Ship Dossier // Core Dynamics

Federal GunshipCombat

Series Ships Updated 2026-06-25
Briefing

Seven hardpoints, three military slots, battleship armour — a medium-pad gun emplacement that anchors and will not die.

The Federal Gunship trades speed and agility for sheer firepower and survivability. Its class-7 power distributor feeds all seven mounts without throttling, three military slots stack heavy reinforcement, and a 630 armour base absorbs punishment that would kill lighter hulls. It doesn't chase or dodge; it plants itself in a fight, saturates everything around it with turret fire, and outlasts the opposition. Superb for AX, conflict-zone holding, and any engagement where standing firm beats manoeuvring.

Federal Gunship
Federal Gunship · Core Dynamics
82/100
1L 4M 2S
Hardpoints
3
Military slots
171 / 282
Speed / boost m/s
~34.8M
Hull price Cr
M
Pad size
Rating methodology

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.

01

Role & Overview

The Federal Gunship is Core Dynamics' heavy weapons platform: take the Dropship chassis, bolt on more guns and armour than seems reasonable, and accept that it'll handle like a brick. Seven hardpoints (one large, four medium, two small), three military slots, a battleship-grade armour base and — crucially — a class-7 power distributor let it run a wall of weapons continuously.

It is the antithesis of the agile FAS. The Gunship is slow and turns poorly, so it doesn't chase or dodge; it anchors. Loaded with turrets, it saturates the space around it with fire while its enormous tank soaks everything in return. For holding a conflict zone, grinding AX, or any fight where you plant yourself and out-gun the opposition, few mediums are tougher or hit more total targets at once.

Where this hull shines

Turret-saturation combat: holding conflict zones, Thargoid AX engagements, and any fight where standing firm with seven guns and a battleship's hull beats manoeuvring.

02

Key Stats & What Makes It Fight

Top speed / boost
171 / 282 m/s
Hardpoints
1 Large · 4 Medium · 2 Small
Utility mounts
4
Hull mass
580 t
Base armour
630 (battleship-grade)
Base shield
~186 MJ
Military slots
3 (class 4)
Distributor
Class 7 (feeds all guns)
Optional internals
6·6·5·2·2·1
Agility
Poor
Rank
Federal Ensign
Crew seats
2

Four things make the Gunship a fearsome turret platform:

The ceiling, stated honestly

It is slow and turns badly — a nimble enemy can stay in its blind spots, and it cannot dictate range or escape a losing fight. Its optionals are shallow for sustain. The Gunship only works as an anchor; ask it to chase, kite or duel and it fails. Played to its turret-tank identity, though, it's almost unkillable.

03

Why This Rating

Scorecard

Seven mounts, a class-7 distributor and battleship armour make it a near-immortal turret-saturation tank; poor agility (171/282 m/s) is the limiter that caps it at 82.

The 82/100 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 factorScoreWhy this score
Hardpoints27/30
Seven mounts (1 Large, 4 Medium, 2 Small) are the most of any Federal medium and saturate everything in range with turrets, but only a single large limits raw alpha against the Krait Mk II's 3L 2M or the Mamba's larger mounts.
Power distributor10/10
The class-7 power distributor is oversized for a medium and feeds all seven mounts plus boost without throttling — a role-leading figure that uniquely enables power-hungry turret and AX loadouts other mediums cannot sustain.
Shield12/15
Base ~186 MJ rising to ~850 MJ engineered on a size-6 generator with twin Heavy-Duty boosters and a 5A cell bank — a solid buffer over the armour, but not the elite shield tonnage of larger hulls.
Armour & internals14/15
630 battleship-grade base armour plus three class-4 military slots stack to ~3,800+ effective, making it one of the hardest mediums to kill; only the shallow 6·6·5·2·2·1 optionals limit deeper sustain.
Agility10/20
171/282 m/s with poor handling on a 580 t hull — it cannot chase, kite or dictate range, and a nimble enemy can sit in its blind spots. The clear limiter on the score.
Utility & flexibility9/10
Four utility mounts feed the twin shield boosters, chaff and heat sink, and deep optionals allow a 6D fighter hangar plus 2 crew seats — a remote gun and good flexibility for an anchor platform.
Weighted total82/100
Matches the headline suitability rating for this ship in this role.
How to read it

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.

04

How It Compares

Both tables rate ships for the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.

Same class — medium-pad combat ships

ShipClassHardpointsPros & cons vs Federal GunshipRating
Krait Mk IIMedium3L 2MSLF bay; bigger guns; far more agileFewer total mounts; no military slots90
MambaMedium1H 2L 2SFar faster; bigger alphaFragile; fewer mounts89
Alliance ChieftainMedium2L 1M 3SMuch more agile; cheaper; no rankLower total mounts; smaller distributor88
Alliance ChallengerMedium1L 3M 3SSimilarly tanky; faster; no rankOne fewer mount; smaller distributor86
CorsairMedium3L 3MSix guns; modern; fasterNo military slots85
Federal Assault ShipMedium2L 2MFast and agile Federal brawlerFar fewer mounts; less tank84
Federal Gunship thisMedium1L 4M 2S— this hull (baseline)82
Alliance CrusaderMedium1L 2M 3SSLF bay; 3 crew; no rankFewer mounts; lower distributor80

The Gunship is the turret-saturation tank of the medium class. The more agile mediums out-fly it and the premium hulls out-DPS it, but none match its combination of seven mounts, three military slots and a class-7 distributor. As a stand-and-saturate platform it has a clear, distinctive niche.

