E:D Black Box
Combat covers the full range from Low-RES bounty hunting through high-intensity Conflict Zones and Powerplay fighting, all running on the same four-beat loop: strip the shield with thermal, break the hull with kinetic, manage pips and heat, survive. Get that loop right and one kill simultaneously advances credits, combat rank, faction influence, Powerplay merits, engineering materials, and Navy rank.
"Combat" is not a single activity but a cluster of them, all running on the same flight-and-gunnery engine. The thing that unites bounty hunting, conflict zones, massacre missions, piracy and Powerplay fighting is that you point guns at another ship and apply damage faster than it applies damage to you. The differences are the venue, the payout type, and the opposition — not the fundamentals.
The minute-to-minute loop is always the same four beats:
Scan / interdict / target a hostile.
Thermal damage, 4 pips WEP.
Kinetic, hold gimbal lock.
Flip pips to SYS, collect reward.
Where it differs from your other roles: trading and exploration reward route optimisation and patience; combat rewards build correctness and pip discipline. A poorly-built combat ship doesn't lose money slowly — it dies and pays a rebuy. That's why the role is so engineering-hungry, and why it sits at the centre of any combat doctrine.
Anti-Xeno (Thargoid) combat is a separate role with its own weapons (Gauss, AX multi-cannons, flak), heat and caustic-damage rules. It is covered in its own dossier and is deliberately out of scope here — everything below is human/NPC combat.
Six mechanical systems decide every fight. Internalise these and the activities in The Combat Activities become variations on a theme.
Every fight has two phases — shield, then hull — and they want opposite damage types. This is the single biggest source of "why am I taking forever to kill things."
| Damage type | Weapons | vs Shields | vs Hull |
|---|---|---|---|
| Thermal | Lasers — beam, burst, pulse | Strong (shields are weak to heat) | Weak — bounces off armour |
| Kinetic | Multi-cannons, cannons, frag cannons, railguns | Resisted by shields | Strong — armour is weak to it |
| Explosive | Missiles, torpedoes, mines, plasma (part) | Resisted | Strong vs hull & modules |
| Absolute | Plasma accelerators (part), some special FX | Ignores resistances | Ignores resistances |
A ship that's all kinetic guns (multi-cannons) spends the entire shield phase doing almost nothing, because shields resist kinetic. You need enough thermal to break shields quickly, then your kinetic does the real killing on hull. A balanced bird carries both; an unbalanced one feels "slow to kill" even with big guns.
You have six pips to distribute across three capacitors, max four in any one:
Resistance + recharge rate. Flip here when taking fire.
Top speed + boost frequency. Range control.
Fire without the capacitor draining. 4 here while shooting.
The combat rhythm is pip-flipping: 4 pips to WEP while you're on target and dealing damage, snap to 4-SYS the instant an enemy is hammering your shield. Doing this well is worth more than any single module upgrade.
Firing and charging generate heat. Above 100% your ship takes thermal damage; above ~150% modules start to break. Heat sink launchers dump heat instantly; the Thermal Vent experimental on beam lasers dumps your heat into the target every time you fire — the standard fix for hot energy builds. Running cold also makes you harder to target and lets you hide (silent running).
Sub-target an enemy's modules to cripple rather than just delete: kill the Power Plant (forces a malfunction or outright kill), Drives (immobilise), FSD (stop it fleeing), or Power Distributor (starve its guns and shields). Cannons and railguns with high per-shot damage are best for this; it's how you stop a fleeing assassination target or disable a piracy mark without destroying its cargo.
NPCs carry their own combat rank ladder — Harmless → Mostly Harmless → Novice → Competent → Expert → Master → Dangerous → Deadly → Elite. Higher-ranked NPCs fly better-built ships and pip-flip against you. The reward for a kill scales with the target's danger, so a Deadly Anaconda is both harder and far more lucrative than a Harmless Sidewinder.
The combat engineering pattern: G5 Overcharged power plant (Thermal Spread), G5 Overcharged multi-cannons, exactly one Corrosive Shell multi-cannon per ship (it debuffs the target so all your weapons hit harder), Auto Loader on the rest, Dirty Drives thrusters, Heavy Duty boosters & HRPs. Apply experimentals last, in a single in-person engineer visit.
