E:D Black Box
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.
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 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.
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.
Four things make the Gunship a fearsome turret platform:
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.
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 factor | Score | Why this score |
|---|---|---|
| Hardpoints | 27/30 | 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 distributor | 10/10 | 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. |
| Shield | 12/15 | 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 & internals | 14/15 | 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. |
| Agility | 10/20 | 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 & flexibility | 9/10 | 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 total | 82/100 | 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 Gunship | Rating |
|---|---|---|---|---|
| Krait Mk II | Medium | 3L 2M | SLF bay; bigger guns; far more agileFewer total mounts; no military slots | 90 |
| Mamba | Medium | 1H 2L 2S | Far faster; bigger alphaFragile; fewer mounts | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | Much more agile; cheaper; no rankLower total mounts; smaller distributor | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Similarly tanky; faster; no rankOne fewer mount; smaller distributor | 86 |
| Corsair | Medium | 3L 3M | Six guns; modern; fasterNo military slots | 85 |
| Federal Assault Ship | Medium | 2L 2M | Fast and agile Federal brawlerFar fewer mounts; less tank | 84 |
| Federal Gunship this | Medium | 1L 4M 2S | — this hull (baseline) | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | SLF bay; 3 crew; no rankFewer mounts; lower distributor | 80 |
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.
| Ship | Class | Hardpoints | Pros & cons vs Federal Gunship | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | More guns and tank; agile for a large shipRear 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 hardpoints; vast internalsPonderous; costly; large pad | 88 |
| Vulture | Small | 2L | Tiny, agile, cheap; no rankTwo guns; far less tank | 80 |
| Type-10 Defender | Large | 4L 3M 2S | The ultimate turret tank; superb AXEven slower; large pad | 78 |
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.
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.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3E Multi-Cannon (Turreted) | 3E Multi-Cannon (Turreted) | G5 Overcharged + Corrosive Shell | Largest turret mount; the single Corrosive Shell strips armour resistance for the whole battery. |
| Medium 1 | 2F Multi-Cannon (Turreted) | 2F Multi-Cannon (Turreted) | G5 Overcharged + Auto Loader | Medium turret multi-cannon; Auto Loader removes reloads so it never stops firing. |
| Medium 2 | 2F Multi-Cannon (Turreted) | 2F Multi-Cannon (Turreted) | G5 Overcharged + Auto Loader | Second medium turret MC; Auto Loader keeps its DPS uninterrupted. |
| Medium 3 | 2F Pulse Laser (Turreted) | 2E Beam Laser (Turreted) | G5 Efficient + Thermal Vent | Buy a cheap pulse, swap to a Thermal-Vent beam once A-rated for heat-free shield-stripping. |
| Medium 4 | 2F Pulse Laser (Turreted) | 2E Beam Laser (Turreted) | G5 Efficient + Thermal Vent | Second beam turret; Thermal Vent vents heat so the pair runs cold under sustained fire. |
| Small 1 | — | 1G Multi-Cannon (Turreted) | G5 Overcharged + Auto Loader | Left empty on the buy-only fit; add a small turret MC once the hull is paid off. |
| Small 2 | — | 1G Multi-Cannon (Turreted) | G5 Overcharged + Auto Loader | Second small turret MC adds chip damage; Auto Loader keeps it topped up. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First of the shield-booster pair; Heavy Duty multiplies the generator's raw MJ. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain in shield strength. |
| 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 seven turrets, a fighter, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives recover what little 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 rank turn-ins; only G3 range — a turret tank 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 | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — the class-7 unit feeds all seven mounts plus boost without throttling. |
| Sensors | 5E Sensors | 5D 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 tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 4D Hull Reinforcement | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour. |
| Military 2 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP — three military slots stack into the Gunship's signature tank. |
| Military 3 | — | 4D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Optional Internals | ||||
| Size 6 | 6E Shield Generator | 6A Shield Generator | G5 Reinforced + Hi-Cap | Primary shield layer over the armour; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 6 | 6E Cargo Rack | 6D 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 5 | — | 5A 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 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores; not engineerable. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull where the slot allows; armour stacks linearly. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | 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. | |||
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.
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.
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.
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.
The house combat pattern weighted to turrets and hull. 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 |
| Multi-Cannon Turrets | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam Turrets | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Shield Generator (6) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| 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 |
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.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 282 m/s | 282 m/s | ~340 m/s |
| Armour (eff.) | ~960 | ~2,200 | ~3,900+ |
| Shield (MJ) | ~270 | ~380 | ~850 |
| Total firepower | very high | very high | elite (saturation) |
| Agility | poor | poor | poor (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.
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.
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.
Figures on this page are verified against the sources below.