E:D Black Box
The Cutter out-shields, out-hauls and out-runs the Anaconda, making it the premier combat-and-trade flagship at the large-pad endgame. Its modest jump range rules out deep exploration, and the Imperial Duke grind gates access — but for a single hull that dominates conflict zones and hauls a fortune behind the strongest shields in the game, nothing else compares.
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 what happens when a luxury liner is built like a warship. It carries the strongest shields in the game, hauls nearly 800 tonnes, mounts a huge plus two large and four medium hardpoints for serious firepower, and — uniquely for so large a ship — boosts past 320 m/s. It trades, fights, mines and even passenger-cruises at the very top end, all in one opulent hull.
Its weaknesses as an all-rounder are specific: a modest jump range makes it a poor explorer, and it needs the long Imperial Duke grind. But for combat-and-trade versatility — hauling a fortune one day, dominating a conflict zone the next, behind apex shields and at unexpected speed — little compares. It's the Imperial endgame flagship, and the natural reward at the top of the rank ladder you're already climbing.
Top-end combat-and-trade versatility: bulk hauling a fortune through danger, dominating conflict zones, defended mining, and luxury passenger cruising — all in one apex-shielded Imperial flagship.
Four things make the Cutter a luxury capital all-rounder:
Its jump range is modest, so it's a poor explorer — the one role it can't do well. It needs the long Imperial Duke grind, costs ~200M Cr, and is large-pad-bound. The Cutter's case is top-end combat-and-trade versatility behind the best shields; for exploration or rank-free access, the Anaconda is the better generalist.
Apex shields, ~794 t cargo, a huge-mount battery and 323 m/s boost make it a class-leading capital all-rounder; a ~28 LY jump range and Duke gate are the only real drags.
The 82/100 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 | 29/30 | Optional internals run 8·8·6·6·6·5·5·4·3·1 plus two class-5 military slots and 8 utility mounts, yielding ~794 t cargo or any role module set — the deepest internal layout in the field. |
| Firepower | 19/20 | Seven hardpoints (1 huge, 2 large, 4 medium) anchored by the single huge mount give genuine conflict-zone firepower, second only to the Corvette among large all-rounders. |
| Jump range | 8/20 | Even engineered with Increased Range, max jump is only ~28 LY (~16 stock), the worst trait of the hull and the one role — exploration — it cannot serve. |
| Flexibility & re-fit cost | 11/15 | One A-rated hull re-roles between combat, trade and mining via storable module sets, but ~200M Cr hull (~280M+ engineered), the Imperial Duke gate and large-pad lock raise the entry and refit cost. |
| Survivability & handling | 15/15 | Base ~703 MJ shield (highest in game) reaches ~2,500+ MJ engineered with a prismatic and five boosters; 323 m/s boost and Dirty Drives keep a capital hull unexpectedly agile. |
| 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 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 Cutter | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 | Far better range; no rank; more roundedWeaker shields; less cargo; slower | 88 |
| Imperial Cutter this | Large | ~794 | — this hull (baseline) | 82 |
| Federal Corvette | Large | ~618 | Even better combat; tankyFederal rank; poor range; slower | 78 |
| Imperial Clipper | Large | ~250 | Faster still; cheaperFar less capable all-round | 73 |
The Cutter is the luxury combat-and-trade capital. The Anaconda is the better all-rounder thanks to its range and rank-free access, and the Corvette out-fights it — but neither matches the Cutter's blend of apex shields, huge cargo and speed. The Imperial top-end pick.
| Ship | Class | Max cargo (t) | Pros & cons vs Imperial Cutter | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 | Better range; no rankWeaker shields | 88 |
| Python | Medium | ~294 | Medium pad; cheaper; no rankFar less cargo, shield and firepower | 86 |
| Krait Mk II | Medium | ~230 | Medium pad; SLF; cheaperFar less of everything | 84 |
| Corsair | Medium | ~318 | Medium pad; fast; modernFar less shield and capacity | 82 |
| Federal Corvette | Large | ~618 | Better combatFederal rank; poor range | 78 |
The versatile mediums are cheaper, rank-free and land more flexibly, doing most roles at smaller scale. The Cutter justifies its rank and pad only if you want top-end combat-and-trade capability behind the best shields in the game — the Imperial luxury flagship.
At ~200M Cr and behind the Imperial Duke rank, the Cutter is a major endgame commitment. A multirole fit with a prismatic shield pushes the all-in figure past 280M Cr.
It sits at the top of the Imperial Navy you're already climbing toward Squire and the Achenar permit — so the Cutter is a natural long-term reward, and one engineered hull serves as your combat flagship and your fortune-hauler both.
The Cutter caps the Imperial ladder you're already on — one luxury hull that fights at the top end and hauls a fortune, behind the best shields in the game.