The venues, ordered roughly from accessible to advanced. Each rewards a different currency and suits a different stage of the build.
| Activity | Pays in | Difficulty | What it is |
|---|---|---|---|
| RES (Resource Extraction) | Bounty vouchers | Entry | Bounty hunting in metallic/rocky rings. Low/Std/High have system security backing you up; Hazardous does not. The bread-and-butter loop — scan with KWS, kill the wanted, collect. |
| Nav Beacon | Bounty vouchers | Entry | Scan the main-star nav beacon and ships warp in. Lower density than RES but no ring to navigate. A Compromised nav beacon has richer targets and no security. |
| Massacre / pirate-kill missions | Mission CR (big) | Mid | Stack several kill missions from a hub bordering an anarchy system, then farm the kills in one place. The classic high-credit combat earner when stacked correctly. |
| Assassination missions | Mission CR | Mid | Hunt a single named target who arrives by interdiction or at a USS. Sub-target their FSD so they can't flee. Higher skill, clean payout. |
| Conflict Zones (space) | Combat bonds | Mid | Faction battles, Low/Med/High intensity. Pick a side, kill enemies for bonds, complete objectives (capture ships, kill specialists). High-intensity CZs punish thin hulls — this is where tank + sustained DPS matter most. |
| On-foot CZ (Odyssey) | Bonds + merits | Mid | Frontline Solutions infantry battles — combat suits, ground weapons, dropships. A whole separate skill set, but stacks influence and Powerplay merits like space CZs. |
| Piracy | Stolen cargo | Mid | Interdict a hauler, hatch-breaker its cargo loose (or threaten until it drops), scoop and fence. A combat/trade hybrid — see the trading dossier for the selling side. |
| Powerplay combat | Merits | End | Kill enemy-Power ships in contested/acquisition systems to bank merits for your pledged Power. Pairs with bounty hunting when your Power's space overlaps a good RES. |
| PvP & player bounties | Sport / CR | End | A different game — fixed weapons, FA-off piloting, shield/hull min-maxing, convergence. Hull rankings shift; agility and shield matter even more. Mostly for the challenge. |
Only combat-type Powerplay actions bank merits — kills in contested space. Passenger missions earn zero Powerplay merits under any Power. The recommended pledge is Jerome Archer (Federation, combat ethos): bounty hunting in his territory simultaneously doubles bounty credits, banks merits, and advances the Tod McQuinn unlock.
The goal of the early game is to learn the loop cheaply, in a hull you can afford to rebuy, before you sink engineering into anything.
A small-pad combat ship such as the Viper Mk IV is fast, durable and cheap to rebuy. Don't engineer it yet; learn in it. The Combat — Ship Comparison page will help you pick an appropriate combat ship.
A mix of thermal (a couple of pulse/burst lasers) and kinetic (multi-cannons), a Bi-Weave shield, two shield boosters, a chaff launcher, and a Kill Warrant Scanner. The KWS pays for itself in one session.
Drop into a ringed planet's RES; system security ships fight alongside you. Let them tank while you learn to land shots and flip pips.
Target a ship, scan it — only engage WANTED ships, or you'll earn a bounty on your own head. KWS-scan to stack the voucher value.
4 WEP on the attack, snap to 4 SYS when shields drop. Chaff when a gimballed NPC is tearing you up. Boost away to reset if you're losing.
Bounty vouchers are only paid when redeemed at a station (or any Interstellar Factors contact). Don't hoard a fortune in a ship that can be destroyed.
An undestroyed ship carries unredeemed vouchers; a destroyed one loses them. Cash out every couple of runs, and never fly a fit you can't afford to rebuy. Respawn happens at the nearest rebuy-capable port to where you died — including a fleet carrier — not your last dock.
The mid-game is where combat stops being "can I win this fight" and becomes "how fast can I clear the site." Three things change: you engineer, you move to a medium hull, and you start stacking rewards.
Run the standard pattern: Felicity Farseer (FSD, done), then Tod McQuinn for G5 Overcharged multi-cannons, a G5 Overcharged power plant with Thermal Spread, Dirty Drives, and Heavy Duty boosters/HRPs. Engineer the module, not the ship — an engineered gun keeps its mods when you move it between hulls, so the spend is portable.
