Ship Dossier // Zorgon Peterson

AdderMultipurpose

Series Ships Updated 2026-06-25
Briefing

The budget all-rounder — versatile for almost nothing

Zorgon Peterson's pocket generalist turns its hand to hauling, light combat, exploration and mining on a single near-free hull. It ranks at the lower end on outright capability and is cramped and slow, but for ~41k credits it lets a new commander try every role without risking a thing.

Adder
Adder · Zorgon Peterson
62/100
1M · 2S
Hardpoints
~30 t
Max cargo
~47 LY
Max jump
321 m/s
Boost speed
~41k Cr
Hull price
Rating methodology

This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.

01

Role & Overview

The Adder is Zorgon Peterson's pocket-sized generalist: a cheap, light little hull that hauls modest cargo, fights off a weak threat, explores respectably for its size, and even dabbles in mining — all for around 41k credits. It excels at nothing, but its breadth-at-a-tiny-price makes it a sensible step up from a starter ship into doing-a-bit-of-everything.

It's cramped, slow and lightly built, with a tiny hold and modest guns — the bigger all-rounders outclass it utterly. But for a new commander who wants one near-free hull that can try every activity, or a cheap flexible runabout for odd jobs, the Adder delivers. It's the budget jack-of-all-trades: master of none, but willing to attempt them all without costing a thing.

Where this hull shines

Near-free budget versatility: a first do-everything ship to try hauling, light combat, exploration and mining cheaply, and a flexible runabout for odd jobs on any budget.

02

Key Stats & What Makes It Versatile

Max cargo
~30 t
Hardpoints
1M · 2S
Top speed / boost
221 / 321 m/s
Utility mounts
2
Optional internals
3·3·2·2·1·1·1
Max jump
~47 LY (as explorer)
Pad
Small (lands anywhere)
Hull cost
~41k Cr
Rank
None
Permit
None

Four things make the Adder a sensible budget all-rounder:

The ceiling, stated honestly

It's tiny and slow, with a minuscule hold, weak guns, light shields and just two utilities — it does nothing beyond modestly, and every other all-rounder outclasses it. The Adder's case is pure breadth at rock-bottom cost; it's a starter and a cheap runabout, not a capable ship by any higher standard.

03

Why This Rating

Scorecard

A near-free, rank-free ~41k hull with seven optional internals and ~47 LY range buys genuine do-everything breadth, capped by ~30t cargo, 1M+2S weak guns and a slow 321 m/s boost.

The 62/100 headline is a verdict against the multipurpose role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.

Role factorScoreWhy this score
Breadth of internals20/30
Seven optional internals (3·3·2·2·1·1·1) plus 2 utility mounts let one hull carry a small hold, a 3C bi-weave, scoop, scanner or SRV and re-role to any activity; broad coverage, but every slot is size 3 or smaller so each role is fitted only modestly.
Firepower8/20
Just 1 medium + 2 small hardpoints and 2 utilities; combat rates weak across all three states. Enough to swat a single low threat, but the Cobra Mk III/IV/V carry far more gun for not much more credits.
Jump range16/20
Light hull reaches ~47 LY fully fitted (~28 stock, ~38 A-rated) — a strong figure for a 41k ship and its best objective stat, trailing only dedicated small explorers like the DBX (~60t cargo, 68) in this field.
Flexibility & re-fit cost12/15
~41k Cr hull, no rank or permit, trivial rebuy, ~3.5M all-in fully fitted, and a small pad that lands at any outpost; tiny optionals swap in minutes to sample any role at near-zero risk — its defining strength.
Survivability & handling6/15
Only a 3C bi-weave plus one 0A booster for shields, a light build, and a slow 221/321 m/s top/boost; lightly armed and lightly armoured, it survives only weak threats and handles sluggishly until thrusters are tuned.
Weighted total62/100
Matches the headline suitability rating for this ship in this role.
How to read it

Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.

04

How It Compares

Both tables rate ships for multipurpose use — versatility across combat, trade, exploration and more. The role column is the maximum cargo capacity in tonnes as one measure of capacity; versatility is judged across all roles.

