E:D Black Box
A top-tier large combat ship and the game's definitive shield tank. Its shields are unmatched — over 700 MJ before engineering, past 2,500 engineered — and its seven-mount battery is formidable. It ranks just below the Federal Corvette only on agility and total alpha; for surviving and grinding the longest, hardest fights, nothing out-tanks it.
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 Cutter is Gutamaya's flagship and the Empire's answer to the Federal Corvette. Where the Corvette wins on guns and agility, the Cutter wins on protection: it carries the strongest shields in the game by a wide margin — over 700 MJ at base, well past 2,500 engineered — over a 720 armour hull, two military slots and vast internals. It is, quite simply, the hardest ship to destroy.
It backs that tank with real teeth: a huge hardpoint, two large and four medium mounts give it a heavy seven-gun battery, and for a 1,100-tonne ship it's surprisingly fast in a straight line. Its weakness is agility — it turns like the moon it resembles — so it fights as an immovable shield fortress rather than a duellist. Like the Corvette, it sits at the top of a navy: Imperial Duke.
Attrition combat and survival: the longest, hardest conflict zones, Thargoid AX, wing tanking and any fight where being impossible to kill matters more than turning quickly. The shield-tank endgame.
Four things make the Cutter the shield-tank apex:
Its agility is dreadful — it cannot turn with anything, so nimble enemies sit in its blind spots and it can't out-duel a Corvette or any agile medium. It needs Imperial Duke rank, a large pad, and ~200M Cr. The Cutter wins fights by outlasting them, not by out-manoeuvring — in a turning duel it's at a real disadvantage.
Game-leading shields (~703 MJ base, 2,500+ engineered) over 720 armour and a huge-led seven-gun battery carry it; dreadful agility on a 1,100 t hull is the only real limiter.
The 91/100 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 | 29/30 | 1 Huge, 2 Large, 4 Medium gives a seven-mount battery headlined by a huge hardpoint, formidable sustained firepower. Trails only the Federal Corvette's twin-huge 2H 1L 2M 2S layout on raw alpha. |
| Power distributor | 10/10 | Class-7 distributor matches the large-pad combat field and sustains seven guns plus shield-cell draw with Charge Enhanced + Super Conduits, though it is not a class-8 outlier. |
| Shield | 15/15 | ~703 MJ base shield is the highest in the game, pushed past 2,500 MJ engineered with an 8A prismatic generator, four Heavy-Duty boosters and cell banks. Role-defining, in a category of its own. |
| Armour & internals | 15/15 | 720 base armour, two military slots (class 5) for hull/module reinforcement, and vast optionals (8·8·6·6·6·5·5·4·3·1) stack effective armour past 3,500 and feed deep cell banks under the shields. |
| Agility | 12/20 | Agility is poor on a 1,100 t hull, it cannot turn with anything and loses turning duels, the clear weak point. Partly offset by a 323 m/s boost that is brisk for a capital, allowing it to close and reposition. |
| Utility & flexibility | 10/10 | Eight utility mounts host a Heavy-Duty booster stack plus chaff, heat sink and point defence; an SLF bay adds a second gun platform, and capital internals allow combat-and-cargo flexibility. |
| Weighted total | 91/100 | 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 Cutter | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | Two huge mounts; capital agility; more alphaFederal Rear Admiral rank; lower shields | 98 |
| Imperial Cutter this | Large | 1H 2L 4M | — this hull (baseline) | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Eight mounts; vast internals; no rank gateLower shields; ponderous | 88 |
| Imperial Clipper | Large | 2L 2M | Far faster and more agile; Imperial siblingOnly four mounts; far less tank | 79 |
| Type-10 Defender | Large | 4L 3M 2S | Highest armour; superb AX turret tankFeeble shields; very slow; no huge mount | 78 |
The Cutter and Corvette are the two apex warships, with opposite philosophies: the Corvette out-guns and out-turns, the Cutter out-shields and out-lasts. For pure killing the Corvette wins; for surviving the longest, hardest fights and tanking for a wing, the Cutter is unmatched.
| Ship | Class | Hardpoints | Pros & cons vs Imperial Cutter | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Elite agility; medium pad; no rankFar less tank and scale | 93 |
| Python Mk II | Medium | 4L 2M | Four large mounts; medium pad; no rankFar less shield and tank | 90 |
| Krait Mk II | Medium | 3L 2M | SLF bay; agile; medium pad; no rankFar less tank | 90 |
| Alliance Challenger | Medium | 1L 3M 3S | Tough; cheap; medium pad; no rankA fraction of the Cutter's tank | 86 |
| Corsair | Medium | 3L 3M | Six guns; fast; medium pad; no rankFar less shield and scale | 85 |
The top mediums offer agility, medium-pad access and no rank grind. But none can field the Cutter's shields, which are in a category of their own. The Cutter is what you fly when you've earned Imperial Duke and want a warship that essentially cannot be dropped.
At ~200M Cr the Cutter is the priciest hull in this batch, gated behind Imperial Duke — the top of the Imperial Navy rank ladder. A fully engineered combat fit, especially with a prismatic shield, pushes the all-in figure past 290M Cr.
It's the capstone of an Imperial combat career — and conveniently, the Imperial-rank grind you're already on toward the Achenar permit and Squire is the same ladder that eventually unlocks the Cutter at Duke.
