E:D Black Box
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.
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.
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.
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.
Four things make the Adder a sensible budget all-rounder:
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.
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 factor | Score | Why this score |
|---|---|---|
| Breadth of internals | 20/30 | 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. |
| Firepower | 8/20 | 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 range | 16/20 | 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 cost | 12/15 | ~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 & handling | 6/15 | 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 total | 62/100 | Matches the headline suitability rating for this ship in this role. |
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.
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.
| Ship | Class | Max cargo (t) | Pros & cons vs Adder | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~110 | Far more of everything; modernPricier | 80 |
| Cobra Mk III | Small | ~64 | Far faster; more cargo and gunsPricier | 72 |
| Cobra Mk IV | Small | ~92 | More cargo and hardpointsPricier | 70 |
| Diamondback Explorer | Small | ~60 | Far better range; cool-runningPricier; less versatile | 68 |
| Imperial Courier | Small | ~40 | Faster; strong shieldsImperial rank; pricier | 66 |
| Adder this | Small | ~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.
| Ship | Class | Max cargo (t) | Pros & cons vs Adder | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 | Capital-like medium versatilityVastly pricier; medium pad | 86 |
| Cobra Mk V | Small | ~110 | The modern small all-rounderPricier | 80 |
| Asp Explorer | Medium | ~128 | Far more capable; medium padFar pricier | 80 |
| Cobra Mk III | Small | ~64 | The classic cheap upgradePricier | 72 |
| Diamondback Explorer | Small | ~60 | Far better explorerPricier | 68 |
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.
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.
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.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | The one medium mount carries the main gun; a gimballed multi-cannon is the easy all-round choice, Overcharged for more damage. |
| Small 1 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Gimballed pulse laser for shield work; Efficient keeps heat and power low on a tiny plant. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Second Efficient pulse pairs with the first for steady, cheap-to-run laser DPS. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | A single shield booster is the cheapest large gain to the small bi-weave; Heavy Duty multiplies its raw MJ. |
| Utility 2 | — | 0I Heat Sink Launcher | G1 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 | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight + Deep Plating | |
| Power Plant | 3E Power Plant | 3A Power Plant | G5 Overcharged + Thermal Spread | Small plant runs everything; Overcharged adds the headroom a couple of guns and a shield need, Thermal Spread bleeds the heat. |
| Thrusters | 3E Thrusters | 3A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives lift the Adder's modest agility — the cheapest fun upgrade on the hull. |
| Frame Shift Drive | 3E Frame Shift Drive | 3A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated then Increased Range is the single best Adder upgrade; Mass Manager stretches jump range further for exploration. |
| Life Support | 1E Life Support | 1D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass on a size-1 slot; Lightweight trims more — life support has no experimental effect. |
| Power Distributor | 2E Power Distributor | 2A Power Distributor | G5 Engine Focused + Super Conduits | A-rate for weapon and boost recharge; Engine Focused favours the boost that makes the light hull lively. |
| Sensors | 3E Sensors | 3D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a generalist needs no sensor range, so save the mass. |
| Fuel Tank | 3C Fuel Tank | 3C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 3 | 3E Cargo Rack | 3C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Largest slot takes a bi-weave shield (3C — the only bi-weave rating at this size) for fast-regen survivability; Reinforced maximises its MJ. |
| Size 3 | 3E Cargo Rack | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (no experimental effect) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Size 1 | — | 1E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 1 | — | 1E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Open in planner / Export | ||||
| Open in Coriolis | open | open | open | One-click open at coriolis.io. |
| Open in EDSY | open | open | open | One-click open at edsy.org. |
| Copy SLEF | Copies the raw Ship Loadout Export Format for that state. | |||
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.
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.
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.)
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.
Light engineering only — the Adder rarely warrants more. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote application if you bother.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (3) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (3) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin |
| Power Plant (3) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (2) | Engine Focused (G5) | Super Conduits | The Dweller |
| Multi-Cannon | Overcharged (G5) | Corrosive Shell | Tod McQuinn |
| Pulse Lasers | Efficient (G5) | Phasing Sequence | Broo Tarquin |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bi-Weave Shield (3) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Life Support / Sensors | Lightweight (G5) | — | Etienne Dorn |
| Bulkheads | Lightweight (G5) | Deep Plating | Selene Jean |
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.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Max cargo (t) | ~20 | ~28 | ~30 |
| Hull (armour) | ~108 | ~108 | ~280 |
| Combat capability | weak | weak | weak |
| Max jump (LY) | ~28 | ~38 | ~47 |
| Speed (boost) | 321 m/s | 321 m/s | ~350 m/s |
| Versatility | broad (modest) | broad | broad (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.
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.
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.
Figures on this page are verified against the sources below.