Ships and Equipment: Difference between revisions

Current answers. Practical procedures. Reliable reference.
Jump to navigation Jump to search
Drop bullet separator in Related articles call -- tiles now handle spacing via CSS
Remove obsolete manual article eyebrow parameter
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Article status|status=Draft|mode=Both}}
{{Article header|deck=Ships, modules, weapons, outfitting, and the equipment used to build a vessel for the job.
}}


Index for ship and module articles — see [[:Category:Ships]] and [[:Category:Modules]].
'''Ships and Equipment''' covers the vessels Commanders fly and the modules, weapons, utilities, and support equipment used to outfit them.


{{Draft warning}}
Choose what you need below.
No individual ship or module articles exist yet. No specifications are stated on this page, deliberately — see [[Elite Dangerous Field Manual:Editorial Policy]] on not inventing gameplay facts.


{{Related articles|[[Engineering]] [[Game Reference]] [[:Category:Comparisons]]}}
== Ships ==
 
Browse the complete '''[[Ships]]''' directory for every Commander-piloted starship, organized by landing-pad size.
 
{{Related articles
|label=Ships
|[[Ships]]
|[[Ship Comparison]]
|[[Ship-Launched Craft]]
|[[Surface Recon Vehicles]]
|[[Fleet Carriers]]
}}
 
== Outfitting ==
 
'''[[Outfitting]]''' covers how ship modules are installed, replaced, stored, and organized.
 
For the current structured module directory, see '''[[Ship Modules]]'''.
 
Use this section when you need to understand:
 
* module slots and sizes;
* module classes and ratings;
* power requirements;
* module priorities;
* stored modules;
* outfitting restrictions; and
* how a ship's modules work together as a build.
 
{{Related articles
|label=Outfitting
|[[Outfitting]]
|[[Ship Modules]]
|[[Core Internal Modules]]
|[[Optional Internal Modules]]
|[[Utility Mounts]]
}}
 
== Weapons ==
 
See '''[[Ship Weapons]]''' for hardpoint-mounted weapons and their characteristics.
 
{{Related articles
|label=Weapons
|[[Ship Weapons]]
|[[Kinetic Weapons]]
|[[Thermal Weapons]]
|[[Explosive Weapons]]
|[[Experimental Weapons]]
}}
 
== Building a ship ==
 
A ship's hull only determines the starting platform. Its actual capabilities depend heavily on its modules and Engineering.
 
For build planning, see:
 
* [[Ship Builds]]
* [[Outfitting]]
* [[Engineering]]
* [[Engineering Blueprints]]
 
{{Field note|The most expensive ship is not automatically the best ship for a particular activity. Landing-pad size, internal compartments, hardpoints, handling, jump capability, module compatibility, and the intended build can matter more than hull price.}}
 
== Other vessels ==
 
Some player-operated vehicles are not conventional starships:
 
* [[Ship-Launched Fighters]]
* [[Nomad]]
* [[Surface Recon Vehicles]]
* [[Fleet Carriers]]
 
These are documented separately because their acquisition and operation differ from normal ships.
 
{{Related articles
|[[Ships]]
|[[Outfitting]]
|[[Ship Modules]]
|[[Ship Weapons]]
|[[Engineering]]
}}

Latest revision as of 21:23, 24 August 2026

EDFM // Ships & Equipment

Ships, modules, weapons, outfitting, and the equipment used to build a vessel for the job.

Ships and Equipment covers the vessels Commanders fly and the modules, weapons, utilities, and support equipment used to outfit them.

Choose what you need below.

Ships

Browse the complete Ships directory for every Commander-piloted starship, organized by landing-pad size.

Outfitting

Outfitting covers how ship modules are installed, replaced, stored, and organized.

For the current structured module directory, see Ship Modules.

Use this section when you need to understand:

  • module slots and sizes;
  • module classes and ratings;
  • power requirements;
  • module priorities;
  • stored modules;
  • outfitting restrictions; and
  • how a ship's modules work together as a build.

Weapons

See Ship Weapons for hardpoint-mounted weapons and their characteristics.

Building a ship

A ship's hull only determines the starting platform. Its actual capabilities depend heavily on its modules and Engineering.

For build planning, see:

Field note

The most expensive ship is not automatically the best ship for a particular activity. Landing-pad size, internal compartments, hardpoints, handling, jump capability, module compatibility, and the intended build can matter more than hull price.

Other vessels

Some player-operated vehicles are not conventional starships:

These are documented separately because their acquisition and operation differ from normal ships.