Best Ships by Role // Multipurpose

MultipurposeShip Comparison

Series Ships Updated 2026-07-01
Briefing

All 22 all-rounders ranked — one hull you can re-fit instead of five specialists

Every do-everything hull judged for multipurpose use and scored on one 1–100 scale. The rating measures all-round versatility — balance of firepower, internal capacity, range and flexibility — not peak performance in any single role. Ships are grouped by pad class, costs are broken down from hull to A-rated to engineered, and the guide closes with picks for every budget.

22
Ships compared
88
Ceiling — Anaconda
44
Floor — Dolphin
3
Pad classes — S / M / L
01

The Multipurpose Role

A multipurpose ship is the answer to “I don’t want to own and engineer five specialists.” It is a single hull, balanced enough to be re-fitted for whatever tonight’s play is — and good enough at each that you rarely feel the compromise.

What makes an all-rounder

Balance, not peaks. Enough hardpoints to win a fair fight, enough optional internals to haul or fit mining tools, enough jump range to roam, and a hull whose modules you’re happy to re-fit often. A specialist beats it at any one job — but the all-rounder beats owning five specialists.

02

How These Ships Are Scored

The 1–100 multipurpose rating weighs balance across, in rough order:

The column shows max cargo only as a convenient proxy for internal capacity — do not read it as the verdict. A ship rates highly here for doing several things well, so a lower-cargo hull with great range and guns can out-rank a bigger hold. Compare within a class first.

88
Anacondathe ceiling
84
Krait Phantombest medium
80
Cobra Mk Vbest small
82
Corsairmodern medium
44
Dolphinthe floor

The three cost figures

The rebuy column

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.

How the scores are built

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.

03

The Full Multipurpose Ladder

All 22 all-rounders on one scale, best to worst. The cargo column is a rough capacity proxy, not the ranking — these ships are judged on balance. Per-class breakdowns and costs follow.

ShipClassMax cargoOne-line verdictRating
AnacondaLarge470 tThe ultimate do-everything hull — a fleet in a single ship.88
PythonMedium294 tThe timeless jack-of-all-trades — the original do-it-all.86
Krait PhantomMedium190 tThe best medium all-rounder — versatility without compromise.84
Krait Mk IIMedium230 tThe combat-leaning all-rounder — the Phantom with bigger guns.84
CorsairMedium318 tThe modern medium all-rounder — a fresh take on the Python’s job.82
Imperial CutterLarge794 tThe apex capital all-rounder — best shields, near-800 t hold and real guns in one hull.82
Cobra Mk VSmall110 tThe best small all-rounder — punches far above its class.80
Asp ExplorerMedium130 tThe explorer that does a bit of everything — range-first flexibility.80
Federal CorvetteLarge618 tThe warship that moonlights — a fortress that hauls and mines between fights.78
Imperial ClipperLarge250 tThe fast, cheap large all-rounder — quick and roomy, gated only by Imperial rank.73
Cobra Mk IIISmall64 tThe legendary budget multirole — where many careers begin.72
Caspian ExplorerLarge434 tVast internals and capital range — a peaceful flagship that cannot mount a single gun.66
Imperial CourierSmall92 tA fast, shielded light dabbler — a bit of everything, all small-scale.66
Type-11 ProspectorMedium288 tDeep-internals flex hauler with a limpet and fighter bay — mining-locked guns cap the fight.64
Type-8 TransporterMedium406 tThe biggest medium-pad hold — a deep-holed hauler that only dabbles at everything else.58
Beluga LinerLarge370 tBroad internals and stacked shields on a big liner — out-gunned and out-jumped as an all-rounder.44
DolphinSmall88 tCheap, cool-running and land-anywhere — but two small guns cap every job at small scale.44
Panther Clipper Mk IILarge1,048 tThe deepest hold in the game — an elite super-freighter, a poor generalist.44
Type-10 DefenderLarge530 tThe toughest hull and most gun mounts in the game — glacial and short-legged as a generalist.44
Type-6 TransporterMedium110 tThe cheapest, lightest medium multirole — a budget dabbler at everything.44
Type-7 TransporterLarge310 tDeep, cheap, rank-free internals — a slow large hauler with self-defence guns.44
Type-9 HeavyLarge790 tA deep-holed value barge — huge cargo, but the slowest, softest hull in the field.44

Read it in bands: 84–88 is a top-tier do-everything hull; 78–83 is an excellent all-rounder; 62–77 is a capable budget or starter pick. The scores cluster tightly — multipurpose is a deep, competitive field, and several hulls a point apart simply lean toward different jobs.

