Overview
Hardpoints
Utilities
Subsystems
Core
Optional Internals
View Imperial Cutter Builds on the Shipyard
Good | Not Good |
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The king of trading and cargo transport. Good at laser mining too. | The most expensive ship in the game. |
Enormous shields and high straight ahead speed. | Maneuverability is terrible both in supercruise and normal space. FA-Off helps a bit, but it’s frustrating to turn this ship. You tend to fall back on Reverski tactics. |
Nothing can mass lock you, and you can mass lock anyone. | Can do combat, but poor turning, no brakes, hardpoint placement limitations and undersized distributor all hold it back. |
You’ll look awesome no matter where you go. Basking ability is the highest in the game. | Beware Reverberating Cascade Torpedoes, the bane of shield tanks everywhere. |
No need to chase all those peasant ships flying around. Just tank and spank. | |
It’s a really good AX ship based on the amount of defense you can bring to the fight, which makes the process less scary at the beginning. | |
Hardpoint Notes
Size | Number | Notes |
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Huge | 1 | Ventral and centered. |
Large | 2 | Dorsal and slightly laterally displaced. |
Medium | 4 | Two are ventral and slightly laterally displaced. Two are dorsal and very widely displaced atop the engine nacelles, not suitable for fixed weapons. |
Suggested Hardpoint Convergence Groups: 2L, 1H2M (all ventral) |
Role Ratings
AX Combat | Ideal |
AX Support | Doable |
BGS | Doable |
Bulk Trade | Ideal |
Core Mining | Doable |
CZ Combat (PvE) | Viable |
Exploration | Doable |
Jumpship | Doable |
Laser Mining | Viable |
Mats Collector | Doable |
Passenger Boat | Doable |
Powerplay | Ideal |
PvP Combat | Doable |
Racing | Doable as long as there’s no turning. |
Rares Trade | Viable |
Res/CNB Combat (PvE) | Viable |
Search and Rescue | Doable |
Taxi | Inconceivable! |