E:D Black Box
One of the all-time great explorers: superb panoramic visibility, a class-5 FSD that engineers past 60 LY with a Guardian booster, and eight optional internals that fit every survival and science module simultaneously. Sits a few points below the Mandalay, Anaconda and Krait Phantom on raw jump range alone — not on fitness for the job.
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 Asp Explorer is Lakon's purpose-built deep-space hull and, for the better part of a decade, the community's default recommendation for a first serious explorer. Its signature is the cockpit — an enormous wrap-around canopy that makes scanning, fuel-scooping and just looking at the galaxy a pleasure no other ship in its bracket matches.
Functionally it does everything an expedition needs on a medium pad: a class-5 FSD that engineers into the 60-plus light-year range with a Guardian booster, enough optional internals for a fuel scoop, AFMU, Detailed Surface Scanner, SRV hangar and a light shield, and good heat behaviour for close fuel scooping. The consensus today places it just behind the Mandalay (more range, lighter) and the Anaconda (more range, far more module room) — but the Asp remains the sweet spot of cost, comfort and capability.
Long-range expeditions, exobiology tours, Detailed-Surface-Scanner mapping for credits, and road-to-riches first-discovery runs. Its canopy and heat profile make it especially pleasant for hands-on scooping and planetary approaches.
Four things make the Asp a genuine explorer rather than a multirole that tolerates exploration:
The Mandalay is lighter and jumps further for less mass; the Anaconda carries more and reaches further still; the Krait Phantom matches the Asp's range with a sleeker profile. The Asp is beaten on the single stat of maximum range — but it gives up almost nothing in practical expedition capability, and it's cheaper and comfier than all three.
An all-round explorer led by glorious class-leading canopy and eight-slot internals, held off a top score only because its ~62 LY engineered range trails the Mandalay, Anaconda and Krait Phantom.
The 86/100 headline is a verdict against the exploration 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 |
|---|---|---|
| Engineered jump range | 26/35 | Class-5 SCO FSD with Increased Range + Guardian booster reaches ~62 LY laden / ~68 unladen — strong but clearly behind the field leaders: Mandalay ~85, Anaconda ~78, Krait Phantom ~75, Caspian ~80. The single stat where it is beaten. |
| Heat profile | 13/15 | Cool-running with a 5D Low Emissions power plant and Clean Drive thrusters; manageable heat for close fuel scooping and neutron supercharging. Beaten only by the dedicated cool hulls (Dolphin, DBX). |
| Fuel tank & reach | 9/10 | Fixed FT5 tank feeds long legs, and the size-6 slot mounts a 6A fuel scoop for fast refuelling, so practical reach between stations is wide. Reach is scoop-limited, not tank-limited, and the class-6 scoop is generous. |
| Canopy & visibility | 10/10 | Panoramic wrap-around canopy is the widest field of view in its class and class-leading across the whole role field — the signature advantage for scanning, scooping and planetary approaches. |
| Internals | 19/20 | Eight optional internals (6·5·3·3·3·2·2·1) fit fuel scoop, two AFMUs, DSS, SRV hangar, bi-weave shield and repair limpet simultaneously — you never trade survival kit for science kit, a blend few mediums match. |
| Comfort & cost | 9/10 | 6.1M Cr hull with no permit, rank or engineer gate, buyable at most shipyards; cheaper than the Mandalay, Phantom and Anaconda while the canopy and cool running make it genuinely comfortable for multi-week expeditions. |
| Weighted total | 86/100 | 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 the exploration role specifically. The role column is engineered maximum jump range — the number that decides how far each hop takes you.
| Ship | Class | Max jump (LY) | Pros & cons vs Asp Explorer | Rating |
|---|---|---|---|---|
| Mandalay | Medium | ~85 | Lightest modern explorer; the longest jumps in class; built-in SCOPricier; smaller canopy feel than the Asp | 96 |
| Krait Phantom | Medium | ~75 | Sleek, four optionals, strong range, no shield-strut blind spotsNo SRV-and-everything room without trade-offs | 93 |
| Asp Explorer this | Medium | ~62 | — this hull (baseline) | 86 |
| Krait Mk II | Medium | ~58 | Tanky, can fight on the way out, SLF bayHeavier; shorter range than the dedicated explorers | 80 |
| Python | Medium | ~45 | Huge internals; can haul exploration and cargoHeavy; mediocre range; large mass-lock | 75 |
| Diamondback Scout | Small | ~55 | Cool-running and cheap; tidy little scoutTiny internals; no SRV-plus-everything room | 74 |
| Asp Scout | Medium | ~52 | Cheaper Asp variant; same canopy lineageSmaller internals & weaker FSD than the Explorer | 70 |
Among mediums the Mandalay and Krait Phantom now out-jump the Asp, and a Krait Mk II trades range for the ability to fight on the way out. But none beat the Asp on the blend of cost, canopy comfort and 'fits everything' internal room — which is exactly why it stayed the default recommendation for so long.
