E:D Black Box
The Federation's lowest-rank warship: five hardpoints, two military slots and a 540 armour base for ~13.5M Cr. Its shields are weak and it turns ponderously, but the hull tanks well and the rebuy is painless — making it a durable, affordable vehicle for the Federal rank grind toward the FAS, Gunship and ultimately the 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 Dropship is Core Dynamics' military transport turned light gunship — the ship Federal pilots first earn and the chassis the FAS and Gunship are built on. Five hardpoints (one large, four medium), two military slots and a heavy 540 armour base give it a respectable bite and a tough hide for very little money.
It's no thoroughbred: it's slow, turns ponderously and has weak base shields. But it's the cheapest Federal combat hull by a wide margin, requires only the lowest Federal rank to buy, and is durable enough to fight effectively while you climb toward the FAS, Gunship and ultimately the Corvette. As a value entry point and a rank-grind tool, it earns its place.
Entry-level conflict-zone and RES combat, pirate massacres, and the early stretch of the Federal-rank grind — an affordable, tough first warship that gets the job done without finesse.
Four things define the Dropship as a combat ship:
It's slow, turns poorly and has the lowest base shield of the Federal trio — it can't dictate range, dodge, or shield-tank well, and its DPS trails the premium mediums. The FAS is faster and more aggressive; the Gunship hits far harder. The Dropship's case is purely value and accessibility — it's where you start, not where you stay.
Five guns, 540 heavy armour and deep reinforcement-friendly internals at the lowest Federal cost and rank carry it; ponderous agility and the trio's weakest shields cap it at 76.
The 76/100 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 | 26/30 | Five mounts — one large plus four medium — give a genuine main battery for the price, more guns than its reputation suggests, though all medium-or-smaller hardpoints cap raw DPS below premium mediums like the FAS (2L 2M) and Gunship (1L 4M 2S). |
| Power distributor | 8/10 | A class-6 power distributor sustains five guns and boost adequately once A-rated, but it trails the Gunship's class-7 unit and demands early A-rating since the five-weapon draw plus boost empties it quickly. |
| Shield | 9/15 | Base shield is only ~104 MJ — the lowest of the Federal trio — and even engineered to a ~450 MJ bi-weave it stays a regenerating buffer, not a primary defence; it cannot shield-tank. |
| Armour & internals | 14/15 | A 540 heavy armour base, two class-4 military slots and a deep eight-slot optional bank (6·5·5·4·3·3·2·1) stack to ~3,000+ effective armour engineered — more reinforcement room than the FAS or Gunship and its defining strength. |
| Agility | 11/20 | 182/304 m/s and a ponderous turn at 580 t hull mass make it the slowest, least nimble of the medium combat field; it cannot dictate range or dodge, winning only by attrition — the headline limiter. |
| Utility & flexibility | 8/10 | Four utility mounts comfortably carry two shield boosters plus chaff and a heat-sink launcher, full enough to support the thin shield and run Thermal-Vent resets without competition for slots. |
| Weighted total | 76/100 | 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 combat specifically, split by landing-pad class. The Hardpoints column is the hardpoint loadout — the basis for a weapon suite; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Higher-rated; agility; hardpointsArmour | 93 |
| Krait Mk II | Medium | 3L 2M | Higher-rated; hardpoints; armourDistributor | 90 |
| Python Mk II | Medium | 4L 2M | Higher-rated; hardpoints; distributorArmour | 90 |
| Mamba | Medium | 1H 2L 2S | Higher-rated; distributor; hardpointsArmour | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | Higher-rated; agility; armourShield | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Higher-rated; armour; shieldAgility | 86 |
| Corsair | Medium | 3L 3M | Higher-rated; distributor; flexibilityAgility | 85 |
| Federal Assault Ship | Medium | 2L 2M | Higher-rated; distributor; agilityShield | 84 |
| Python | Medium | 3L 2M | Higher-rated; distributor; flexibilityAgility | 83 |
| Federal Gunship | Medium | 1L 4M 2S | Higher-rated; distributor; armourAgility | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | Higher-rated; distributor; armourAgility | 80 |
| Federal Dropship this | Medium | 1L 4M | — this hull (baseline) | 76 |
| Krait Phantom | Medium | 2L 2M | Flexibility; agilityLower-rated; armour | 74 |
13 medium-pad combat hulls carry a rating, led by Fer-de-Lance (93). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | Higher-rated; hardpoints; distributorShield | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Higher-rated; distributor; shieldAgility | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Higher-rated; distributor; shieldAgility | 88 |
| Imperial Clipper | Large | 2L 2M | Higher-rated; agility; distributorHardpoints | 79 |
| Type-10 Defender | Large | 4L 3M 2S | Higher-rated; hardpoints; armourAgility | 78 |
The large-pad combat field (5 rated), led by Federal Corvette (98) — bigger pads and bankrolls. They out-muscle this hull on the numbers, but sit a pad class away.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3L 2S | Higher-rated; hardpoints; flexibilityArmour | 85 |
| Vulture | Small | 2L | Higher-rated; agility; shieldArmour | 80 |
| Cobra Mk V | Small | 3M 2S | Higher-rated; flexibility; hardpointsDistributor | 78 |
| Imperial Courier | Small | 3M | Agility; shieldLower-rated; armour | 70 |
| Viper Mk IV | Small | 2M 2S | Armour; distributorLower-rated; agility | 66 |
| Diamondback Explorer | Small | 1L 2M | Flexibility; agilityLower-rated; armour | 65 |
| Viper Mk III | Small | 2M 2S | Agility; hardpointsLower-rated; armour | 63 |
| Diamondback Scout | Small | 2M 2S | Flexibility; armourLower-rated; shield | 60 |
| Cobra Mk III | Small | 2M 2S | Agility; distributorLower-rated; shield | 58 |
| Eagle Mk II | Small | 3S | Agility; hardpointsLower-rated; shield | 55 |
| Imperial Eagle | Small | 1M 2S | Agility; hardpointsLower-rated; flexibility | 54 |
| Cobra Mk IV | Small | 2M 3S | Hardpoints; armourLower-rated; agility | 44 |
| Sidewinder Mk I | Small | 2S | Agility; flexibilityLower-rated; hardpoints | 40 |
The small-pad combat field (13 rated), led by Kestrel Mk II (85) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
At ~13.5M Cr the Dropship is the cheapest Federal combat hull, gated only by the low Midshipman rank. Its engineering bill is modest, and because it's the rank-grind ship, you'll likely outfit it just enough to fight effectively rather than maxing it out.
