E:D Black Box
A distinctive and capable small combat ship for pilots who fly the shield-tank style. Speed and shield potential are exceptional; paper-thin armour and medium-only guns mean it lives or dies entirely on those shields. Three medium hardpoints behind four utility mounts make it a slippery, hard-to-pin skirmisher that survives on regenerating shields rather than armour.
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 Imperial Courier is Gutamaya's elegant little speedster, and in combat it's all about shields. At just 35 tonnes it's one of the lightest ships in the game, so its speed is blistering and — crucially — its shields, boosted by four utility mounts, reach levels that shame ships many times its size. Three medium hardpoints give it a respectable bite.
The catch is everything else. Its armour is paper-thin and its hull tiny, so once the shields fail it folds almost instantly. The Courier is a pure shield-tank skirmisher: it stays fast, keeps its regenerating shields up, and never lets an enemy land hits on the bare hull. Flown to that strength, it's a slippery, survivable little fighter; flown like a brawler, it dies fast.
Fast, shield-tank skirmishing: RES bounty hunting where speed and regenerating shields keep you safe, hit-and-run engagements, and stylish budget combat for pilots who fly the Courier's slippery style.
Four things define the Courier as a combat ship:
Its armour is among the thinnest in the game and its hull tiny — once shields drop it dies almost instantly, and it has no military slots to harden the hull. Three medium guns cap its damage below the large-gun small ships. It also needs Imperial rank. The Courier is a one-trick skirmisher: superb on shields and speed, helpless without them.
A 35t shield-and-speed specialist: class-leading engineered shields (~1,000+ MJ) and elite agility carry it, but paper 144 armour, no military slots and medium-only guns cap the score.
The 70/100 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 | 18/30 | Three medium hardpoints give a genuine three-gun bite but no large mounts; the small-pad large-gun ships (Vulture 2L, Kestrel 3L) out-alpha it, leaving sustained DPS rated medium even fully engineered. |
| Power distributor | 6/10 | Class 3 power distributor sustains three medium gimballed guns plus the shield-cell draw with Charge Enhanced; adequate but not abundant WEP for a ship that also feeds a heavy shield. |
| Shield | 14/15 | Its entire game: ~230 MJ base scaling past 1,000+ MJ engineered on a 35t hull via a bi-weave plus three Heavy-Duty boosters across four utility mounts — shield strength that embarrasses far larger ships. |
| Armour & internals | 5/15 | Base armour 144 (~300 engineered, still thin) with zero military slots; once shields drop the tiny hull folds in seconds. Optional internals 3·3·2·2·2·1·1·1 leave little room beyond cells and hull reinforcement. |
| Agility | 19/20 | At 35t it boosts 381 m/s stock and ~520 m/s engineered with elite handling, dictating range and disengaging at will — half its defence is simply never being hit. |
| Utility & flexibility | 8/10 | Four utility mounts are a high count for the class, enabling the booster stack and a chaff launcher, but flexibility is narrow: every mount funnels into the one shield-tank trick, and Imperial Master rank gates access. |
| 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.
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 Imperial Courier | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3L 2S | Three large guns; strong shields; far more alphaPricier; thin armour too | 85 |
| Vulture | Small | 2L | Two large guns; tougher; elite agilitySlower; power-starved | 80 |
| Cobra Mk V | Small | 3M 2S | More guns; deeper tank; fasterPricier; less shield-focused | 78 |
| Imperial Courier this | Small | 3M | — this hull (baseline) | 70 |
| Viper Mk IV | Small | 2M 2S | Tough armour; cheap; forgivingSlower; weaker shields | 66 |
| Viper Mk III | Small | 2M 2S | Faster; very cheapFragile; weaker shields | 63 |
| Diamondback Scout | Small | 2M 2S | Cool-running; tougher hullSlower; weaker shields | 60 |
| Eagle Mk II | Small | 3S | Even more agile; dirt cheapTiny guns; eggshell hull | 55 |
The Courier is the shield-and-speed specialist of the small class. The large-gun ships out-damage it and the Vipers out-armour it, but none matches its shield strength or pace. Choose it if you fly the slippery shield-tank style; choose a tougher hull if you'd rather trade blows.
| Ship | Class | Hardpoints | Pros & cons vs Imperial Courier | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Shield-tank duellist with a huge gunMedium pad; far pricier | 93 |
| Imperial Cutter | Large | 1H 2L 4M | The ultimate shield tank; vast firepowerImperial Duke rank; large pad; ponderous | 91 |
| Krait Mk II | Medium | 3L 2M | Big guns; deep tank; SLFMedium pad; far pricier | 90 |
| Vulture | Small | 2L | Tougher small-pad duellistSlower; power-starved | 80 |
| Cobra Mk V | Small | 3M 2S | The tougher, more flexible small-pad pickLess shield-and-speed focused | 78 |
If you love the shield-tank style the Courier teaches, the Fer-de-Lance and ultimately the Imperial Cutter scale it up massively — the Cutter being the apex shield tank. The Courier is the featherweight version: the same philosophy on the cheapest, fastest, most fragile hull.
At ~2.5M Cr the Courier is very cheap, gated only by the mid-tier Imperial Master rank. Engineering centres on the shield, boosters and thrusters — the trio that defines its survival.
