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.
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 Dropship | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2L 1M 3S | Far more agile; tougher; no rank gatePricier hull | 88 |
| Corsair | Medium | 3L 3M | Six guns; modern; faster; no rankFar pricier | 85 |
| Federal Assault Ship | Medium | 2L 2M | Much faster and more agile; bigger gunsHigher rank; pricier | 84 |
| Federal Gunship | Medium | 1L 4M 2S | Seven mounts; far tougher; class-7 distributorHigher rank; even slower; pricier | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | SLF bay; 3 crew; tankier; no rankSlower; pricier | 80 |
| Vulture | Small | 2L | Agile small-pad duellist; no rankTwo guns; less tank and room | 80 |
| Cobra Mk V | Small | 3M 2S | Fast small-pad all-rounder; no rankLess tank; small-ship guns | 78 |
| Federal Dropship this | Medium | 1L 4M | — this hull (baseline) | 76 |
The Dropship is the budget basement of the medium combat class. Almost every rival is faster, more agile or hits harder — but none is cheaper, and few are tougher for the money. It's the ship you buy to start the Federal journey, not the one you keep once you've climbed it.
| Ship | Class | Hardpoints | Pros & cons vs Federal Dropship | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | The apex the Dropship grind leads toRear Admiral rank; ~187M Cr; large pad | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Vast shields and firepowerImperial rank; large pad | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Eight mounts; vast internals; no rankPonderous; costly; large pad | 88 |
| Vulture | Small | 2L | Cheap agile small-pad duellistTwo guns; power-starved | 80 |
| Eagle Mk II | Small | 3S | Cheapest agile fighter; no rankEggshell hull; tiny guns | 55 |
The Dropship is rung one of a ladder whose top is the Federal Corvette. Every fight in it earns rank toward the FAS, then the Gunship, then the apex large warship. Treat it as the durable, affordable vehicle for that climb rather than a destination.
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.