Spend on the cores and a bi-weave shield buffer; the Dropship's value is being good enough to win the fights that raise your Federal rank, cheaply.
A no-frills armour-tank brawler fit using both military slots. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern weighted to hull, since shields are weak.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | The single large mount carries the Corrosive Shell multi-cannon, stripping armour resistance for the whole battery. |
| Medium 1 | 2F Pulse Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Buy a cheap pulse, swap to a Thermal-Vent beam once A-rated for heat-free shield-stripping. |
| Medium 2 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Gimballed medium multi-cannon; Auto Loader keeps its DPS uninterrupted. |
| Medium 3 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second medium multi-cannon; Auto Loader removes reloads so the kinetic battery never stops firing. |
| Medium 4 | 2F Pulse Laser (Gimballed) | 2F Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Efficient pulse runs cool and chips at hulls; Phasing Sequence leaks damage through shields. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the thin bi-weave's raw MJ where it matters most. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain on a weak shield. |
| 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 five guns, a shield and reinforcement; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives recover what mobility the heavy hull allows. |
| 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 — combat 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 this early — five guns plus boost drain the class-6 distributor fast. |
| 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 6 | 6E Shield Generator | 6C 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 + Flow Control | 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 fully fills this slot for max effective armour. |
| Size 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP — armour stacks linearly, so more plating is more survival. |
| Size 3 | — | 3A Shield Cell Bank | G4 Specialised + Flow Control | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 3 | — | 3D Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores; not engineerable. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | More internal protection for the modules that keep you flying; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty (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. | |||
With the lowest shields of the Federal trio, the Dropship leans hard on armour. Fill the military slots and several optionals with Heavy-Duty reinforcement and treat the bi-weave as a regenerating buffer, not the main defence.
Earn Midshipman, buy the hull (~13.5M Cr), fit an E-rated shield generator with one shield booster, and drop a hull reinforcement into the first military slot.
Arm the large mount with a gimballed multi-cannon and spread two more multi-cannons and two pulse lasers across the four mediums.
Leave the stock Lightweight Alloy plating on for now — Military Grade Composite comes with the A-rate pass. Leave the second military slot, the three spare utilities and the deeper optional slots empty until then; even on factory bulkheads the hull soaks enough to make a capable, cheap rank-grind brawler.
A-rating priority for a budget armour-tank:
The house combat pattern weighted to hull, since shields are weak. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (6) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Frame Shift Drive (5) | Increased Range (G3) | Mass Manager | Felicity Farseer / Elvira Martuuk |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (large) / Auto Loader (mediums) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent (beam) / Phasing Sequence (pulse) | 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 (6) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
Light-to-moderate — standard combat G5s plus Heavy-Duty reinforcement. As the rank-grind ship it rarely needs full engineering. 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) | 304 m/s | 304 m/s | ~370 m/s |
| Armour (eff.) | 540 | ~1,500 | ~3,000+ |
| Shield (MJ) | ~150 | ~210 | ~450 |
| Sustained DPS | medium | medium-high | medium-high |
| Value | high | high | high |
The jump from Initial to A-rated is mostly the Military Grade Composite bulkhead and a wall of hull reinforcement — even unengineered it roughly triples effective armour. Engineering then pushes it into the thousands, adds a usable shield buffer with twin Thermo-Block cell banks for low-heat burst repairs, and turns a cheap transport-turned-gunship into a genuinely durable rank-grind brawler. It stays slow and plain — but it stays alive, which is all the grind asks.
Any Federal-aligned CZ or Haz RES suits it — favour Federation systems so combat bonds raise Federal rank. The Dropship's whole arc is the Federal grind toward a Corvette.
The Federal Dropship is the honest workhorse of the Federal combat line: cheap, tough and accessible, if slow and plain. It won't dazzle, but it's where the Federal journey begins — an affordable, durable brawler you fight in to earn the rank that unlocks the FAS, the Gunship and, ultimately, the Corvette. Rung one, and a sturdy one.
Figures on this page are verified against the sources below.