04

Small-Pad Multipurpose

Small all-rounders are the budget commander’s best friend — cheap, agile, land anywhere, and modern enough (in the Cobra Mk V’s case) to embarrass ships several classes larger. They cap out on internals, but for mixed light work they’re a joy and a rebuy you’ll never fear.

ShipClassMax cargoPros & cons for multipurposeRating
Cobra Mk VSmall110 tAn outstanding small all-rounder — fast, flexible, and lands anywhereModern hull with a great balance of guns, internals and rangeSmall-ship internals cap how much it can haul or tank80
Cobra Mk IIISmall64 tThe iconic budget all-rounder — fast, cheap, and game for anythingSmall internals and a thin tank by modern standards72
Imperial CourierSmall92 tBlistering speed and superb shields for a small hullCheap, agile, and lands at any outpostClass-3 internals keep every role small-scale; Imperial rank to buy66
DolphinSmall88 tThe cheapest, coolest-running small hull — lands at any outpost and re-fits for penniesOnly two Small guns and size-5 internals cap every role at small scaleLight shields and a class-4 FSD limit its tank and reach44

What each small hull costs

ShipHullA-rated fitTo engineer~Rebuy
Cobra Mk V2.0M~5.4Mmaterials · Moderate~268k
Cobra Mk III350k~3.0Mmaterials · Moderate~152k
Imperial Courier2.5M~8Mmaterials · Moderate~400k
Dolphin1.12M~7Mmaterials · Moderate~350k
Small-pad takeaway

The Cobra Mk V (80) is the standout — a modern small hull with a remarkable balance of guns, internals and range that punches into medium territory. The classic Cobra Mk III (72) remains the iconic budget multirole, and the Imperial Courier (66) trades cargo for blistering speed and shields.

05

Medium-Pad Multipurpose

The medium class is the natural home of the all-rounder. A medium balances real firepower, generous internals and good range while still docking almost everywhere — which is why the genre’s most beloved ships, the Krait pair and the Python, all live here.

ShipClassMax cargoPros & cons for multipurposeRating
PythonMedium294 tThe classic jack-of-all-trades — tanky, roomy, and lands on a medium padStrong enough hardpoints to fight, enough internals to trade or mineSlow and a little dated; out-ranged by the Phantom86
Krait PhantomMedium190 tThe best medium all-rounder — great range, good internals, an SLF bayFast, roomy and equally happy fighting, hauling or exploringLighter weapons than a dedicated combat medium84
Krait Mk IIMedium230 tMore firepower than the Phantom, with the same roomy frame and an SLF bayA superb combat-leaning all-rounderShorter range and heavier than its Phantom sibling84
CorsairMedium318 tA modern medium with a strong, balanced spread of hardpoints and internalsQuick and capable across combat, hauling and roamingNewer hull; less proven than the Krait/Python pair82
Asp ExplorerMedium130 tFamous range and a panoramic canopy, with enough internals and guns to dabbleCheap, beloved, and endlessly flexibleWeak shields and modest firepower limit the combat side80
Type-11 ProspectorMedium288 tDeep internals with a limpet bay and fighter bay — genuine mining plus ~288 t haulingFour hardpoints are mining-only — weapons cap at self-defence, no large gunA size-5 FSD and premium ~66M hull cap its range and value64
Type-8 TransporterMedium406 tThe biggest medium-pad hold (~406 t) across nine optional internals1M·5S guns on a weak class-4 distributor — strictly self-defenceA class-5 FSD dragging 400 t rules out exploration58
Type-6 TransporterMedium110 tThe cheapest, lightest medium multirole — a fair jump for under a million creditsTwo Small guns, size-5 internals and a ~90 MJ shield keep every job small-scale44

