E:D Black Box
Jump range leads every other stat — then heat profile, canopy visibility, fuel-scoop throughput, and internal room for an AFMU, SRV and DSS. Each ship's number is its fully-built explorer ceiling relative to the field (A-rated SCO FSD, Guardian booster, stripped/lightweight), not stock range. All 20 are grouped by pad class with buy, A-rate and engineering costs, closing with picks for each kind of explorer.
Exploration is the long game: leaving the bubble to scan systems, map bodies, hunt exobiology and bank cartographics. The ship requirements are almost the opposite of combat — you optimise for reach and self-sufficiency, not firepower.
Jump range first, then heat (low heat = safe fuel-scooping and neutron boosting), a clear canopy for honking and landing, and internal room for an AFMU (self-repair), an SRV (planetary work) and the scanners. A big fuel tank turns range into reach.
The 1–100 exploration rating weighs, in order:
The scale is roster-relative and engineered-state. Class is not a handicap in the number — a small explorer and a large one on the same score are not equal in reach; the small one is simply excellent for its class. Compare within a class first.
The cost tables also list an approximate rebuy (~5% of insured value) — what you pay each time the ship is destroyed. It is the number that really governs how boldly you can fly.
This 1–100 rating is a roster-relative, fully-engineered editorial verdict — not a hidden formula. See the shared rating methodology for the full rubric and worked examples.
All 20 explorers on one scale, best to worst. The jump figures are approximate engineered maxima; the per-class breakdowns and costs follow.
| Ship | Class | Max jump | One-line verdict | Rating |
|---|---|---|---|---|
| Mandalay | Medium | ~85 LY | The modern explorer king — range, heat and visibility all at the top. | 96 |
| Anaconda | Large | ~82 LY | The long-haul jump monster — unmatched legs between scoops. | 94 |
| Caspian Explorer | Large | ~77 LY | The luxury large explorer — superb if money is no object. | 94 |
| Krait Phantom | Medium | ~80 LY | The do-everything medium explorer — range, speed and space in one. | 93 |
| Diamondback Explorer | Small | ~75 LY | The cold-running budget range king — huge legs for pocket change. | 88 |
| Asp Explorer | Medium | ~72 LY | The beloved budget benchmark — still the easy first explorer. | 86 |
| Dolphin | Small | ~60 LY | The cosy small tourer — range is fine, the ride is lovely. | 80 |
| Krait Mk II | Medium | ~60 LY | A versatile combat medium that explores genuinely well on the side. | 80 |
| Python | Medium | ~45 LY | A roomy do-anything medium that explores capably, not far. | 75 |
| Diamondback Scout | Small | ~62 LY | A frosty budget scout — outshone by its bigger sibling. | 74 |
| Imperial Courier | Small | ~54 LY | A quick scenic runabout — not a deep-space ship. | 73 |
| Cobra Mk V | Small | ~50 LY | A roomy small-pad hull that carries a full expedition kit. | 72 |
| Cobra Mk III | Small | ~55 LY | A charming budget starter that explores on the side. | 71 |
| Asp Scout | Medium | ~66 LY | The Asp X’s poor cousin — buy the Explorer instead. | 70 |
| Type-6 Transporter | Medium | ~52 LY | A thrifty hauler that moonlights as an explorer. | 68 |
| Orca | Large | ~45 LY | A comfortable touring liner let down by short legs. | 63 |
| Imperial Clipper | Large | ~40 LY | A fast, characterful large held back by a class-5 drive. | 63 |
| Hauler | Small | ~58 LY | The meme budget explorer — real range for nearly free. | 62 |
| Adder | Small | ~56 LY | A humble all-rounder that explores on a shoestring. | 60 |
| Beluga Liner | Large | ~40 LY | A luxury liner pressed into the black — comfort over reach. | 58 |
Read it in bands: 88–96 is a top-tier expedition ship; 72–87 is a genuinely good explorer; 60–71 is a capable budget or starter hull. Note how little class matters here — a 96 medium out-explores most larges, because reach, not bulk, is what counts.
