Ship Dossier // Faulcon DeLacy

AnacondaMultipurpose

Series Ships Updated 2026-06-25
Briefing

The best all-rounder large hull — unmatched in sheer capability and flexibility

Nothing else fights, explores, hauls and mines at this level in one airframe. Vast internals, eight utility mounts, a huge jump range and no rank gate make it the ultimate single-ship fleet — switchable between roles by swapping modules at a station.

Anaconda
Anaconda · Faulcon DeLacy
88/100
1H 3L 2M 2S
Hardpoints
~470 t
Max cargo
~78 LY
Max jump range
~142M Cr
Hull price
Large
Pad size
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

If you could own only one ship, a strong case says make it an Anaconda. The same hull mounts a battleship's weapons (a huge hardpoint, three large, and more), explores to the galaxy's edge at ~78 LY, hauls ~470 tonnes of cargo, or mines a rich ring — and switches between those roles by swapping modules at a station. Vast internals, eight utility mounts and a class-5 military slot give it the room to be excellent at any of them.

Its great virtues are capability and accessibility: it does everything a capital ship can, and unlike the navy flagships it needs no rank — anyone with the credits can fly one. The costs are the large pad, ponderous handling, and the price of outfitting it well for multiple roles. But as a single hull that genuinely replaces a fleet — warship, explorer, freighter, miner — the Anaconda is unmatched.

Where this hull shines

Being your whole fleet in one ship: switching between combat, deep-space exploration, bulk trading and mining as the week demands, and any commander who wants maximum capability from a single versatile capital hull.

02

Key Stats & What Makes It Versatile

Max cargo
~470 t
Max jump
~78 LY (as explorer)
Hardpoints
1H · 3L · 2M · 2S
Utility mounts
8
Optional internals
7·6·6·6·5·5·5·4·4·4·2·1
Military slots
1 (class 5)
Pad
Large
Crew seats
4
Rank
None
Permit
None

Four things make the Anaconda the ultimate all-rounder:

The ceiling, stated honestly

It's a large pad (no outposts), slow and ponderous, and outfitting it well for several roles costs a great deal. Specialists beat it at the extremes — a Cutter out-shields and out-hauls it, a Mandalay out-jumps it, a Corvette out-fights it. The Anaconda's case is doing all of those things very well in one hull; it's the best generalist, not the best at any single thing.

03

Why This Rating

Scorecard

It tops the ladder by doing every job at capital scale in one rank-free hull, but stays top-tier rather than apex — specialists out-fight, out-haul and out-jump it, and the large pad and very-heavy cost weigh on flexibility.

The 88/100 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 internals30/30
Twelve optional internals (7·6·6·6·5·5·5·4·4·4·2·1), a military slot and eight utility mounts — no other multipurpose hull carries this much room, feeding ~470 t of cargo or any role's full kit.
Firepower19/20
Eight hardpoints (1×Huge 3×Large 2×Medium 2×Small) fed by a class-8 distributor — a genuine warship battery; only a dedicated Corvette out-fights it.
Jump range19/20
~78 LY engineered as an explorer — capital reach few hulls match; only the lighter Mandalay out-jumps it, and without the cargo or guns.
Flexibility & re-fit cost10/15
No rank or permit gate and free module swaps at any station, but ~200M+ Cr to outfit and a very heavy materials bill make re-roling the costliest in the field.
Survivability & handling10/15
Engineered shields past ~1,600 MJ over stacked hull reinforcement — a heavy tank for any job — offset by slow, ponderous handling and a large pad that locks out outposts.
Weighted total88/100
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 — large all-rounders

ShipClassMax cargo (t)Pros & cons vs AnacondaRating
Anaconda thisLarge~470— this hull (baseline)88
Imperial CutterLarge~794More cargo and shields; fasterImperial rank; shorter range; less rounded82
Federal CorvetteLarge~618Far better combat; tankyFederal rank; poor jump range78
Imperial ClipperLarge~250Far faster; cheaperImperial rank; less capable all-round73

Among large all-rounders the Anaconda is the most balanced and the only rank-free one. The Cutter and Corvette beat it in trading and combat respectively, but each is more specialised and rank-gated. For a do-everything large hull anyone can buy, the Anaconda leads.