A shield-tank combat fit built around the game's best shields. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern with a prismatic-class shield and deep cell banks.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | 4A Multi-Cannon (Gimballed) | 4A Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | The huge mount is the Cutter's hammer; the single Corrosive Shell strips armour resistance for the whole battery. |
| Large 1 | 3C Beam Laser (Gimballed) | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Large beam for shield-stripping; Thermal Vent runs it cold under sustained fire. |
| Large 2 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Large multi-cannon for sustained kinetic DPS; Auto Loader removes reloads so it never stops firing. |
| Medium 1 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Medium multi-cannon fills the battery; Auto Loader keeps its DPS uninterrupted. |
| Medium 2 | 2D Beam Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Medium beam adds shield-stripping; Thermal Vent keeps heat in check. |
| Medium 3 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second medium multi-cannon; Auto Loader keeps it topped up between salvoes. |
| Medium 4 | 2F Pulse Laser (Gimballed) | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Medium pulse for an efficient, low-draw finisher; Thermal Vent runs it cool. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First of the shield-booster stack; Heavy Duty multiplies the prismatic's raw MJ. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Stacked Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Third Heavy-Duty booster; diminishing returns set in but it still pays. |
| Utility 4 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fourth booster rounds out the shield stack before utilities turn to defence. |
| Utility 5 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 6 | — | 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 7 | — | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| Utility 8 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fifth Heavy-Duty booster in the last utility once credits allow. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Overcharged + Thermal Spread | The class-8 plant feeds seven guns, a huge prismatic shield, cell banks, an SLF and eight utilities; Overcharged adds headroom, Thermal Spread bleeds the heat. |
| Thrusters | 8E Thrusters | 8A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives recover what straight-line speed a 1,100t hull can manage. |
| Frame Shift Drive | 7E Frame Shift Drive | 7A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to move a vast warship between fights; only G3 range — combat doesn't need a jump monster. |
| Life Support | 7E Life Support | 7D 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 to sustain seven guns plus the shield-cell draw; Charge Enhanced + Super Conduits keep weapon and SYS capacitors deep. |
| Sensors | 7E Sensors | 7D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; combat needs no sensor range, so save the mass. |
| Fuel Tank | 6C Fuel Tank | 6C Fuel Tank | (No blueprint available) | Stock class-6 tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 5D Hull Reinforcement | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement in the dedicated military slot — the cheapest large multiplier on effective armour. |
| Military 2 | — | 5D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Optional Internals | ||||
| Size 8 | 8E Shield Generator | 8A Prismatic Shield Generator | G5 Reinforced + Hi-Cap | The class-8 prismatic generator is the whole ship; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 8 | 8E Cargo Rack | 8A 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 6 | — | 6D Fighter Hangar | (No blueprint available) | SLF bay adds a second gun platform that draws fire; hangars are not engineerable. |
| Size 6 | — | 6A 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 6 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement caps at size 5, so a 5D HRP under-fills this size-6 slot for max effective armour. |
| Size 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP — armour stacks linearly under the shields. |
| Size 5 | — | 5D Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores; not engineerable. |
| Size 4 | — | 4A 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 3 | — | 3D 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 + 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. | |||
The Cutter's identity is its shield tank — a prismatic generator plus four Heavy-Duty boosters and multiple cell banks push it past 2,500 MJ, beyond anything else in the game. Build around the shield; the huge gun and reinforcement are the supporting cast.
Earn Imperial Duke, buy the hull, and fit a basic 8E Shield Generator — the largest a class-8 bay allows — plus a single 5D Hull Reinforcement in the first military slot. Bulkheads stay on the stock Lightweight Alloy for now. Even un-engineered, it's nearly unkillable.
Arm every hardpoint buy-only: a 4A Multi-Cannon (Gimballed) on the huge mount, a beam and a multi-cannon on the two large mounts, and two multi-cannons, a beam and a pulse across the four mediums.
Fit one 0A Shield Booster and stop there — the other seven utilities, the second military slot, the fighter bay and the shield-cell banks stay empty (—) until the A-rated pass.
A-rating priority for the shield-tank apex:
Unlike most warships, the Cutter is built shield-first — fit and engineer the biggest prismatic generator you can before touching weapons; the shield is the ship. Military-Grade bulkheads, the hull-reinforcement stack and the shield-cell banks come on after the core, as the layer that holds when the shield finally drops.
The house combat pattern built around a prismatic shield. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Prismatic Shield (8) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Power Plant (8) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (8) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| 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 |
Heavy — G5 across class-8 cores, a prismatic shield, seven weapons and deep reinforcement; one of the largest spends for any combat hull. The prismatic generator requires Imperial-faction access to purchase. With a complete inventory it's spend, not farm. Ask for exact per-blueprint counts before committing.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 323 m/s | 323 m/s | ~380 m/s |
| Shield (MJ) | ~900 | ~1,400 | ~2,500+ |
| Armour (eff.) | 720 | ~1,950 | ~3,800+ |
| Sustained DPS | very high | very high | elite (huge + 6) |
| Agility | poor | poor | poor (vast hull) |
A-rated, Military-Grade Composite bulkheads roughly triple the stock-alloy hull before a single roll lands. Engineered, the Cutter's shield exceeds 2,500 MJ — in a class of its own — over Military-Grade armour and a Heavy-Duty hull-reinforcement stack into the high thousands, with seven guns and brisk straight-line speed. It will never turn well; it doesn't need to. It out-lasts everything and hits hard while doing so.
Any high-intensity CZ or Haz RES suits it; for AX, head to Thargoid-active systems. As a Gutamaya hull at the top of the Imperial Navy, it's the eventual endgame of your Imperial-rank journey beyond Squire and the Achenar permit.
The Imperial Cutter is the unsinkable battleship: the strongest shields in the game by far, a huge-mount seven-gun battery, and brisk straight-line speed for its size. The Corvette out-fights it and it can't turn to save itself — but for outlasting the hardest fights and tanking for a wing, nothing in the galaxy comes close. The Imperial combat capstone.
Figures on this page are verified against the sources below.