Other classes — the larger leagues

ShipClassHardpointsPros & cons vs Federal GunshipRating
Federal CorvetteLarge2H 1L 2M 2SMore guns and tank; agile for a large shipRear Admiral rank; ~187M Cr; large pad98
Imperial CutterLarge1H 2L 4MVast shields and firepowerImperial rank; large pad91
AnacondaLarge1H 3L 2M 2SEight hardpoints; vast internalsPonderous; costly; large pad88
VultureSmall2LTiny, agile, cheap; no rankTwo guns; far less tank80
Type-10 DefenderLarge4L 3M 2SThe ultimate turret tank; superb AXEven slower; large pad78

The Type-10 Defender is the Gunship's philosophy scaled to a large hull — an even tougher, more saturating turret tank. The Gunship is the medium-pad version: nearly as immovable, far cheaper, and able to dock where the Type-10 can't.

05

Cost & Access

Hull
~34.8M Cr
Retail (A-rated)
~50M Cr
Engineered
~70M+ Cr
Pad
Medium
Rank
Fed. Ensign
Permit
None

At ~34.8M Cr the Gunship is mid-priced, but it carries a higher Federal rank gate — Ensign — than the FAS or Dropship. A turret-saturation fit with three engineered military slots and seven weapons adds up, but its toughness makes the investment durable in the most literal sense.

Turret weapons are the natural fit and they reward the class-7 distributor; budget for a full turret loadout plus heavy reinforcement.

Higher rank, bigger guns

The Gunship sits above the FAS in the Federal rank ladder — reaching Ensign is part of its cost. By the time you can buy it you're well on the way to a Corvette anyway.

06

3-State Loadout

A turret-saturation tank fit using all three military slots and the class-7 distributor. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern weighted to turrets and hull.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 13E Multi-Cannon (Turreted)3E Multi-Cannon (Turreted)G5 Overcharged + Corrosive ShellLargest turret mount; the single Corrosive Shell strips armour resistance for the whole battery.
Medium 12F Multi-Cannon (Turreted)2F Multi-Cannon (Turreted)G5 Overcharged + Auto LoaderMedium turret multi-cannon; Auto Loader removes reloads so it never stops firing.
Medium 22F Multi-Cannon (Turreted)2F Multi-Cannon (Turreted)G5 Overcharged + Auto LoaderSecond medium turret MC; Auto Loader keeps its DPS uninterrupted.
Medium 32F Pulse Laser (Turreted)2E Beam Laser (Turreted)G5 Efficient + Thermal VentBuy a cheap pulse, swap to a Thermal-Vent beam once A-rated for heat-free shield-stripping.
Medium 42F Pulse Laser (Turreted)2E Beam Laser (Turreted)G5 Efficient + Thermal VentSecond beam turret; Thermal Vent vents heat so the pair runs cold under sustained fire.
Small 11G Multi-Cannon (Turreted)G5 Overcharged + Auto LoaderLeft empty on the buy-only fit; add a small turret MC once the hull is paid off.
Small 21G Multi-Cannon (Turreted)G5 Overcharged + Auto LoaderSecond small turret MC adds chip damage; Auto Loader keeps it topped up.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst of the shield-booster pair; Heavy Duty multiplies the generator's raw MJ.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster — the cheapest large gain in shield strength.
Utility 30I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 40I Heat Sink LauncherG1 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
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant6E Power Plant6A Power PlantG5 Overcharged + Thermal SpreadPowers seven turrets, a fighter, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the heat.
Thrusters6E Thrusters6A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives recover what little mobility the heavy hull allows.
Frame Shift Drive5E Frame Shift Drive5A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated to reach fights and rank turn-ins; only G3 range — a turret tank doesn't need a jump monster.
Life Support5E Life Support5D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more; life support has no experimental effect.
Power Distributor7E Power Distributor7A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate this FIRST — the class-7 unit feeds all seven mounts plus boost without throttling.
Sensors5E Sensors5D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; combat needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock tank; fuel capacity is fixed and cannot be engineered.
Military Slots
Military 14D Hull Reinforcement4D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement is the cheapest large multiplier on effective armour.
Military 24D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond Heavy-Duty HRP — three military slots stack into the Gunship's signature tank.
Military 34D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Optional Internals
Size 66E Shield Generator6A Shield GeneratorG5 Reinforced + Hi-CapPrimary shield layer over the armour; Reinforced maximises its MJ and Hi-Cap adds more.
Size 66E Cargo Rack6D Fighter Hangar(No blueprint available)Buy a cheap cargo rack, swap to a fighter bay once A-rated — a remote gun for the saturation platform; hangars are not engineerable.
Size 55A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 22D Module Reinforcement(No blueprint available)Module Reinforcement protects the cores; not engineerable.
Size 22D Hull ReinforcementG5 Heavy Duty + Deep PlatingMore Heavy-Duty hull where the slot allows; armour stacks linearly.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingOptional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data.
Open in planner / Export
Open in CoriolisopenopenopenOne-click open at coriolis.io.
Open in EDSYopenopenopenOne-click open at edsy.org.
Copy SLEFCopies the raw Ship Loadout Export Format for that state.
Turrets and the class-7 distributor

Turret weapons let the Gunship fire on everything around it while you focus on staying alive — and the oversized distributor feeds them all without throttling. Lean into the saturation identity; don't fit it like a fixed-weapon striker it can't fly as.