A balanced top-end multirole fit built around apex prismatic shields. Initial is buy-only; A-rated is the multirole baseline; Engineered makes it excellent at combat and trade alike, then re-tunes the optionals to the job in front of you.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | — | 4A Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | The single huge mount carries the alpha; Overcharged + Corrosive Shell strips armour resistance for the whole battery. |
| Large 1 | — | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed beam for shield-stripping; Thermal Vent vents heat so it runs cold under sustained fire. |
| Large 2 | — | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second large as a multi-cannon for hull damage; Overcharged + Auto Loader keeps its DPS uninterrupted. |
| Medium 1 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed pulse fills the four mediums cheaply; Efficient + Thermal Vent makes it near heat-free — swap for cargo-friendly empties when trading. |
| Medium 2 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Second medium pulse; Efficient keeps total weapon draw low so the distributor sustains the huge gun. |
| Medium 3 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Third medium pulse rounds out the laser convergence for shield work. |
| Medium 4 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Fourth medium pulse; flexible — drop the mediums entirely on a pure-trade swap. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First of the 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 for more shield headroom. |
| 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 | Powers eight guns, a big prismatic and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 8E Thrusters | 8A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives preserve the surprising agility of a capital hull. |
| Frame Shift Drive | 7E Frame Shift Drive | 7A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated with G5 Increased Range + Mass Manager to soften the Cutter's weak jump; engineer once, reuse across role swaps. |
| Life Support | 7E Life Support | 7A Life Support | G5 Lightweight (no experimental effect) | Kept A-rated for reliability on a luxury hull; Lightweight trims mass with no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate and Charge Enhanced to sustain the huge gun and shield cells; Super Conduits deepens the weapon capacitor. |
| Sensors | 7E Sensors | 7D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; multirole needs no sensor range, so save the mass. |
| Fuel Tank | 6C Fuel Tank | 6C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is 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 | — | 8A Prismatic Shield Generator | G5 Reinforced + Hi-Cap | The prismatic shield is the Cutter's identity — fit it first; Reinforced maximises its MJ and Hi-Cap adds more (Resistance Augmented is a booster blueprint, not valid here). |
| Size 8 | — | 8E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 6 | — | 6E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 | — | 6E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement; HRP caps at size 5 so it exactly fills this slot. |
| Size 5 | — | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | — | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 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. |
| 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. | |||
Built around a prismatic shield for unmatched survivability; the rest re-tunes — fill the optionals with cargo to haul a fortune, swap in HRPs and more guns to fight, or a mining suite to mine. Keep role module sets in storage. It is a poor explorer — leave deep range to other ships.
The Initial column is buy-only: earn Duke, buy the hull, and fly it on its stock E-rated core internals — 8E Power Plant, 8E Thrusters, 7E Frame Shift Drive, 7E Life Support, 7E Power Distributor and 7E Sensors, on the stock 6C Fuel Tank and the hull's factory Lightweight Alloy bulkheads.
Every hardpoint, all eight utilities, both military slots and every optional internal stay empty at this stage — no shield generator, no weapons, no boosters and no cargo until you can afford the A-rated jump.
Build role-specific module sets (trader, combat, miner) to swap once the cores are A-rated.
A-rating priority for a luxury all-rounder:
The prismatic shield is what makes the Cutter survive any role — fit it first, then A-rate the cores, harden the bulkheads to Military Grade, and build storable module sets for combat and trade.
The house all-rounder engineering pattern at luxury scale. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| 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 |
| Frame Shift Drive (7) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| 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 |
High — a capital hull engineered across apex shields, combat and mobility; but each module is done once and reused. The prismatic shield needs Imperial-faction access. 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 |
|---|---|---|---|
| Shield (MJ) | ~900 | ~1,400 | ~2,500+ |
| Effective armour | ~540 (alloy) | ~1,300 (mil-grade) | ~3,500+ (HD) |
| Max cargo (t) | ~600 | ~700 | ~794 |
| Combat capability | strong | strong | strong |
| Max jump (LY) | ~16 | ~22 | ~28 (weak) |
| Versatility | high (not range) | high | high (not range) |
Engineered, the Cutter fights hard, hauls a fortune and shrugs off anything behind a 2,500 MJ shield — and behind that, a Heavy-Duty Military Grade hull stacked with reinforcements still soaks ~3,500 armour if the bubble ever drops, at surprising speed. Superb at combat and trade. Only its weak jump range and Duke gate hold it back from the Anaconda's all-round crown. The luxury Imperial flagship.
Whatever the week demands except deep exploration — bounties, a fortune-haul, a defended mining run, a luxury cruise. As a Gutamaya hull it caps your Imperial-rank journey beyond the Achenar permit.
The Imperial Cutter is the luxury capital all-rounder: apex shields, nearly 800 tonnes of cargo, real firepower and surprising speed in one opulent Imperial hull. Its weak jump range keeps it from the Anaconda's all-round crown, and the Duke grind gates it — but for top-end combat-and-trade versatility behind the best shields in the game, the Cutter is the Imperial endgame flagship.
Figures on this page are verified against the sources below.