What each medium hull costs

ShipHullA-rated fitTo engineer~Rebuy
Python57M~113Mmaterials · Heavy~5.6M
Krait Phantom37M~91Mmaterials · Heavy~4.5M
Krait Mk II46M~101Mmaterials · Heavy~5.1M
Corsair79M~151Mmaterials · Heavy~7.6M
Asp Explorer6.7M~13Mmaterials · Heavy~641k
Type-11 Prospector66M~90Mmaterials · Heavy~4.5M
Type-8 Transporter34.8M~48Mmaterials · Heavy~2.4M
Type-6 Transporter867k~4Mmaterials · Heavy~200k
Medium-pad takeaway

The Krait Phantom (84) is the best medium all-rounder — range, room and an SLF bay. The Python (86) is the timeless tanky default, the Krait Mk II (84) the combat-leaning sibling, and the Corsair (82) a strong modern entry. The Asp X (80) leans toward range and exploration.

06

Large-Pad Multipurpose

The Anaconda is the one true large all-rounder — the biggest do-everything hull in the game. The rest of the large field leans to hauling: freighters and liners with deep holds but self-defence-only guns and short legs. A large pad and a heavy rebuy are the price of internals and hardpoints that let a single ship trade like a freighter, fight like a cruiser and roam like an explorer.

ShipClassMax cargoPros & cons for multipurposeRating
AnacondaLarge470 tCavernous internals, strong hardpoints and huge range — it does everything, at scaleNo rank gate; the closest thing to a one-ship fleetLarge pad, ponderous, and a heavy rebuy for casual use88
Imperial CutterLarge794 tThe strongest shields in the game over a near-800 t hold and real firepower — trades, fights and mines at the top endBoosts past 320 m/s despite its size, with no permit neededModest jump range rules out exploration — the one role it can’t doLarge pad, a heavy rebuy, and a long Imperial Duke grind to unlock82
Federal CorvetteLarge618 tApex tank and firepower — two huge guns on a fortress hullEleven internals haul ~618 t or mine a ring between fightsShort jump range, large pad, and a long Federal rank grind78
Imperial ClipperLarge250 tThe fastest large ship — quick, roomy and handsome for the priceNine optional slots on only a modest Imperial Baron rankFour hardpoints, no military slot and ~250 t cargo trail the generalists73
Caspian ExplorerLarge434 tThe deepest internals in the game (14 optional slots) and a class-8 FSD for ~78 LY rangeZero weapon hardpoints — it cannot mount a single gun~189M hull and large-pad-only access for a generalist that cannot fight66
Beluga LinerLarge370 tTwelve optional internals and a full shield-booster stack over a big liner hullFive Medium guns and no large mount cap it at self-defenceWorst-in-class ~18 LY laden jump and a large-pad-only lock44
Panther Clipper Mk IILarge1,048 tThe deepest hold in the game (~1,048 t) with room for any role’s kitSelf-defence-only guns and the slowest large-hull handlingThe highest price in the game and a ~20 LY engineered jump44
Type-10 DefenderLarge530 tThe game’s toughest hull and its most gun mounts (nine hardpoints)Feeble shields, glacial handling and a ~16–20 LY jumpLarge-pad-only — it can only fight and haul, slowly44
Type-7 TransporterLarge310 tDeep, cheap, rank-free internals (~310 t) — the cheapest large hullFour small self-defence guns and a short class-5 jumpSlow large-pad hull, out-held by the medium Type-844
Type-9 HeavyLarge790 tThe biggest non-Cutter hold (~790 t) on eleven optional internalsSelf-defence-only guns and a size-6 FSD dragging 850 tLarge-pad-only, and the slowest, softest hull in the field44