Small explorers are cheap, land anywhere, and several punch far above their price on pure range. They lack the fuel-tank reach of the big hulls, but for Road-to-Riches and bubble-edge exobiology they are perfect — and you’ll never weep over the rebuy.
| Ship | Class | Max jump | Pros & cons for exploration | Rating |
|---|---|---|---|---|
| Diamondback Explorer | Small | ~75 LY | Legendary range-per-credit (~75 LY) and runs ice-coldLands on any pad; tiny rebuyCramped internals and a basic canopy; sluggish boost | 88 |
| Dolphin | Small | ~60 LY | Comfortable, cool, lovely canopy; lands anywhereA genuinely pleasant small tourerModest range (~60 LY) and a fragile hull | 80 |
| Diamondback Scout | Small | ~62 LY | Extremely cool-running, agile and cheapSmall internals; the DBX does everything it does, better | 74 |
| Imperial Courier | Small | ~54 LY | Very fast with a strong shield for a small explorerTiny fuel tank and internals; Imperial rank gate; short legs (~54 LY) | 73 |
| Cobra Mk V | Small | ~50 LY | Nine internals — the most carrying capacity of any small explorerFast, lands at any outpost; no rankHeavier than a Diamondback; modest range (~50 LY) | 72 |
| Cobra Mk III | Small | ~55 LY | Classic cheap multirole; fast, with a decent ~55 LY rangeSmall fuel tank and internals; dated for long expeditions | 71 |
| Hauler | Small | ~58 LY | Absurd range-per-credit when stripped; lands anywhereCosts almost nothing to fly or loseTiny, fragile, zero comfort or internal room | 62 |
| Adder | Small | ~56 LY | Cheap, balanced, with room for a small SRV and decent rangeSlow and very plain | 60 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Diamondback Explorer | 1.9M | ~5.5M | materials · Moderate | ~273k |
| Dolphin | 1.3M | ~4.9M | materials · Moderate | ~244k |
| Diamondback Scout | 564k | ~2.5M | materials · Moderate | ~125k |
| Imperial Courier | 2.5M | ~4.0M | materials · Moderate | ~200k |
| Cobra Mk V | 1.5M | ~6.0M | materials · Moderate | ~300k |
| Cobra Mk III | 350k | ~2.7M | materials · Moderate | ~136k |
| Hauler | 53k | ~1.0M | materials · Moderate | ~50k |
| Adder | 88k | ~1.2M | materials · Moderate | ~62k |
The Diamondback Explorer (88) is the budget range king — ice-cold and ~75 LY for a pittance. The Dolphin (80) trades a little range for a lovely, comfortable ride. Below them the Hauler is the famous near-free range meme. None has the fuel tank for the deepest expeditions, but all are superb close-range scanners.
The medium class owns exploration. A medium pad mounts a top-tier FSD, stays light enough for monster range, runs cool, and docks almost everywhere. If you buy one explorer for life, it is almost certainly a medium.
| Ship | Class | Max jump | Pros & cons for exploration | Rating |
|---|---|---|---|---|
| Mandalay | Medium | ~85 LY | Best-in-class engineered range (~85 LY) with a superb cool-running heat profileGorgeous panoramic canopy, agile, ships with an SCO FSD; cheap hull (~17M)Medium tank only — treat the hull as fragile far from the bubble | 96 |
| Krait Phantom | Medium | ~80 LY | ~80 LY, fast, with an SLF bay and excellent internalsThe most well-rounded medium explorer; no rank gateCosts ~36M; canopy view is good but less open than the Asp | 93 |
| Asp Explorer | Medium | ~72 LY | The classic — iconic wrap-around canopy and a great ~72 LY rangeDirt cheap (~6M); the benchmark explorers are measured againstThin shields/tank; outclassed on range and heat by the Mandalay | 86 |
| Krait Mk II | Medium | ~60 LY | Nine internals carry a full expedition kit with redundancy to spareRe-roles into combat or trade on the same hull; no rankHeavy for its class — out-ranged by the Phantom and Mandalay (~60 LY) | 80 |
| Python | Medium | ~45 LY | Huge internals and capacity for a fully-kitted rigTough hull; no rank gateHeavy class-6 hull — only ~45 LY, well short of the specialists | 75 |
| Asp Scout | Medium | ~66 LY | A cheaper, cool-running Asp siblingWeaker on range, internals and everything else than the Explorer | 70 |
| Type-6 Transporter | Medium | ~52 LY | Cheap and surprisingly long-legged for a cargo hullPaper tank and no expedition frills | 68 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Mandalay | 18M | ~26M | materials · Heavy | ~1.3M |
| Krait Phantom | 37M | ~89M | materials · Heavy | ~4.4M |
| Asp Explorer | 6.7M | ~14M | materials · Heavy | ~719k |
| Krait Mk II | 44.2M | ~56M | materials · Heavy | ~2.8M |
| Python | 55.3M | ~70M | materials · Heavy | ~3.5M |
| Asp Scout | 4.0M | ~6.8M | materials · Heavy | ~339k |
| Type-6 Transporter | 1.0M | ~4.5M | materials · Heavy | ~226k |
The Mandalay (96) is simply the best explorer in the game — range, heat and canopy all at the top, for a ~17M hull. The Krait Phantom (93) is the do-everything alternative with an SLF bay and more internal room. The evergreen Asp Explorer (86) remains the friendliest first explorer at ~6M. Skip the Asp Scout — the Explorer beats it on every axis.