Step up to a medium-pad flagship such as the Python Mk II, which carries roughly 84% of a Corvette's hardpoint tonnage but lands on a medium pad and rebuys for far less. This is the workhorse for High RES and medium-intensity CZs.
Mid-game earnings are a kills-per-hour game, not a damage-per-shot game. Exploiting allied security/wing ships to skip the shield phase, clean pip discipline, and not chasing fleeing targets matter more than a marginally bigger gun.
End-game combat is about sustained throughput in the hardest venues and the prestige ladders.
The end-game combat arc is explicit: finish the engineering spend across your combat ships, grind Federal Navy rank to Rear Admiral, and stand up the Corvette as the large-pad flagship — with a medium hull like the Python Mk II remaining the daily driver.
Full head-to-head ratings, costs and per-class breakdowns live in the dedicated comparison dossier — this is just the shortlist by stage.
Cheap, fast, tough learner. The small-pad interceptor for RES and nav-beacon work while you build toward the heavier platforms.
Multirole all-rounder. Combat plus light utility in a small footprint — for missions that demand a small pad but still want teeth.
Medium combat flagship. Six-internal dedicated gun platform, ~84% of Corvette hardpoint tonnage on a medium pad. The doctrine centrepiece.
Capstone gunship. Rear-Admiral-gated ~187M CR endgame large combat ship — the top of the combat ladder and the long-term goal.
For every combat-capable hull in the game scored on one scale, grouped by pad class, with cost and engineering-grind figures, see the Combat — Ship Comparison role dossier. The ratings there match the per-ship manuals above.
Combat is the most multi-currency role in the game — one kill can advance five different progress tracks at once.
| Reward | Earned from | Notes & rough scale |
|---|---|---|
| Credits | Bounties, bonds, mission payouts, fenced cargo | Order-of-magnitude: a Haz-RES session = a few M/hr; a geared High CZ or stacked massacre batch = tens of M/hr. Scales hard with your combat rank, the target's rank, and current galaxy rates. |
| Combat rank | Every kill, weighted by target danger | Climbs toward Elite. A prestige track; also a soft gate on some content and a flex on your commander profile. |
| Faction reputation | Turning in bounties/bonds to a faction | Higher rep unlocks better missions and is a prerequisite for Navy-rank missions and some engineer referrals. |
| BGS influence | Bonds/bounties handed to a faction | Combat directly shifts the background-simulation balance of power in a system — the lever for player factions and CG outcomes. |
| Powerplay merits | Kills in contested/acquisition space | Bank toward Power rewards: Power-specific weapons, prismatic shields, rank perks. (Combat-type actions only.) |
| Engineering materials | Ship-kill drops, USS/threat sites, HGEs | Manufactured materials and encoded data drop from kills — combat feeds the engineering that makes combat better. |
| Navy rank | Navy missions surfaced by combat rep | The path to the Federal Corvette (Rear Admiral) and Imperial Cutter (Duke). The two ladders are independent. |
Combat is not a silo — it's the hub the rest of the progression wheel turns on.
A circular dependency: engineered guns and tanks make combat fast and survivable, and combat (kills, threat USS, HGEs) drops the manufactured materials and encoded data that engineering consumes. Tod McQuinn's unlock is itself a combat task.
Pledging a combat Power (Jerome Archer) turns bounty hunting into a triple-dip: credits, merits, and unlock progress. Merit rewards then loop back as combat modules.
CZs only appear when factions are at war, and that war state is driven by BGS activity. Handing in bonds tips the war — combat is the most direct way to move a system's balance of power.
Combat reputation surfaces Federal/Imperial Navy missions; Navy rank gates the capstone hulls. Combat is both the means (rep, credits) and the motive (the Corvette) for the rank grind.
Combat funds the whole operation and supplies engineering mats; piracy bridges directly into the trading economy (you still have to fence the cargo). Raw-material shortfalls are solved at the trader, not in a RES.
Ground Conflict Zones and settlement raids extend the combat role to infantry play, with their own suit/weapon engineering and their own merit and influence payouts.
Combat is the engine room of the whole progression plan: it earns the credits, drops the materials, banks the merits, and grinds the rep that everything else — engineering, Powerplay, the Corvette — runs on. Get the four-beat loop and pip discipline right, and every other reward track advances on autopilot.
Figures on this page are verified against the sources below.