What each large hull costs

ShipHullA-rated fitTo engineer~Rebuy
Anaconda147M~354Mmaterials · Very heavy~18M
Imperial Cutter200M~225Mmaterials · Very heavy~11.25M
Federal Corvette183M~210Mmaterials · Very heavy~10.5M
Imperial Clipper21M~32Mmaterials · Very heavy~1.6M
Caspian Explorer189M~215Mmaterials · Very heavy~10.75M
Beluga Liner79.7M~110Mmaterials · Very heavy~5.5M
Panther Clipper Mk II287M~320Mmaterials · Very heavy~16M
Type-10 Defender125M~150Mmaterials · Very heavy~7.5M
Type-7 Transporter16.8M~24Mmaterials · Very heavy~1.2M
Type-9 Heavy72M~95Mmaterials · Very heavy~4.75M
Large-pad takeaway

The Anaconda (88) is the ultimate all-rounder — cavernous internals, strong guns and huge range in one hull, with no rank gate. It is genuinely a fleet in a single ship; the only catches are the large pad, the ponderous handling and a rebuy that makes casual losses sting.

07

Recommendations By Commander

The best all-rounder depends on your budget and which way you want it to lean. Pick the description that fits you.

Brand-new · one cheap ship for everything
Cobra Mk III 72 · ~3M all-in

Fast, cheap and game for any job — the legendary starter that taught generations of commanders to fly. Outgrow it slowly; it stays useful for ages.

Also: the Cobra Mk V the moment you can afford it.
Best small ship, no compromises
Cobra Mk V 80 · ~20M all-in

A modern small hull with medium-class balance — guns, internals and range in a package that lands anywhere and costs almost nothing to lose.

Also: the Krait Phantom when you want to step up to a medium.
One medium hull for life
Krait Phantom 84 · ~55M all-in

The best all-rounder most commanders will ever need — great range, roomy internals, an SLF bay, and equally happy fighting, hauling or exploring.

Also: the Krait Mk II if you want more guns; the Python if you want more tank.
Wants it to lean toward combat
Krait Mk II 84 · ~70M all-in

The Phantom’s frame with heavier hardpoints and an SLF bay — an all-rounder that wins fights and still hauls and roams when asked.

Also: the Python for a tankier, slower combat-trader.
A fleet in a single hull
Anaconda 88 · ~290M all-in

Trades like a freighter, fights like a cruiser, roams like an explorer — the one ship that genuinely does it all at scale, with no rank gate.

Also: the Krait Phantom for 90% of the flexibility at a fifth of the cost.
08

Cost & Engineering Reality

The all-rounder’s engineering challenge is breadth: you engineer the core modules once, then keep a stock of role modules (cargo racks, mining tools, extra shields) to bolt on as needed. The core tour is shared across every hull here.

Engineer the core, swap the rest

The beauty of an all-rounder is that the engineered core (FSD, power plant, thrusters, distributor, shield) serves every role — you only swap the cheap, often-unengineered role modules on top. Engineering costs materials, not credits; the materials tier is Moderate for the smalls, Heavy for the mediums, and Very heavy for a fully-rolled Anaconda. Because engineered modules move between your own ships, the work compounds across a fleet.

Two practical notes

09

Field Notes & Verdict

Verdict

For the ultimate one-ship fleet, the Anaconda (88) does everything at scale. For the best all-rounder most commanders will ever need, the medium Krait Phantom (84) is the sweet spot — with the Python (86) and Krait Mk II (84) within a hair on different leans. On a budget, the Cobra Mk V (80) is the finest small all-rounder ever made.

10

Sources

Figures on this page are verified against the sources below.

EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/
InaraShip database — side-by-side size, hardpoint, and internal comparison behind the all-rounder ranking.inara.cz/elite/ships
ED Wiki — CareersThe mixed combat / trade / exploration roles an all-rounder must cover.elite-dangerous.fandom.com/wiki/Careers
ED Wiki — ShipsCross-hull comparison of size, hardpoints, and internals behind the ranking.elite-dangerous.fandom.com/wiki/Ships