Every ship is a trade.

Nothing in the galaxy is good at everything. Pick what you want to do, then see exactly what each ship hands you and what it takes away.

What matters to youGoal preset

1

How fast it turns. Decides whether you can keep guns on a moving target.

1

Top speed and boost. Decides whether you can choose the range, or leave.

0

Total hardpoint size. Raw damage you can bolt on.

0

Capacitor and power plant headroom. How long you can keep firing.

1

Shield strength. The damage you soak and get back for free.

0

Armour and hardness. The damage you soak once shields drop.

5

Light years per jump. Decides how far you go and how fast you cross.

1

Tonnage and free slots. Cargo, limpets, passengers, extra gear.

3

Heat capacity. Runs cool under sustained fire and near stars.

0

How hard it is to escape you, and for you to escape others.

Ranked by your fit48 of 48

Use the ★ button on a ship's card to pin it for compare.
Pad

Adder

Zorgon Peterson · Small pad

You pay for it with Cooling, Speed, Sustain.

Profile vs baseline

AgilitySpeedGunsSustainShieldsHullJumpCargoCoolingMass lock

What you gain and give up

Net Trade Balance-8.6
Jump+0.0Hull-0.2Mass lock-0.3Agility-0.4Cargo-0.6Guns-0.7Shields-1.2Sustain-1.4Speed-1.8Cooling-1.9
▲ gain▼ give upNet: -8.6

Hardpoint layout

3 hardpoints · 2 utility · capacity 4
Huge0
Large0
Medium12
Small211
Utility2

Capacity (sum of class sizes) is what the Guns axis scores. Mining lasers, mining tools and defensive weapons all need hardpoints — this is the raw layout you can actually bolt them onto. -0.3 hardpoints vs the average small pad.

23.99ly jump range
30t cargo
270m/s top speed
72MJ shields