Other classes — the versatile mediums

ShipClassMax cargo (t)Pros & cons vs AnacondaRating
PythonMedium~294Medium pad; cheaper; very roundedLess of everything; shorter range86
Krait Mk IIMedium~230Medium pad; SLF; cheaperLess cargo and range84
Krait PhantomMedium~190Medium pad; great range; cheaperLess cargo and firepower84
CorsairMedium~318Medium pad; modern; roundedLess capacity and range82
Asp ExplorerMedium~128Cheap; medium pad; great viewFar less capability80

The versatile mediums are cheaper and land more flexibly, and do most of what the Anaconda does at smaller scale. The Anaconda's edge is capital-scale capability in every role at once — the more you want to do everything to the maximum, the more it justifies the large pad and price.

05

Cost & Access

Hull
~142M Cr
A-rated multirole
~165M Cr
Engineered
~200M+ Cr
Pad
Large
Rank
None
Permit
None

At ~142M Cr the Anaconda is a major purchase, but its versatility spreads the cost across roles: one engineered hull is your warship, explorer, freighter and miner, so it effectively replaces several ships.

Outfitting it well for multiple roles — and keeping module sets to swap between them — pushes the practical investment past 200M Cr. But for a commander who wants one capital hull to do everything, that's cheaper than buying and engineering four specialists.

One ship, a whole fleet

Around 200M Cr makes the Anaconda your warship, explorer, freighter and miner in one — cheaper and simpler than four engineered specialists.

06

3-State Loadout

A balanced multirole fit — real firepower, strong shields, cargo room and good range, ready to re-tune for any role. Initial is buy-only; A-rated is the multirole baseline; Engineered makes it excellent across the board.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Huge 14A Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellThe single huge mount carries the build's alpha; Corrosive Shell strips armour resistance for the whole battery.
Large 13C Beam Laser (Gimballed)G5 Efficient + Thermal VentGimballed beam for shield-stripping; Thermal Vent keeps it cold under sustained fire.
Large 23C Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderLarge multi-cannon for sustained kinetic DPS; Auto Loader removes reloads.
Large 33E Pulse Laser (Gimballed)G5 Efficient + Thermal VentLarge pulse adds efficient laser damage; Efficient + Thermal Vent runs it cool.
Medium 12F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderMedium multi-cannon fills the kinetic battery; Auto Loader keeps it firing.
Medium 22F Pulse Laser (Gimballed)G5 Efficient + Thermal VentMedium pulse rounds out the laser side; cheap on power and heat.
Small 11G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSmall multi-cannon adds chip damage; Auto Loader keeps it topped up.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Thermal VentSmall pulse fills the last hardpoint; swap freely when re-roling.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst shield-booster; Heavy Duty multiplies the bi-weave's raw MJ.
Utility 20A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster — the cheapest large gain in shield strength.
Utility 30A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsThird Heavy-Duty booster before utilities turn to defence.
Utility 40I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 50I 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.
Utility 60I Point DefenceG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant8E Power Plant8A Power PlantG5 Overcharged + Thermal SpreadPowers eight guns, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters7E Thrusters7A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives recover agility on a 400t capital hull.
Frame Shift Drive6E Frame Shift Drive6A Frame Shift DriveG5 Increased Range + Mass ManagerA-rated with Increased Range and Mass Manager — the all-rounder needs the jump for explorer and trade roles.
Life Support5E Life Support5A Life SupportG5 Lightweight (no experimental effect)A-rated for endurance; Lightweight trims mass — life support has no experimental effect.
Power Distributor8E Power Distributor8A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate this early — guns plus boost drain the class-8 distributor; Charge Enhanced + Super Conduits keep WEP and ENG full.
Sensors8E Sensors8D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; multirole needs no sensor range, so save the mass for jump.
Fuel Tank5C Fuel Tank5C Fuel Tank(No blueprint available)Stock 5C tank; fuel capacity is fixed and cannot be engineered.
Military Slots
Military 15D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement in the military slot is the cheapest large multiplier on effective armour.
Optional Internals
Size 77E Shield Generator7C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more — the survivable all-round choice.
Size 66E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 66E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 66A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 55D Hull ReinforcementG5 Heavy Duty + Deep PlatingHull reinforcement caps at size 5, so a 5D HRP fully fills this slot for max effective armour.
Size 55E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 55E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 44D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement (a 4D HRP) where the slot allows; armour stacks linearly.
Size 44E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 44A AFMUG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights.
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.
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.
Built to re-tune

This is one balanced configuration; the Anaconda's strength is swapping module sets at a station — strip the guns and HRPs for a fuel scoop, SRV and cargo to explore; fill with cargo racks to haul; add a mining suite to mine. Keep role-specific module sets in storage and switch as the week demands.

