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 fit47 of 47

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

Hall of Fame19 awards

Extremes and curiosities pulled straight from the stats — not a ranking, just the ships that own a corner of the dataset. Tap a card to load that ship.