Same class — small all-rounders

ShipClassMax cargo (t)Pros & cons vs AdderRating
Cobra Mk VSmall~110Far more of everything; modernPricier80
Cobra Mk IIISmall~64Far faster; more cargo and gunsPricier72
Cobra Mk IVSmall~92More cargo and hardpointsPricier70
Diamondback ExplorerSmall~60Far better range; cool-runningPricier; less versatile68
Imperial CourierSmall~40Faster; strong shieldsImperial rank; pricier66
Adder thisSmall~30— this hull (baseline)62

Among small all-rounders the Adder is the cheapest and least capable — every rival does more for more money. Its niche is the absolute rock-bottom price: a near-free hull to try a bit of everything before upgrading to a Cobra or a specialist.

Other classes — what you graduate to

ShipClassMax cargo (t)Pros & cons vs AdderRating
PythonMedium~294Capital-like medium versatilityVastly pricier; medium pad86
Cobra Mk VSmall~110The modern small all-rounderPricier80
Asp ExplorerMedium~128Far more capable; medium padFar pricier80
Cobra Mk IIISmall~64The classic cheap upgradePricier72
Diamondback ExplorerSmall~60Far better explorerPricier68

The Adder is rung one of the all-rounder ladder. The natural upgrade is a Cobra Mk III for not much more, then the mediums. Its job is to let a brand-new commander try a bit of everything at zero risk, then hand off.

05

Cost & Access

Hull
~41k Cr
A-rated multirole
~800k Cr
Engineered
~3.5M Cr
Pad
Small
Rank
None
Permit
None

At ~41k Cr the Adder is almost free, with no rank gate and a trivial rebuy, and a full multirole fit stays around 3.5M Cr all-in — a versatile little hull for pocket change.

It's a pure starter pick. For not much more a Cobra Mk III does everything better; the Adder makes sense only as a near-free first do-everything ship or a cheap throwaway runabout.

Versatility for nothing

A do-a-bit-of-everything hull for around 3.5M Cr all-in (and a 41k hull) — the cheapest way to try every role before committing.

06

3-State Loadout

A cheap balanced multirole fit. Initial is buy-only; A-rated is the multirole baseline; Engineered is optional on so cheap a hull but sharpens it if you wish.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellThe one medium mount carries the main gun; a gimballed multi-cannon is the easy all-round choice, Overcharged for more damage.
Small 11G Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceGimballed pulse laser for shield work; Efficient keeps heat and power low on a tiny plant.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceSecond Efficient pulse pairs with the first for steady, cheap-to-run laser DPS.
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsA single shield booster is the cheapest large gain to the small bi-weave; Heavy Duty multiplies its raw MJ.
Utility 20I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets.
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Lightweight + Deep Plating
Power Plant3E Power Plant3A Power PlantG5 Overcharged + Thermal SpreadSmall plant runs everything; Overcharged adds the headroom a couple of guns and a shield need, Thermal Spread bleeds the heat.
Thrusters3E Thrusters3A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives lift the Adder's modest agility — the cheapest fun upgrade on the hull.
Frame Shift Drive3E Frame Shift Drive3A Frame Shift DriveG5 Increased Range + Mass ManagerA-rated then Increased Range is the single best Adder upgrade; Mass Manager stretches jump range further for exploration.
Life Support1E Life Support1D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass on a size-1 slot; Lightweight trims more — life support has no experimental effect.
Power Distributor2E Power Distributor2A Power DistributorG5 Engine Focused + Super ConduitsA-rate for weapon and boost recharge; Engine Focused favours the boost that makes the light hull lively.
Sensors3E Sensors3D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; a generalist needs no sensor range, so save the mass.
Fuel Tank3C Fuel Tank3C Fuel Tank(No blueprint available)Stock C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 33E Cargo Rack3C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapLargest slot takes a bi-weave shield (3C — the only bi-weave rating at this size) for fast-regen survivability; Reinforced maximises its MJ.
Size 33E Cargo Rack3E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 11I Detailed Surface ScannerG5 Expanded Probe Scanning Radius (no experimental effect)Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data.
Size 11E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 11E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Open in planner / Export
Open in CoriolisopenopenopenOne-click open at coriolis.io.
Open in EDSYopenopenopenOne-click open at edsy.org.
Copy SLEFCopies the raw Ship Loadout Export Format for that state.
A little of everything, cheaply

The Adder's tiny internals fit modest guns, a small hold, a shield and a scoop or SRV — re-tune to try any role. It does each only modestly, but it lands anywhere and costs nothing, which is the whole point.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~41k Cr). The buy-only state fits only the stock Lightweight Alloy bulkhead, the stock E-rated core internals and a pair of size-3 cargo racks — the hardpoints, both utilities and the shield are left empty until you can A-rate.