07

Initial Loadout — Buy-Only Plan

Buy the hull and fit the buy-only baseline: E-rated core internals (8E power plant, 7E thrusters, 6E FSD, 5E life support, 8E distributor, 8E sensors), a 5C fuel tank, a stock 7E shield generator and three 0A shield boosters.

The hull ships with stock Lightweight Alloy bulkheads — leave them on at this stage. Heavier plating is a station purchase that comes with the A-rate pass, not now.

Leave the hardpoints, cargo racks, hull reinforcement and military slot empty for now — A-rating the core internals comes first, since they serve every role.

Build role-specific module sets (explorer, hauler, miner) in storage to swap in as needed.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for an all-rounder:

A-rate the cores, then specialise

The Anaconda's core internals power every role — A-rate them first, fit Military Grade bulkheads, then build and store role-specific module sets to swap between warship, explorer, hauler and miner.

09

Engineering Plan

The house all-rounder engineering pattern — mobility, range, shields and weapons all covered. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.

ModuleBlueprintExperimentalEngineer
Power Plant (8)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (7)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Frame Shift Drive (6)Increased Range (G5)Mass ManagerFelicity Farseer
Bi-Weave Shield (7)Reinforced (G5)Hi-CapLei Cheung
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam & Pulse LasersEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (8)Charge Enhanced (G5)Super ConduitsThe Dweller
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

Moderate-to-high — it's a capital hull engineered across combat, mobility and defence, so it touches many blueprints; but each module is engineered once and reused across roles. With a complete inventory this is spend, not farm. Ask for exact per-blueprint counts if needed.

10

Key Stat Upgrades

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

StatInitialA-ratedEngineered
BulkheadsLightweightMil. GradeMil. Grade HD
Armour (HP)~950~2,200~5,000+
Max jump (LY)~42~58~78
Max cargo (t)~300~420~470
Shield (MJ)~600~900~1,600+
Versatilitysupremesupremesupreme

Military Grade Composite with Heavy Duty G5 and Deep Plating, stacked on three hull reinforcements, takes effective armour past ~5,000 — the Anaconda fights like a battleship, jumps ~78 LY, hauls ~470t and mines a rich ring, all in one hull, switchable at a station. Specialists edge it at the extremes, but nothing matches its all-round capital capability. The definitive single-ship fleet.

11

Key Activities & Where To Do Them

Getting started
  • One ship for everything. Combat, exploration, trade and mining in a single hull, re-tuned as needed.
  • Capital exploration. ~78 LY and vast internals for long, self-sufficient expeditions.
  • Bulk hauling or mining. ~470t of cargo, or a full mining suite, when the credits call.
Advanced
  • Endgame flagship. A capital hull that needs no rank and does it all — a natural centrepiece of a fleet.
  • Carrier companion. Pairs with a fleet carrier as an all-purpose deep-space workhorse.
  • Combat from a battleship. Strong firepower and shields make it a capable warship when wanted.
Generic example uses

Whatever the week demands — a bounty session, a deep-space expedition, a trade loop, a mining run. From your home base, one Anaconda covers them all.

12

Field Notes — What Else To Know

Verdict

The Anaconda is the do-everything capital: battleship, long-range explorer, bulk hauler and miner in one rank-free hull, switchable by swapping modules. Specialists beat it at the extremes, but nothing matches its all-round capital capability or replaces a fleet so completely. If you want one big ship to do it all, the Anaconda is the answer — and has been for a decade.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/anaconda
Elite Dangerous (official)Frontier's official Anaconda ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../anaconda
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/anaconda.json
InaraAnaconda shipyard page — hull stats, module sellers, tech brokers, and material traders.inara.cz/elite/ship/70
FandomAnaconda lore, manufacturer, and role overview backing the dossier write-up.elite-dangerous.fandom.com/wiki/Anaconda
YouTube — Ricardos GamingReview of the Anaconda as a large multipurpose hull, weighing its capabilities, versatility, and whether the investment pays off.youtube.com/watch?v=BdTnshu3o7c