at 260 m/s boost, and jumps poorly laden — a Type-9 moves more cargo for a fraction of the price. A superb hauler if you already earned one; never a ship you buy to trade.
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 a warship that happens to carry three class-7 optional internals, so it hauls a lot when you fill them with cargo — around 490 tonnes behind a full shield, ~618 t stripped. That tops the Anaconda and every medium hauler, and it does it behind eight utility mounts, two military slots and a huge deterrent hardpoint: the single most survivable hold in the game.
But trading rewards cheap tonnage and long range, and the Corvette is the opposite. It is one of the most expensive hulls in the game, sits behind the Federal Rear Admiral rank — one of the longest grinds — is slow and large-pad-bound, and its 900-tonne mass gives it poor laden jump range. Nobody earns Rear Admiral to go trading. If you already own one for combat it moonlights as a fortress freighter, but a Type-9 or Cutter does the actual job better and cheaper.
Defensible bulk hauling on high-risk routes — hostile-territory Powerplay and BGS runs, high-value commodities, deliveries where losing the cargo hurts more than the cost of moving it. It earns its place as the hull you already own from a Federal combat career, not one bought for the trade.
Three things shape the Corvette as a trader — one good, two bad:
The Corvette can carry more, and survive more, than any hull short of the dedicated large freighters. But you pay for it twice — once in credits, once in the Rear Admiral rank grind — and then crawl between systems on a poor laden jump. For pure tonnage the Type-9 wins on price; for defended bulk the Cutter hauls more behind stronger shields. The Corvette trades well only because it can, not because it should.
A warship pressed into hauling: the most survivable hold in the game and a bay bigger than an Anaconda's, held to 70 by a punishing cost-and-rank barrier, slow speed and poor laden range against dedicated freighters that trade for a fraction of the price.
The 70/100 headline is a verdict against the trading 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 |
|---|---|---|
| Maximum cargo | 28/35 | Three class-7 optionals give ~490 t behind a full shield (~618 t stripped) across 7·7·7·6·6·5·5·4·4·3·1 internals — more than the Anaconda (~470 t) and every medium, but roughly 60% of the dedicated large freighters (Type-9 ~790 t, Cutter ~794 t, Panther ~1048 t). |
| Pad class & market reach | 14/20 | Large pad reaches every major station hold but locks out the outpost markets mediums like the Type-8 work; matches the Type-9/Cutter it competes with on reach, no better. |
| Laden jump range | 6/15 | A 900 t hull — heaviest in the trade field — on a size-6 FSD jumps only ~7 LY stock, ~14 A-rated, ~20 LY engineered with G5 Increased Range; short hops, well short of a lighter Anaconda (~36) or Asp. Its clear weak point for routed trade. |
| Survivability | 19/20 | The most survivable hold in the game: ~516 MJ base shield past 2,000 MJ engineered, 666 battleship armour, eight utilities, two military slots, a shield cell bank and a deterrent huge multi-cannon — no interdiction robs it. Only the Cutter's prismatic-grade bulk shields rival it. |
| Speed & cost | 3/10 | Its worst axis: ~183M Cr hull (one of the priciest in the game), the long Federal Rear Admiral rank grind, and a slow 198/257 m/s (~290 engineered) — a Type-9 hauls more cargo for a tenth of the price and no rank at all. |
| Weighted total | 70/100 | 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.
