E:D Black Box
The Courier will skirmish, run small courier jobs, dip into exploration and carry a modest hold — all on one cheap, blistering-fast hull. But its internals top out at class 3, so every role is small-scale: no real cargo, modest jump range, no military slots. It's a delightful light multi-tool for the early Imperial career, not a do-everything ship.
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.
As a multipurpose hull the Imperial Courier trades on its two real strengths — speed and shields — and asks you to forgive everything else. At 35 tonnes it boosts past anything in its price bracket, its four utility mounts let it carry a shield far heavier than its size, and three medium hardpoints give it a credible bite. Bolt on a couple of cargo racks, a fuel scoop, an SRV bay or a passenger cabin and it'll dabble in trade, exploration, courier work or light bounty hunting without complaint.
The ceiling is the airframe. Optional internals top out at class 3, there are only eight of them, and there are no military slots, so every role is the small-scale version: a hold measured in tens of tonnes, a jump range short of a dedicated explorer, and a hull too thin to brawl. The Courier is a versatile small ship, not a versatile ship — a charming, fast all-rounder for the early Imperial career rather than a one-hull fleet.
A light, fast Imperial runabout: short courier and data jobs, casual RES skirmishing, a quick exploration jaunt or a small trade loop — switching between them cheaply for a commander climbing the Imperial ranks who wants one stylish ship to do a little of everything.
Four things shape the Courier as an all-rounder:
Class-3 internals, only eight of them, and no military slots cap every role hard: cargo in the tens of tonnes, jump range short of a real explorer, and a hull too thin to take a beating. It also needs Imperial Master rank and seats only one. The Courier dabbles in everything competently; it's a versatile small ship, not a ship that replaces a fleet.
A ~520 m/s, 900+ MJ-shielded, ~2.5M Cr all-rounder that does everything cheaply, but class-3 internals, only eight optionals and zero military slots cap every role at small scale.
The 66/100 headline is a verdict against the multipurpose 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 |
|---|---|---|
| Breadth of internals | 15/30 | Optional internals top out at class 3 with only eight slots (3·3·2·2·2·1·1·1) and no military slots, so multirole capacity stays small: ~92 t max cargo against the Cobra Mk V's ~144 t. Enough to dabble in every role, never enough to do any at scale. |
| Firepower | 13/20 | Three medium hardpoints plus four utility mounts give a credible three-gun bite — a gimballed multi-cannon pair and a beam — solid for a small hull but short of the larger generalists' big mounts and gun counts. |
| Jump range | 13/20 | ~38 LY engineered on a class-3 FSD is respectable for a featherweight but well below dedicated explorers (Mandalay, Asp Explorer ~80) and short of true do-everything range. |
| Flexibility & re-fit cost | 13/15 | At ~2.5M Cr hull / ~18M+ engineered, all-small-class modules, and a Small pad that docks at outposts everywhere, role-swapping is cheap — spare cargo racks, scoop or SRV bay cost little to store and refit at any pad. |
| Survivability & handling | 12/15 | 380 m/s boost stock, ~520 engineered, and four utility mounts feed a disproportionate 900+ MJ bi-weave shield that survives across roles; the thin, military-slot-less hull is the offset, so it leans on speed and shields rather than armour. |
| Weighted total | 66/100 | 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 multipurpose use — versatility across combat, trade, exploration and more. The role column is the maximum cargo capacity in tonnes as one measure of capacity; versatility is judged across all roles.
| Ship | Class | Max cargo (t) | Pros & cons vs Imperial Courier | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~144 | More internals; tougher; more cargoPricier; not as fast | 80 |
| Cobra Mk III | Small | ~90 | Classic all-rounder; cheap; no rankWeaker shields; slower | 72 |
| Cobra Mk IV | Small | ~114 | More slots; more cargo; no rankSluggish; weaker shields | 70 |
| Diamondback Explorer | Small | ~36 | Cool-running; longer range; tougherLess cargo; slower; explorer-leaning | 68 |
| Imperial Courier this | Small | ~92 | — this hull (baseline) | 66 |
| Adder | Small | ~74 | No rank; cheaper; decent rangeSlow; weak shields; ugly | 62 |
Among small all-rounders the Courier is the fast, shield-strong option, but the Cobras out-carry and out-tank it with more and bigger internals, which matters more for true do-everything work. Pick the Courier for speed, shields and Imperial style; pick a Cobra if you want the most cargo and capability per credit.
| Ship | Class | Max cargo (t) | Pros & cons vs Imperial Courier | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 | Does everything at capital scale; no rankLarge pad; vastly pricier; slow | 88 |
| Python | Medium | ~284 | Big internals; tanky; very roundedMedium pad; far pricier; slow | 86 |
| Asp Explorer | Medium | ~128 | Great range; roomy; cheap to runMedium pad; weaker shields | 80 |
| Mandalay | Medium | ~144 | Huge jump range; modern; efficientMedium pad; explorer-leaning | 78 |
| Imperial Clipper | Large | ~280 | Fast for its size; roomy; ImperialLarge pad; awkward hardpoints | 73 |
Step up a class and the gap is stark: the real generalists carry several times the Courier's load, jump further and tank far more. The Courier's only edge over them is pace and price — it does a little of everything cheaply and quickly, where the bigger hulls do all of it properly. It earns its place as a light early-game multi-tool, not as a destination ship.
At ~2.5M Cr the Courier is one of the cheapest multipurpose hulls going, gated only by the mid-tier Imperial Master rank. A solid A-rated multirole fit lands near 8M Cr, and a fully engineered build — shield, thrusters, FSD and guns — sits around 18M+ Cr, still pocket change beside a real generalist.