| Ship | Class | Max jump (LY) | Why you'd move (or not) | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~78 | Legendary range and the most module room of any explorerLarge pad; slow; pricey; ponderous on planets | 94 |
| Caspian Explorer | Large | ~80 | Purpose-built modern long-haul explorerLarge pad; newest-hull cost & access | 94 |
| Diamondback Explorer | Small | ~65 | Budget legend — superb range & heat for the price; lands anywhereCramped internals; spartan canopy | 88 |
| Dolphin | Small | ~58 | Coolest-running hull in the game; sips fuel; small padLight internals; really a passenger hull moonlighting | 80 |
| Imperial Courier | Small | ~55 | Very fast, small pad, tidy range for a tiny hullImperial rank; minimal internals | 73 |
| Cobra Mk V | Small | ~48 | Modern small hull; SCO drive; flexibleBuilt for combat/flex, not range | 72 |
| Cobra Mk III | Small | ~50 | Classic cheap do-anything explorer; lands anywhereDated; modest range & internals | 71 |
| Type-6 Transporter | Medium | ~48 | Cheap, light, surprising range; big internals for trade-exploreNo shield room without sacrifice; utilitarian | 68 |
| Imperial Clipper | Large | ~45 | Very fast cruiser that can explore in styleLarge pad; range trails the dedicated explorers | 63 |
| Orca | Large | ~42 | Fast, comfortable, stylish tourerLarge pad; passenger hull at heart | 63 |
| Hauler | Small | ~50 | Absurd range-per-credit; the budget shoestring explorerOne real internal; no comfort or science kit | 62 |
| Adder | Small | ~47 | Cheap, lands anywhere, decent budget rangeTiny; spartan; slow | 60 |
The genuine upgrades are the Anaconda and Caspian (more range and far more room, at the cost of a large pad and slower handling) and, at the budget end, the Diamondback Explorer (nearly the Asp's range for a fraction of the cost, with small-pad access). Everything else here is a sidegrade or a budget option — the Asp remains the comfortable middle of the field.
The Asp Explorer is a credits-only purchase at most High-Tech and Industrial shipyards — no permit, rank or engineer gate, and no expansion requirement (it predates Odyssey). At roughly 6.1M Cr for the hull it sits in the affordable-but-meaningful bracket: cheap enough to be a sensible first 'real' explorer, expensive enough that you'll want to outfit it properly.
Use Inara's nearest-shipyard search to find stock near your base. The exploration fit — A-rated FSD, Guardian booster, fuel scoop, scanners — is where the real money goes (section 08).
Hull ~6M; a full A-rated exploration fit adds roughly 10–20M Cr depending on FSD grade and whether you fit the Guardian FSD Booster (unlocked, not bought). Engineering on top costs materials, not credits.
The whole exploration build on one screen. Initial is a jump-capable starter; A-Rated is the best buy-only expedition fit; Engineered is the long-range end state — almost entirely about range and weight, with one engineer doing most of the work. Plans and costs follow in the sections below.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | 0I Heat Sink Launcher | 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. |
| Utility 2 | 0D Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One light booster cheaply multiplies the bi-weave's raw MJ for safer landings; Heavy Duty + Super Capacitors is the biggest gain per tonne. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 5D Power Plant | 5D Power Plant | G5 Low Emissions + Thermal Spread | 5D keeps mass down — with no guns to feed, output is not the limit; Low Emissions cuts heat and draw, Thermal Spread bleeds more. |
| Thrusters | 5D Thrusters | 5D Thrusters | G5 Clean Drive Tuning + Drag Drives | 5D thrusters; Clean Drive Tuning runs cool for safe planetary work, Drag Drives adds boost speed to climb out of gravity wells. |
| Frame Shift Drive | 5A Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | The whole build — a 5A SCO drive for maximum range and fast in-system travel; Increased Range + Mass Manager is the single biggest roll in exploration. |
| Life Support | 4D Life Support | 4D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 4D Power Distributor | 4D Power Distributor | G5 Engine Focused + Cluster Capacitors | 4D is plenty without weapons; Engine Focused + Cluster Capacitors gives engine-capacitor headroom for repeated boosts on landing approaches — optional. |
| Sensors | 5D Sensors | 5D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; exploration needs no sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock 5C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 5A Fuel Scoop | 6A Fuel Scoop | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars. |
| Size 5 | 5D Shield Generator | 4C Bi-Weave Shield Generator | G5 Enhanced Low Power + Lo-Draw | A light size-4 bi-weave under-fills this slot for a fast-regenerating landing buffer; Enhanced Low Power + Lo-Draw keeps its draw minimal (bi-weaves are C-rated only). |
| Size 3 | 3H Guardian FSD Booster | 3H Guardian FSD Booster | (No blueprint available) | The Guardian FSD Booster — a flat jump-range gain unlocked at a Guardian site, not bought; non-negotiable and not engineerable. |
| Size 3 | 2H Planetary Vehicle Hangar | 2H Planetary Vehicle Hangar | (No blueprint available) | A light size-2 SRV hangar (1 bay) for exobiology and Guardian-site runs; under-fills the size-3 slot and carries no blueprint. |
| Size 3 | 3E AFMU | 3A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 2 | 1I Detailed Surface Scanner | 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 2 | — | 2A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 1 | — | 1E Repair Limpet Controller | (No blueprint available) | A cheap repair limpet controller for hull repairs the AFMU cannot reach; optional and not engineerable. |
| 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 Guardian FSD Booster (a flat range gain, unlocked at a Guardian site) and the fuel scoop (so you never strand) are non-negotiable. Everything else is comfort and survival kit you tune to taste.