Every table rates ships for trading specifically, split by landing-pad class. The Max cargo column is maximum cargo tonnage behind a shield; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Panther Clipper Mk II | Large | ~662 t | Higher-rated; cargo; reachSpeed/value | 98 |
| Imperial Cutter | Large | ~794 t | Higher-rated; survivability; reachSpeed/value | 95 |
| Type-9 Heavy | Large | ~790 t | Higher-rated; cargo; reachSurvivability | 94 |
| Type-7 Transporter | Large | ~310 t | Higher-rated; laden range; cargoSurvivability | 78 |
| Anaconda | Large | ~470 t | Higher-rated; laden range; survivabilitySpeed/value | 76 |
| Imperial Clipper | Large | ~250 t | Higher-rated; speed/value; survivabilityCargo | 74 |
| Federal Corvette this | Large | ~618 t | — this hull (baseline) | 70 |
| Type-10 Defender | Large | ~534 t | Survivability; reachLower-rated; laden range | 68 |
| Caspian Explorer | Large | ~434 t | Reach; survivabilityLower-rated; laden range | 66 |
| Beluga Liner | Large | ~370 t | Reach; survivabilityLower-rated; laden range | 58 |
10 large-pad trading hulls carry a rating, led by Panther Clipper Mk II (98). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Type-8 Transporter | Medium | ~406 t | Higher-rated; reach; speed/valueLaden range | 76 |
| Corsair | Medium | ~318 t | Higher-rated; reach; speed/valueLaden range | 74 |
| Python | Medium | ~294 t | Higher-rated; reach; survivabilitySpeed/value | 72 |
| Type-6 Transporter | Medium | ~114 t | Reach; speed/valueLower-rated; survivability | 65 |
| Krait Mk II | Medium | ~230 t | Survivability; reachLower-rated; laden range | 64 |
| Krait Phantom | Medium | ~190 t | Laden range; reachLower-rated; survivability | 62 |
| Type-11 Prospector | Medium | ~288 t | Reach; survivabilityLower-rated; speed/value | 60 |
| Asp Explorer | Medium | ~130 t | Laden range; reachLower-rated; survivability | 58 |
| Keelback | Medium | ~98 t | Survivability; reachLower-rated; cargo | 52 |
The medium-pad trading field (9 rated), led by Type-8 Transporter (76) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Cobra Mk IV | Small | ~92 t | Speed/value; reachLower-rated; survivability | 52 |
| Cobra Mk V | Small | ~110 t | Reach; speed/valueLower-rated; survivability | 52 |
| Cobra Mk III | Small | ~64 t | Speed/value; reachLower-rated; cargo | 48 |
| Dolphin | Small | ~88 t | Reach; laden rangeLower-rated; survivability | 46 |
| Hauler | Small | ~26 t | Reach; speed/valueLower-rated; cargo | 42 |
The small-pad trading field (5 rated), led by Cobra Mk IV (52) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
Cost and access are the Corvette's real trading liability. At ~183M Cr it is one of the most expensive hulls in the game, and it sits behind the Federal Rear Admiral rank — a long grind from the Dropship through the FAS and Gunship. A dedicated Type-9 hauls more cargo for around a tenth of the credits and no rank at all.
That barrier means no commander buys the Corvette to trade. It is a combat capstone that happens to make an excellent fortress freighter once earned — the trade fit is what you fly it as between wars, not the reason you own it.
Every credit and every rank spent to unlock the Corvette buys combat capability, not cargo. As a trader those costs are sunk — you fly the defensible hold you already have. If you are choosing a ship for trading, the Type-9, Cutter or a medium Type-8 is the rational pick.