A-rate the cores first, then add the guns, a bi-weave shield and role optionals (surface scanner, more cargo, fuel scoop, SRV) to try each role.

Don't over-invest — upgrade to a Cobra Mk III when you've found your favourite activities.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a cheap all-rounder:

Leave the bulkhead on stock Lightweight Alloy — a generalist lives on jump range and agility, not hull, so the lightest armour is the right one. (Save Military Grade for a dedicated combat hull.)

Don't over-invest

The Adder is a stepping-stone — A-rate the basics cheaply, try every role, then move up to a Cobra; heavy engineering on a 41k hull isn't worth it.

09

Engineering Plan

Light engineering only — the Adder rarely warrants more. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote application if you bother.

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (3)Increased Range (G5)Mass ManagerFelicity Farseer
Thrusters (3)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin
Power Plant (3)Overcharged (G5)Thermal SpreadHera Tani
Power Distributor (2)Engine Focused (G5)Super ConduitsThe Dweller
Multi-CannonOvercharged (G5)Corrosive ShellTod McQuinn
Pulse LasersEfficient (G5)Phasing SequenceBroo Tarquin
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
Bi-Weave Shield (3)Reinforced (G5)Hi-CapLei Cheung
Life Support / SensorsLightweight (G5)Etienne Dorn
BulkheadsLightweight (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

Negligible — tiny modules, rarely worth engineering on a starter. Spend nothing you'd regret; upgrade to a Cobra instead. Ask for exact per-blueprint counts if you do bother.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Max cargo (t)~20~28~30
Hull (armour)~108~108~280
Combat capabilityweakweakweak
Max jump (LY)~28~38~47
Speed (boost)321 m/s321 m/s~350 m/s
Versatilitybroad (modest)broadbroad (modest)

Initial and A-rated both ride the stock Lightweight Alloy hull (~108); only the Engineered state spends on it, with G5 Heavy Duty + Deep Plating roughly doubling effective armour to ~280 at near-zero mass cost. Even so the Adder does a little of everything modestly — ~30t cargo, weak guns, ~47 LY range — for almost nothing. Every other all-rounder beats it, but none lets a new commander try every role at zero risk. The tiny, near-free jack-of-all-trades.

11

Key Activities & Where To Do Them

Getting started
  • A first do-everything ship. Try hauling, light combat, exploration and mining at zero risk.
  • Cheap odd jobs. A flexible runabout for missions and errands on any budget.
  • Learning the game. A near-free hull to discover which activities you enjoy.
Advanced
  • Risk-free experimentation. Its trivial rebuy means trying anything costs nothing.
  • Re-role in minutes. Swap tiny optionals to sample each activity.
  • Throwaway flexibility. Cheap enough to keep around for whatever comes up.
Generic example uses

Whatever you want to try — a little hauling, a few bounties, a short hop, a mining dabble. From your home base, the Adder samples everything for next to nothing.

12

Field Notes — What Else To Know

Verdict

The Adder is the tiny jack-of-all-trades: a near-free little hull that hauls, fights, explores and mines a bit, lands anywhere, and risks nothing. Every other all-rounder outclasses it utterly — but none lets a new commander try every role for pocket change. As a first do-everything ship and a cheap flexible runabout, the humble Adder earns its place.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/adder
Elite Dangerous (official)Frontier's official Adder ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../adder
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/adder.json
InaraAdder shipyard page — hull stats, module sellers, tech brokers, and material traders.inara.cz/elite/ship/15
FandomAdder lore, manufacturer, and role overview backing the dossier write-up.elite-dangerous.fandom.com/wiki/Adder
YouTube — TheYamiksOpinionated review of the Adder, covering the budget Zorgon Peterson all-rounder's character, handling and value over the Sidewinder.youtube.com/watch?v=S9VPQh7mlcA