- 11m Cr
- Heavily engineered
- 851 m/s boost
- 45.54 ly
Pilots Trade Network Elite: Dangerous
Overview: This heavily-engineered Courier build is all about speed: it’s quick to get you where you’re going, and quick to get out of danger. It’ll easily outrun any NPC vessel, but thanks to its great base shields (the best of any small ship) it can take a few hits if needed too. This is a great ship for running a variety of surface missions or hopping from settlement to settlement for on-foot activities.
Strategy: Use its 825m/s boost to get quickly in and out of mass lock, and to escape pursuers or angry settlement guns. If escaping a hostile settlement, put 4 pips to SYS and two to ENG and boost horizontally as low as possible, aiming to put terrain between you and the settlement. The missile launcher or SRV can be used to take out scavengers but don’t get into a fight with anything with anti-ship capabilities!
Outfitting: The SRV bay can be removed to further increase speed to 851 m/s (boost).
The Imperial Courier requires the Imperial Navy rank of Master!
Overview: The Clipper is beautiful, agile and fast, and its exceptional supercruise handling and large cargo capacity make it perfect for instance-resetting to farm High Grade Emissions sources. Plus it has a decent jump range.
Use: Stock up on limpets, then go HGE hunting for Manufactured materials.
Engineering: The level of engineering linked is for those who want to really eke out every inch of performance, but it’ll work just fine with no or limited engineering. Focus on the FSD and drives – you won’t be seeing any combat. For the FSD, use the Community Goal reward pre-engineered FSD if you can (purchased from Human tech brokers) and add Mass Manager to it.
The Imperial Clipper requires the Imperial Navy rank of Baron!
Overview: This Anaconda loadout is minimalistic but features the longest single jump range in the game. Ideal to reach a far away spot in the fewest jumps possible. This build is the result of minimizing weight and maximizing jump range at the cost of everything else! Note: uses the limited availability pre-engineered 6A FSD awarded by the Colonia Bridge Community Goal, which is not presently available to purchase in-game. A regular 6A FSD will give 83.91 ly range when engineered with Increased Range and Mass Manager.
Alternatives: for a slightly less memey, more usable build that sacrifices a little jump range for the ability to boost, minor shielding and a longer fuel range, see below.
Overview: A more realistic jumpconda with some mod cons: the ability to boost (…barely), shields, assists, a DSS and a larger fuel tank. Useful as a bubble taxi or as a starter template for exploration. This build does not include the CG reward FSD but can be used with one for a nice jump range boost, if you have it.
Outfitting: Consider using the full 5C fuel tank if going into the unknown.
Overview: Specially tuned for the precise requirements of Robigo Mines tourist missions. The FSD can be replaced with an Engineered FSD V1, purchased from Human Tech Brokers with a small handful engineering materials, which doesn’t require any Engineer unlocks and costs less than engineering an FSD from scratch. Amount of passenger cabins: 48 busineess + 48 economy class.
Alternatives: For the Robigo route to be viable you need at least a 30ly jump range. The only alternative to engineering is using a Guardian FSD Booster.
Overview: This Beluga brings a lot of cabins to evacuate people from burning stations. The vast amount of heatsinks will allow the CMDR to keep a cool head while maneuvering in and out and the shield generator will protect the ship from debree. Helping to evacuate people from stations is a good way to gain reputation with the imperial or federal navy and to up your ranks in their lines (depending on the faction controlling the station). With each trip you will manage to fit 168 people into the seats in your outfitted economy class. Without upgrading the Jump range you might as well consider using another ship for flying over and having the EVACULUGA transfered over to a nearby functional station.
Burning stations are the result of thargoids’ or factions’ attacks and as such are not available at all times. GalNet articles will mention them in their report about events in our galaxy. Inara will list them as well.
Alternatives: Upgrading the FSD and Thrusters to A grade and possibly engineering them is a good option but not needed. There are enough heatsinks to get yourself through the mailslot witout haste.
Overview: Type-10 Defender specifically for use with AFK Massacre Farming. This version is unengineered.
Overview: Type-10 Defender specifically for use with AFK Massacre Farming. This version uses the recommended engineering.
Engineering: You don’t need a lot of engineering to be successful. This build will be more than sufficient 95% of the time, and you’re extremely unlikely to encounter any rebuys. If you don’t have the guardian modules listed, no problem – just use Hull Reinforcement Packages instead of Shield Reinforcements, and a regular power plant with enough engineering to power everything in the build.
Note: Pips should be set to 3−0−3 before deploying your hardpoints.
Overview: Type-10 Defender specifically for use with AFK Massacre Farming. This version uses the maximum possible engineering. Complete overkill, but if you want the best… this is it.
Note: Pips should be set to 3−0−3 before deploying your hardpoints.