Large explorers exist for one thing: reach. Their enormous fuel tanks let you cross the sparsest regions of the galaxy with the fewest scoops, and their internals swallow every expedition module at once. The price is a large pad, ponderous handling, and a fortune in hull and rebuy.
| Ship | Class | Max jump | Pros & cons for exploration | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~82 LY | The “jumpaconda” — huge range plus a massive fuel tank for the longest single legsCavernous internals for AFMU/SRV/repair; no rank gateLarge pad, ponderous handling, and a heavy rebuy if you bin it | 94 |
| Caspian Explorer | Large | ~77 LY | Purpose-built large explorer — big range, big tank, big comfortGenerous internals for a fully-kitted expedition rigLarge pad; eye-watering ~190M hull | 94 |
| Orca | Large | ~45 LY | Comfortable, good-looking tourer with a clear canopyRoomy internals; no rank gateShort range (~45 LY) and a large pad for what it offers | 63 |
| Imperial Clipper | Large | ~40 LY | Very fast for a large; striking to flyClass-5 drive caps it at ~40 LY; large pad; Imperial rank gate | 63 |
| Beluga Liner | Large | ~40 LY | Vast, comfortable internals; cavernous cabin space950t hull jumps only ~40 LY; large pad and heavy rebuy | 58 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Anaconda | 147M | ~355M | materials · Very heavy | ~18M |
| Caspian Explorer | 195M | ~419M | materials · Very heavy | ~21M |
| Orca | 47.8M | ~55M | materials · Very heavy | ~2.8M |
| Imperial Clipper | 21.1M | ~28M | materials · Very heavy | ~1.4M |
| Beluga Liner | 79.7M | ~95M | materials · Very heavy | ~4.8M |
The Anaconda (94) is the jump monster — the longest legs in the game and no rank gate. The Caspian Explorer (94) is the purpose-built luxury option, superb but ~190M. For most commanders a medium does 95% of the job at a tenth of the cost — the larges earn their keep only on the very longest hauls.
There is no single best explorer — only the best one for how far you go and what you can spend. Pick the description that fits you.
Famous range-per-credit (~75 LY), runs so cool you can neutron-boost safely, and lands on any pad. The smartest first explorer by a mile.
Top range, top heat, a gorgeous canopy and an SCO FSD — the complete modern expedition ship, and cheap for what it delivers.
~80 LY, fast, roomy and SLF-capable — it explores brilliantly and re-roles into trade or combat on the same hull.
The jumpaconda’s vast fuel tank means the fewest scoops crossing the void — the right tool for core runs and rim expeditions, with no rank gate.
Cool, comfortable, lovely to fly and lands anywhere — ideal for Road-to-Riches and relaxed exobiology hops.
That panoramic canopy and a great ~72 LY range for ~6M — the explorer a generation of commanders learned the black on.
An explorer lives or dies on its FSD. The engineering tour is short and shared across every hull here — and far lighter than a combat grind.
| Module | Blueprint (G5) | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (SCO) | Increased Range | Mass Manager (size 5+) / Deep Charge (size 4−) | Felicity Farseer |
| Thrusters | Clean Drive Tuning | Drag Drives | Prof. Palin |
| Power Plant | Low Emissions | Thermal Spread | Hera Tani |
| Life Support / Sensors | Lightweight | — | Felicity Farseer |
| Shield Generator (light) | Enhanced Low Power | — | Lei Cheung |
The only blueprint that truly matters is FSD Increased Range — one engineer (Farseer), one of the first you unlock, and the bulk of your range gain. Everything else is lightweighting to squeeze out a few more light-years. Engineering costs materials, not credits; for explorers the materials tier is Moderate even on the larges, because there are no weapons or hull stacks to roll.
For the best explorer in the game, buy the Mandalay (96). For the deepest expeditions, the Anaconda (94)’s fuel tank rules. For the best value, the Diamondback Explorer (88) delivers huge range for almost nothing — and the Asp Explorer (86) remains the classic everyone should fly at least once.
Figures on this page are verified against the sources below.