Because every module is small-class, role-swapping is cheap too: a spare set of cargo racks, a fuel scoop or an SRV bay costs little to keep in storage. The Courier pairs naturally with the Imperial-rank grind — the climb toward Squire and the Achenar permit runs straight through the Master rank it needs.
Under 20M Cr buys a fully engineered light all-rounder on a modest Imperial rank — a stylish, inexpensive runabout for a commander still building toward a true generalist.
A balanced light multirole fit — three mediums for self-defence, a strong bi-weave shield, a small hold and a fuel scoop so it can switch tasks on the move. Initial is buy-only; A-rated is the multirole baseline; Engineered makes the shield and speed excellent for a hull this cheap.
| 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 | Gimballed multi-cannon; the single Corrosive Shell strips armour resistance for both guns. Buy a cheap pulse first, swap once A-rated. |
| Medium 2 | 2F Pulse Laser (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second gimballed multi-cannon; Auto Loader removes reloads so it never stops firing. |
| Medium 3 | — | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed beam for shield-stripping; Thermal Vent vents heat so it runs cold on this low-heat-capacity hull. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the bi-weave's raw MJ — the cheapest large gain on a thin hull. |
| Utility 2 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster; Super Capacitors squeezes out more shield strength. |
| Utility 3 | — | 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. |
| 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 | Small class-4 plant runs guns, a big shield, scoop and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 3E Thrusters | 3A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives keep the Courier among the fastest ships in the game — speed is its all-round edge. |
| Frame Shift Drive | 3E Frame Shift Drive | 3A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated + Increased Range; Mass Manager keeps jump range healthy so it can also serve as a light explorer. |
| Life Support | 1E Life Support | 1D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass on the size-1 slot; Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate for simultaneous guns, boost and shield draw; Charge Enhanced + Super Conduits keep the WEP/SYS pools full. |
| Sensors | 2E Sensors | 2D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a multirole light hull needs no sensor range, so save the mass. |
| Fuel Tank | 3C Fuel Tank | 3C Fuel Tank | (No blueprint available) | Stock C-rated 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 thin hull; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 3 | 3E Cargo Rack | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 2A Fuel Scoop | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 2A Shield Cell Bank | G4 Specialised + Stripped Down | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (no experimental effect) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement is the cheapest effective-armour multiplier; Heavy Duty + Deep Plating on the size-1 slot. |
| 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. | |||
This is one balanced configuration; the Courier's small modules make role-swaps cheap — fill the optionals with cargo racks to run a trade loop, drop in a fuel scoop and DSS to explore, or swap an SRV bay into the planetary suite for surface work. Keep a spare set or two in storage and re-tune at any outpost.
Earn Master, buy the hull (~2.5M Cr) and fit the biggest shield you can — a 3E Shield Generator — plus a pair of 0A Shield Boosters; survivability comes first on this thin hull.
The hull ships with Lightweight Alloy bulkheads — leave them stock. On a Courier, weight is the defence; plate just slows the boost that keeps it alive.
Arm two of the three mediums with 2F Pulse Lasers for self-defence, leave the third hardpoint and all role-specific optionals empty for now, and fit a single 3E Cargo Rack so it can carry while you learn it.
A-rate the core internals next — they serve every role you'll swap into.
A-rating priority for a light all-rounder:
The Courier's all-round value is speed plus a strong shield — A-rate the thrusters, FSD and shield first, then keep cheap role-specific module sets in storage to swap between trade, exploration and skirmishing. Bulkheads stay Lightweight Alloy throughout; never trade the boost for plate on this hull.
The house all-rounder pattern, scaled to a featherweight hull — mobility, range, shields and a little firepower. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (4) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (3) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Frame Shift Drive (3) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Power Distributor (3) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (other) | Tod McQuinn |
| Beam Laser | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Shield Generator (3) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement (1) | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Life Support & Sensors | Lightweight (G5) | — | Felicity Farseer |
Light — small-class modules throughout, with the thruster, FSD and shield blueprints mattering 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) | 380 m/s | 380 m/s | ~520 m/s |
| Max jump (LY) | ~18 | ~26 | ~38 |
| Max cargo (t) | ~32 | ~48 | ~92 (cargo fit) |
| Shield (MJ) | ~380 | ~560 | ~900+ |
| Armour (raw) | ~80 | ~80 | ~280 |
| Versatility | modest | good | good (small-scale) |
Bulkheads stay Lightweight Alloy in all three states; engineering them Heavy Duty with Deep Plating roughly triples raw hull (~80 → ~280) without surrendering the boost, turning the armour into a real backstop once the bi-weave drops. Engineered, the Courier is a ~520 m/s all-rounder with a 900+ MJ shield that can fight, run a small hold, scoop and explore — everything done at small scale. It's a delightful light multi-tool for the price, but its class-3 internals keep it firmly below the true generalists. That balance — genuinely versatile, genuinely small — is exactly what the 66 rating reflects.
Whatever a light week demands — a courier contract, a RES session, a scooping jaunt, a short trade loop. From your Imperial home base, one Courier covers them all at small scale.
The Imperial Courier is a fast, shielded dabbler: it will skirmish, courier, scoop and haul on one cheap hull, switching cheaply between them. But its class-3 internals and missing military slots keep every role small, so it can't approach the real generalists. That's why it lands at 66 — genuinely versatile and a joy to fly for the price, but a light early-Imperial multi-tool rather than a one-hull fleet. Buy it for speed, shields and style; step up to a Cobra or a medium when you want to do everything properly.
Figures on this page are verified against the sources below.