Goal: get into deep space cheaply but safely. Fit a 5A SCO Frame Shift Drive first — range is the whole point, and the SCO drive speeds in-system travel. Add a class-5 fuel scoop so you never strand, a Detailed Surface Scanner for mapping income, and an SRV hangar for planetary exobiology.
Strip weight everywhere else: D-rated power plant, thrusters, sensors and life support keep mass down and range up. The hull rides on its stock Lightweight Alloy bulkhead — already the lightest option, so there's nothing to buy there. A light shield generator and one heat sink cover the two ways explorers die — a botched planetary landing and an overheated fuel scoop. The two smallest optional slots stay empty for now — the second AFMU and repair-limpet controller come with the A-rated pass. This buy-only starter runs roughly 8–12M Cr on top of the hull and is genuinely expedition-ready.
To reach the best buy-only range and safety before engineering, upgrade in this order:
Roughly 12–20M Cr all-in depending on FSD and scoop grade. The Guardian FSD Booster is the highest-impact item and costs materials, not credits — unlock it before you leave the bubble.
Exploration engineering is short and almost entirely about range and weight — the FSD roll carries most of the value, though the full plan touches several engineers:
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (5) | Clean Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (5) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Life Support (4) | Lightweight (G5) | — | Etienne Dorn |
| Sensors (5) | Lightweight (G5) | — | Bill Turner / Juri Ishmaak |
| Shield Generator (4) | Enhanced Low Power (G5) | Lo-Draw | Lei Cheung |
| Shield Booster (0) | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Power Distributor (4) | Engine Focused (G5) | Cluster Capacitors | The Dweller |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Light overall — heavy on encoded data for the FSD and a little raw for thrusters and lightweight rolls. Felicity Farseer handles the FSD — the bulk of the value; the remaining lightweight and cooling rolls spread across a handful of engineers.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Laden jump range | ~38 LY | ~50 LY | ~62+ LY |
| Unladen jump | ~42 LY | ~55 LY | ~68+ LY |
| Fuel scoop rate | Moderate | Fast | Fast |
| Effective hull | ~400 | ~400 | ~600 (light + resist) |
| Heat (scooping) | Cool | Cool | Cool |
| Module repair | 1 AFMU | 2 AFMU | 2 AFMU |
The number you'll feel is laden jump range: from ~38 LY raw to ~62+ LY engineered with the Guardian booster. That's the difference between a slow plod and reaching distant nebulae in an evening — the FSD roll is where almost all the value lives. The engineered effective-hull bump comes from a Lightweight Armour G5 pass on the stock alloy bulkhead: it sheds a touch more mass while adding the kinetic/thermal/explosive resistance that turns a hard planetary touchdown from fatal into survivable.
The Asp's canopy and cool running make it the hull people actually enjoy living in for weeks of exploration. If you plan long trips, that comfort is a real, if unquantifiable, advantage over a slightly longer-jumping but more cramped rival.
The Asp Explorer is the explorer the community recommends when someone asks for their first real deep-space ship, and it's still a top pick years later. 86/100 — out-jumped now by the Mandalay, Anaconda and Krait Phantom, but unmatched on the blend of range, that glorious canopy, full science-and-survival module room, and a price that doesn't sting. Fit the FSD and Guardian booster, point it at the black, and go.
Figures on this page are verified against the sources below.