A warship pressed into hauling: keep a bi-weave shield, a booster stack and one deterrent huge gun, then fill every remaining optional with cargo. Initial is buy-only with a shield from day one; A-rated is the trade baseline; Engineered maximises laden range and protected cargo behind the toughest hull in the trade field.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | — | 4A Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | One huge gimballed multi-cannon as a deterrent; Overcharged for damage and Corrosive Shell so the single gun still bites through armour when a pirate presses. |
| 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 to protect the cargo. |
| 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 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fourth Heavy-Duty booster rounds out the front of the shield stack. |
| Utility 5 | — | 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 6 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running to slip past a threat. |
| Utility 7 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fifth Heavy-Duty booster in the last utility pair once credits allow. |
| Utility 8 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Sixth Heavy-Duty booster completes the protective shield stack. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Low Emissions + Thermal Spread | Low Emissions keeps the plant cool and quiet for a low signature on contested routes; Thermal Spread bleeds the remaining heat. |
| Thrusters | 7E Thrusters | 7A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives keep the ponderous 900t hull as mobile as it can be when laden. |
| Frame Shift Drive | 6E Frame Shift Drive | 6A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated G5 Increased Range is the only lever on the Corvette's poor laden jump; Mass Manager extends it further on long loops. |
| 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 | 8E Power Distributor | 8A Power Distributor | G5 Engine Focused + Super Conduits | Engine Focused sustains boost to escape interdictions; Super Conduits enlarges the engine capacitor. |
| Sensors | 8E Sensors | 8D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; trading needs no sensor range, so save the mass for cargo and range. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity cannot be engineered. |
| Military Slots | ||||
| Military 1 | — | 5A Shield Cell Bank | G4 Specialised + Stripped Down | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| 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 — the right shield for surviving a hit and running; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 7 | 7E Cargo Rack | 7E Cargo Rack | (No blueprint available) | Optional — a class-7 rack, the largest single block of cargo. Cargo racks aren't engineerable. |
| Size 7 | 7E Cargo Rack | 7E Cargo Rack | (No blueprint available) | Optional — second class-7 rack. Cargo racks aren't engineerable. |
| Size 6 | — | 6E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 6 | — | 6E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 5 | — | 5E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 5 | — | 5E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 4 | — | 4E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 4 | — | 4E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 3 | — | 3E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 1 | — | 1E Cargo Rack | (No blueprint available) | Optional — the small size-1 rack tops off the hold. Cargo racks aren't engineerable. |
| 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 Corvette's trade case is protection, not economy — eight utilities, two military slots and a huge deterrent gun make it the single hardest-to-rob hauler in the game. It carries ~490 t behind a full shield, but it costs ~183M Cr, needs Federal Rear Admiral, and crawls at 260 m/s boost. Fly it only if you already earned it.
Earn Rear Admiral, buy the hull, and fit a stock 7E Shield Generator from day one — a laden Corvette must never fly unshielded. Even E-rated cores and stock Lightweight Alloy bulkheads leave it tougher than any dedicated freighter.
Load the two remaining class-7 optionals with cargo racks — ~256 t buy-only — and mount four 0A Shield Boosters in the utilities to thicken the shield cheaply. The hardpoints stay empty on the buy-only fit; a deterrent gun waits for A-rating.
The military slots, the rest of the cargo racks, the point defence and heat sink, and the deterrent huge Multi-Cannon all wait for the A-rated pass. The buy-only fit is a working protected hauler, not yet the full fortress freighter.
A-rating priority for the trade fit:
The Corvette's trade edge is that it survives and fights back — keep the bi-weave, the booster stack and one deterrent gun, then fill the rest with racks. Strip the shield for a few more tonnes and it just becomes a slower, costlier Type-9.
Range and shields first, then agility and a deterrent gun. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
Approximate progression across the three states (figures are representative, not exact rolls):
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (6) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Shield Generator (Bi-Weave) (7) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Thrusters (7) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (8) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Power Distributor (8) | Engine Focused (G5) | Super Conduits | The Dweller |
| Multi-Cannon (4) | Overcharged (G5) | Corrosive Shell | Tod McQuinn |
| Life Support / Sensors | Lightweight (G5) | (none) | Etienne Dorn |
| Bulkheads | Lightweight (G5) | Deep Plating | Selene Jean |
Cargo is fixed once the racks are fitted — engineering can't grow the hold, so the A-rated and engineered tonnage match. What engineering buys is range and protection: a G5 Increased-Range FSD roughly triples the laden jump from the E-rated floor, and a Reinforced bi-weave behind six Heavy-Duty boosters pushes the shield past 2,000 MJ. Even then the laden jump stays short for the role — the 900-tonne hull is the hard limit no engineer removes.
Any large-pad station loop with a good commodity spread suits it; take it onto routes through hostile territory where the fortress shields earn their keep. Between hauls it is still the apex warship the Dropship→FAS→Gunship grind built toward.
The Federal Corvette is the most survivable hold in the game and out-hauls the Anaconda, but it earns only a 70: it costs the most, grinds the hardest to unlock, crawls between systems and jumps poorly laden. A superb fortress freighter for the combat commander who already owns one — and a poor choice for anyone buying a ship to trade. For that, take the Type-9, Cutter or a medium Type-8.
Figures on this page are verified against the sources below.