Hardpoints
Utilities
Subsystems
Core
Optional Internals
View Federal Gunship Builds on the Shipyard
Good | Not Good |
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Potential firepower for days with a class 7 distributor and 7 hardpoints. | It’s very slow and has mediocre shields, so avoiding damage is hard if you’re being focused. You won’t be outmaneuvering anyone, so shoot your way out. |
Deploy all multicannons for a traditional maximum dakka build. | Requires Federal rank grind. |
Has a fighter hangar and benefits greatly from it. Use the SLF to distract NPC enemies and allow for better shot opportunities. | Jump range is flat out terrible. |
It’s a brick with poor pitch and roll…but has surprisingly good yaw that seems to come out of nowhere. This ship benefits people who use all of their thrusters. | As with other similar ships, having a bunch of medium hardpoints does not necessarily mean you’re doing a bunch of damage. Armor piercing still counts for something against larger ships. |
Hardpoint Notes
Size | Number | Notes |
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Large | 1 | Ventral and centered |
Medium | 4 | Two are ventral, set back on the hull, and laterally displaced. Gimbals and turrets there can be blocked by the hull for targets above the pilot’s eyeline. Two are forward and laterally flank the cockpit with good coverage. |
Small | 2 | Dorsal, slightly laterally displaced, and set back on the hull. Gimbals and turrets there can be blocked by the hull for targets below the pilot’s eyeline. |
Suggested Hardpoint Convergence Groups: Ventral 1L2M, 2M on each side, Dorsal 2S |
Role Ratings
AX Combat | |
AX Support | |
BGS | |
Bulk Trade | |
Core Mining | |
CZ Combat (PvE) | Viable |
Exploration | |
Jumpship | Inconceivable! |
Laser Mining | |
Mats Collector | |
Passenger Boat | |
Powerplay | |
PvP Combat | |
Racing | |
Rares Trade | |
Res/CNB Combat (PvE) | Viable |
Search and Rescue | |
Taxi | Inconceivable! |