It pairs naturally with your Imperial-rank work: the same grind toward Squire and the Achenar permit passes through and beyond the Master rank the Courier needs, so you may well unlock it along the way.
A pure shield-tank skirmisher fit. Initial is buy-only; A-rated is the combat-ready baseline; Engineered maximises shields and speed — the only things keeping this hull alive.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | 2F Pulse Laser (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary gimballed multi-cannon; Overcharged for damage and the single Corrosive Shell strips target resistance for the whole battery. |
| Medium 2 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second gimballed multi-cannon; Overcharged + Auto Loader keeps it firing through reloads. |
| Medium 3 | 2F Pulse Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed beam for shield-stripping; Efficient + Thermal Vent runs it cold on this heat-tight hull. |
| Utility Mounts | ||||
| Utility 1 | 0E Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First of the booster stack; Heavy Duty multiplies the bi-weave's raw MJ — the cheapest large gain in shield strength. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster; stacking is the Courier's only path to a real shield. |
| Utility 3 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Third Heavy-Duty booster; diminishing returns set in but it still pays on so light a hull. |
| Utility 4 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Heavy Duty + Deep Plating | |
| Power Plant | 4E Power Plant | 4A Power Plant | G5 Overcharged + Thermal Spread | A-rate and Overcharge to power three guns, a big shield and cell banks; Thermal Spread bleeds the extra heat. |
| Thrusters | 3E Thrusters | 3A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives push the 35t hull to its blistering speed ceiling — speed is half the defence. |
| Frame Shift Drive | 3E Frame Shift Drive | 3A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to reach RES sites and turn-ins; only G3 range — a skirmisher doesn't need a jump monster. |
| Life Support | 1E Life Support | 1D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate to sustain three guns plus the shield-cell draw; Charge Enhanced refills WEP faster. |
| Sensors | 2E Sensors | 2D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; combat needs no sensor range, so save the mass on a hull that lives on speed. |
| Fuel Tank | 3C Fuel Tank | 3C Fuel Tank | (No blueprint available) | Stock tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 3 | 3E Shield Generator | 3C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire — ideal for a hit-and-run skirmisher; Reinforced maxes its MJ and Hi-Cap adds more. |
| Size 3 | — | 3A 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 | — | 2A 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 Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement — the cheapest large multiplier on the Courier's otherwise paper armour. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull where the small slot allows; armour stacks linearly. |
| Size 1 | — | 1D Module Reinforcement | (No blueprint available) | More internal protection for the modules that keep you flying; not engineerable. |
| Size 1 | — | 1A 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. |
| 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 paper armour and no military slots, the Courier lives entirely on shields — three Heavy-Duty boosters, a Reinforced bi-weave and cell banks. The moment shields drop, disengage; the bare hull won't last seconds.
Earn Master, buy the hull (~2.5M Cr) on its stock Lightweight Alloy bulkhead, and fit a 3E Shield Generator with a single 0E Shield Booster — even buy-only, the shield is the ship. The Courier has zero military slots, so the hull bulkhead never upsizes; it stays Lightweight Alloy for the whole build.
Arm the three mediums with two gimballed pulse lasers and a gimballed multi-cannon — the buy-only weapon set.
The other three utility mounts and every optional slot — shield cell banks, hull and module reinforcement — stay empty until you can A-rate. Lean on speed and the one shield from the start; skirmish, don't brawl.
A-rating priority for a shield-tank skirmisher:
The Courier's survival is shields plus speed — A-rate and engineer those first and hardest; the Lightweight Alloy hull is never going to tank anything. Leave the bulkhead light and lean on the hull reinforcements as the only paper-armour backstop.
The house combat pattern bent entirely toward shields and speed. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Shield Generator (3) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Thrusters (3) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (4) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (3) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam Laser | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| FSD (3) | Increased Range (G3) | Mass Manager | Felicity Farseer |
Light — small-class modules throughout; the shield, booster and thruster blueprints matter most. 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) | 381 m/s | 381 m/s | ~520 m/s |
| Shield (MJ) | ~380 | ~560 | ~1,000+ |
| Armour (eff.) | 144 | ~205 | ~300 (still thin) |
| Sustained DPS | medium | medium | medium |
| Agility | excellent | excellent | elite |
Armour climbs only because the 2D/1D Hull Reinforcements come online in A-rated, then Heavy Duty G5 + Deep Plating on both the Lightweight Alloy bulkhead and the reinforcements pushes effective hull to ~300 — a cheap backstop, still paper. Engineered, the Courier becomes a 520 m/s skirmisher with a 1,000+ MJ shield on a 35-tonne frame — almost impossible to pin, and survivable as long as the shield holds. The armour buys you seconds, not a brawl; speed and shields are the entire game.
The Imperial Courier is a shield on wings: feather-light, blisteringly fast, and shielded far beyond its size, with three medium guns for bite. Its paper armour makes it unforgiving — lose the shields and you lose the ship — but flown to its slippery, shield-tank strengths it's a survivable, stylish skirmisher and a cheap teacher of a style that scales to the apex Cutter.
Figures on this page are verified against the sources below.