Ships are used to traverse space. As with previous Elite games, there will be a variety of designs.

There will be 25 different playable ships in addition to some non-playable ones at launch, with each manufacturer having its own unique style. Some will have variant versions, and each will have a huge range of different equipment levels, so they could be equipped as freighters, attack ships, explorers, etc.

Current Playable Ships

Model Type Price (CR) Initial Cargo Max Cargo
(No shields)
Jump Range**
(~Light Years)
Speed
[Boost]
Sidewinder Mk. I Light Multipurpose 32,000* 4 10 7.56 220 [320]
Eagle Mk. II Light Fighter 44,800 2 14 8.47 250 [350]
Zorgon Peterson Hauler Light Freighter 52,720 8 22 10.46 200 [300]
Viper Mk. III Heavy Fighter 142,931 4 22 6.92 309 [386]
Cobra Mk. III Mid-range Multipurpose 279,718 18 60 10.46 280 [400]
Lakon Type 6 Mid-range Freighter 1,045,945 50 112 12.39 220 [350]
Asp Explorer Heavy Multipurpose 6,661,153 70 192 13.2

254 [345]

Lakon Type-9 Heavy Heavy Freighter 76,555,842 220 532 17.722 130 [200]
Anaconda Super-Heavy Multipurpose 146,969,451 114 468 19.555 180 [240]
Imperial Clipper Super-Heavy Multipurpose 22,295,860 42 184 8.25
Federal Dropship Super-Heavy Multipurpose 37,814,205 56 164

*Note the sidewinder is available for free via insurance.
**Empty, stripped of weapons, full fuel.
Values in bold italics indicate best in category.

Considerations
  • The in-shipyard prices are modified by the value of your current ship and supply/demand. It is not the true value of the ship. Generate costs from the insurance.
  • Note that prices will vary greatly between star ports and are modified by the resell value of your current ship, Lakons and Anacondas in particular undergo a significant markup, expect to pay up to double the values in the table. The above prices are the based of the insurance values which are currently the only way to find the true value of a ship.
  • Beta 2.04: The ship (and modules!) you sell, is sold at 90% it's value (you lose 10%).
    • As your modules are sold at 90% value when buying a new ship, sell/swap your modules to cheaper ones, if possible, in the outfitting, as you get 100% the price there, so in the end the 10% you lose, will be from a less expensive module (I would expect this to be fixed to a 10% loss as well at some stage. Would make sense, so buyer beware).
  • Given you know the value of your current ship (use the table above) you can then calculate the real price of the rest of the ships the current shipyard offers. Just add 90% of the base value of the ship you are in to the price listed (this assumes your current ship is standard fitted only - else add 90% value of modules as well)
Upcoming Ships

Available Outfitting on Ships

All ships are highly customizable through outfitting. Each outfit slot has a maximum class that can be put into that slot. This only lists what type of outfit slots are available for each ship, their exact content has to be put on some other page. For example: Internal housing can contain cargo space, where class 1 = 2t, class 2 = 4t, class 3 = 8t, class 4 = 16t... But Internal housing can also contain shield capacitors, scanners, etc. Apart from classes, outfits also have a quality rating A-H, and other characteristics such as energy drain, armor piercing, etc.

Max class for each outfit slot in table below (more info on respective ship page):

Sidewinder Eagle Hauler Viper Cobra Type-6 Asp Explorer Type-9 Heavy Imperial Clipper Federal Dropship Anaconda
Small Hardpoints 2 2 1 2 2 2 4 2 0 0 2
Medium Hardpoints 0 1 0 2 2 0 2 3 2 4 2
Large Hardpoints 0 0 0 0 0 0 0 0 2 1 3
Huge Hardpoint 0 0 0 0 0 0 0 0 0 0 1

Utility Mounts

2 2 2 2 2 3 4 4 4 4 8
Bulkheads (Max Class) 8 8 8 8 8 8 8 8 8 8 8
Reactor Bay (Max Class) 2 2 2 3 4 3 5 6 6 ? 8
Thrusters Mounting (Max Class) 2 3 2 3 4 4 5 7 6 ? 7
Frame Shift Drive Housing (Max Class) 2 3 2 3 4 4 5 6 5 ? 6
 Environment    Control    (Max Class) 1 1 1 2 3 2 4 5 5 ? 5

Power  Coupling (Max Class)

1 2 1 3 3 3 4 6 6 ? 8
Sensor Suite (Max Class) 1 2 1 3 3 2 5 4 5 ? 8
Fuel Store (Max Class) 1 2 1 2 4 4 5 6 4 4 5
Internal Compartments 3 C2

1 C3

1 C2

1 C1

2 C3

1 C2

1 C1

2 C3

1 C2

1 C1

3 C4

3 C2

2 C5

2 C4

1 C3

2 C2

2 C6

1 C5

3 C3

2 C2

1 C8

1 C7

1 C6

1 C5

2 C4

2 C3

1 C2

2 C6

2 C4

2 C3

2 C2

1 C2

2 C3

1 C4

2 C5

1 C6

1 C7

3 C6

3 C5

3 C4

1 C2

Faction Ships

Frontier are developing a family of ships for the navies of each faction in the game. Example:

The fleet-class ships that are available to the game’s major factions follow a hierarchy.[1]

Cruisers (Battle cruisers, Battleships, Interdictors)

Long range, independent ships that are capable of controlling entire systems. Heavily armed and capable of deploying large fighter squadrons. The capital ships already shown are an example of this class. In the Empire they are usually known as “Interdictors” – named after the first successful class of cruisers. Currently the most common and most successful is the Majestic class – generally referred to as a “Majestic class Interdictor”. As ships that can also carry out ambassadorial missions they can be used for ‘soft’ power projection, as well as hard.

Frigates

These are large ships designed for escort duties. The actual vessels vary greatly between navies, but are all designed to engage multiple small, fast enemies (typically fighters and missile swarms) and are loaded with point defense batteries. They will also have some anti-ship capability, but are not designed to go up against other warships.

Destroyers

These are anti-warship vessels, but are generally no longer used in the front line, though some are still in service.

Carriers

Designed for the deployment of fighter squadrons. Obsolete in the fleets of the major factions due to the popularity of Cruisers, but small navies still make use of them and some have even been converted into transporters.

Transporters (Couriers)

Armored warships designed specifically for transporting valuable assets and cargo quickly and safely.

Corvettes (Cutters)

Light multi-role warships, capable of recon, incursions and escort missions. These small warships are also popular with smaller factions, organizations and even wealthy individuals due to their adaptability. The Imperial Cutter is a lighter and faster Corvette-class ship, which players will be able to get their hands on in the final game (assuming they can make the right contacts).

Fighters

Small short-range craft that generally cannot operate independently due to having no jump capability. Their main roles include the defense of stations and the large warships that they are deployed from. Commercial fighters are typically jump-capable and are therefore much more flexible than their faction-specific counterparts.

Drones

Small automated ships that have largely been phased out due to the existence of effective counter-measures.

References

  1. ↑ Newsletter #7