07

Initial Loadout — Buy-Only Plan

Earn Ensign, buy the hull, and keep the stock Lightweight Alloy bulkheads for now — Military Grade Composite is a later A-rated purchase. Fit the 6E shield generator with a single 0A Shield Booster, and put one 4D Hull Reinforcement in the first military slot — the other two military bays stay empty until the hull is paid off.

Load the five larger mounts with turrets — three turret multi-cannons (3E large, two 2F medium) and two 2F turret pulse lasers — so the ship fights while you concentrate on positioning. The two small mounts and the size-1 internal stay empty buy-only.

Even unengineered, the armour and five turrets make it a CZ anchor immediately.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a turret tank:

A-rating also opens the rest of the tank: the second military bay takes a 4D Hull Reinforcement, and the size-1 internal — no place for a surface scanner on a CZ anchor — carries a 1D Hull Reinforcement so every bay feeds armour.

Distributor and plant first

Seven guns plus a shield and fighter are enormously power-hungry — A-rate the class-7 distributor and the plant before the Military Grade hull or the build collapses under load.

09

Engineering Plan

The house combat pattern weighted to turrets and hull. Pin blueprints for remote G1→G5 application; visit in person for experimentals.

ModuleBlueprintExperimentalEngineer
Power Plant (6)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (6)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Multi-Cannon TurretsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam TurretsEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (7)Charge Enhanced (G5)Super ConduitsThe Dweller
Shield Generator (6)Reinforced (G5)Hi-CapLei Cheung
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann

Recommended order

Material intensity (qualitative)

Moderate-to-heavy — standard combat G5s across seven weapons plus heavy reinforcement and a strong shield. With a complete inventory this is spend, not farm. Ask for exact per-blueprint counts if needed.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Top speed (boost)282 m/s282 m/s~340 m/s
Armour (eff.)~960~2,200~3,900+
Shield (MJ)~270~380~850
Total firepowervery highvery highelite (saturation)
Agilitypoorpoorpoor (by design)

The A-rated jump comes from Military Grade Composite bulkheads (~1,225 base armour) stacked with four reinforcement bays — two 4D HRPs in the military slots plus a 2D and the size-1 1D bay that replaces the old surface scanner. Engineered, the Gunship is a near-immovable fortress of fire: every bay rolled G5 Heavy Duty + Deep Plating drives effective armour into the thousands, an 850 MJ shield buffer sits on top, and seven sustained turrets saturate everything in range. It never becomes fast or nimble — that's the deal — but as an anchor it is almost impossible to kill.

11

Key Activities & Where To Do Them

Getting started
  • Holding conflict zones. Plant the Gunship in a CZ and let its turrets and tank grind the enemy down while you focus on positioning.
  • Hazardous RES. Its toughness lets it sit in a Haz RES indefinitely, saturating wanted targets.
  • Federal rank and combat bonds. Fight for the Federation to earn rank and bonds together.
Advanced
  • Thargoid AX combat. The class-7 distributor and seven mounts suit power-hungry AX/Guardian turret builds; its tank survives Thargoid fire. (A dedicated AX manual covers this.)
  • Wing anchor. As an immovable tank with saturating turrets, it holds aggro and area-denies while wingmates strike.
  • Massacre grinding. Stack missions and clear them from a fixed, safe firing position.
Generic example systems

Any CZ or Haz RES suits an anchored Gunship; favour Federal-aligned systems so bonds raise Federal rank. For AX, head to Thargoid-active systems.

12

Field Notes — What Else To Know

Verdict

The Federal Gunship is a flying gun emplacement: seven mounts, three military slots, battleship armour and a class-7 distributor that feeds it all. It's slow and graceless, so it never chases or dodges — but planted in a fight as a turret-saturation tank, few mediums are tougher or rain more fire. A specialist's anchor, and a fine one.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/federal_gunship
Elite Dangerous (official)Frontier's official Federal Gunship ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../federal-gunship
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/federal_gunship.json
Inara — Federal GunshipShip overview: stats, internals layout, seven hardpoints, price, and Federal rank requirement.inara.cz/elite/ship/52
Elite Dangerous WikiFederal Gunship lore, Core Dynamics manufacturer, fire-support/combat profile, and design notes.elite-dangerous.fandom.com/wiki/Federal_Gunship
YouTube — TheYamiksOpinionated, sarcastic review of the Federal Gunship: seven-hardpoint armour and firepower against its limited agility.youtube.com/watch?v=nFsP3QgrQBE