E:D Black Box
A competent budget miner that mounts the full mining toolkit and reaches distant hotspots its long FSD makes trivial. But its cargo room is modest and its defence is thin — it carries far less ore than a Type-8 and can't trade blows with pirates the way a Python can. A fine first miner; outgrown the moment you can afford a dedicated hull.
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 a deep-space hull first and a miner second, but the two overlap more than you'd think. Its two medium and four small hardpoints fit a complete mining toolkit — lasers, a seismic charge launcher, an abrasion blaster, sub-surface missiles — and its long, easily-engineered FSD means the remote painite or void-opal hotspot that everyone else has to grind toward is one or two jumps away for you.
Where it falls down is everything after the rocks crack. Its optional internals top out at one class-6 and one class-5 slot, so once you've fitted a refinery, limpet controllers, a scanner and a light shield there isn't much room left for ore — a practical hold around 70t, a fraction of a Type-8 or a capital miner. Its shield is modest and there's little space to harden it, so a determined pirate is a real threat rather than a nuisance. The Asp mines well enough to learn the loop and bankroll a better hull; it isn't where a serious miner stays.
A first miner, or a second job for an explorer's spare hull: laser and core mining at distant or out-of-the-way hotspots where its jump range saves the long haul out, and any session where you value getting there over how much you bring back.
Three things make the Asp a serviceable miner — and one thing holds it back:
The Asp carries roughly a quarter of what a capital miner or a stripped Type-8 hauls per trip, and its thin shield means it can't shrug off a pirate interdiction the way a Python can. It mines competently and cheaply; it does not out-haul or out-fight a purpose-built miner. The 64 rating reflects exactly that — a capable budget option, not a contender.
A cheap, long-legged medium-pad miner that mounts the full toolkit but hauls only ~72t of ore behind a thin ~450 MJ shield, capping it at 64.
The 64/100 headline is a verdict against the mining 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 |
|---|---|---|
| Effective ore capacity | 17/35 | Practical ore hold lands at ~72t engineered (~128t max) because the optionals top out at one size-6 and one size-5, shared with refinery, limpets, scanner and shield; that is a fraction of a Type-8's ~406t or a Python's ~294t, though it still out-holds a Type-6 (~108t) and Keelback (~98t). |
| Tool & slot fit | 20/25 | Two medium plus four small hardpoints seat the complete suite — two mining lasers, a 2B seismic charge launcher, abrasion blaster, sub-surface missile and a defensive multi-cannon — and the 6/5/3/3/3/2/2/1 internals fit refinery, two collector controllers, prospector and PWA, with 4 utility mounts to spare; it mounts everything, just lacks Mk II exclusives. |
| Survivability | 7/15 | A 140 MJ base shield rises only to ~450 MJ engineered with a size-5 bi-weave plus one Heavy-Duty booster — enough to bump a rock, not trade blows with a pirate; escape relies on Dirty Drive boost rather than tanking, a clear weakness versus a Python or Cutter. |
| Pad class & access | 12/15 | Medium pad clears most stations with no rank and no permit gate, beating the large-pad Cutter, Type-9, Type-11 and Anaconda on dock access; only same-pad rivals like the Python match that reach. |
| Cost & specialisation | 8/10 | At ~6.1M Cr hull and ~25M all-in engineered it is the cheapest credible medium-pad miner, rank- and permit-free — a fraction of a Python's outfit cost; the offset is zero mining specialisation, it is a re-roled explorer with no exclusive mining hardware. |
| Weighted total | 64/100 | 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 mining specifically. The role column is the maximum cargo capacity in tonnes — though practical ore capacity is lower once the mining suite (refinery, limpet controllers) is fitted.
| Ship | Class | Max cargo (t) | Pros & cons vs Asp Explorer | Rating |
|---|---|---|---|---|
| Type-8 Transporter | Medium | ~406 | Vastly bigger ore hold; cheap per tonneCan't fight; shorter legs to remote rings | 84 |
| Krait Mk II | Medium | ~230 | Bigger hold; SLF and real self-defencePricier; shorter range; heavier | 84 |
| Krait Phantom | Medium | ~190 | Bigger hold; comparable rangePricier; also thin on defence | 70 |
| Keelback | Medium | ~98 | Cheaper; SLF bay for defenceSlower; shorter legs; smaller hold | 68 |
| Asp Explorer this | Medium | ~128 | — this hull (baseline) | 64 |
| Type-6 Transporter | Medium | ~108 | Cheaper; light and cheap to runTiny shield; minimal defence; no gun room | 62 |
| Cobra Mk V | Medium | ~140 | Modern; flexible; SCO driveBuilt for flex, not a deep mining hold | 58 |
Among mediums the Asp sits in the middle: it out-ranges and undercuts the Kraits but holds far less and can't fight, while the Type-8 buries it on tonnage. Its edge over the cheaper Type-6 and Cobra Mk V is the full tool set and the long legs to the rocks — not the haul home.
| Ship | Class | Max cargo (t) | Why you'd move (or not) | Rating |
|---|---|---|---|---|
| Type-11 Prospector | Large | ~288 | Dedicated miner; exclusive Mk II mining modulesLarge pad; far pricier | 95 |
| Imperial Cutter | Large | ~794 | Vast hold; strong shields; fastLarge pad; Imperial rank; very pricey | 92 |
| Python | Medium | ~294 | Much bigger hold; fights off pirates; still medium-pad~9× the price; shorter range | 90 |
| Type-9 Heavy | Large | ~790 | Vast hold; cheap-ish per tonneLarge pad; flimsy; can't fight | 90 |
| Anaconda | Large | ~470 | Big hold; also a warship; long rangeLarge pad; far pricier; ponderous | 86 |
Every hull here out-hauls the Asp several times over — that's the whole point of upgrading. The natural next step is the medium-pad Python: it keeps the same pad access, holds twice the ore, and actually fights pirates. The Asp's case is purely price and reach; once credits allow, you move up.
At ~6.1M Cr the Asp is the cheapest credible miner on a medium pad — no rank, no permit, no expansion gate. A full mining fit (tools, refinery, limpet controllers, ore racks, a light shield) brings the all-in figure to roughly 18M A-rated, ~25M with engineering — a fraction of what a Python costs to outfit.
That low buy-in is the entire argument for mining in an Asp: it pays for itself in a session or two and bankrolls the dedicated hull you'll actually want. Per tonne of ore it is not cheap — the small hold means more trips — but the entry cost is unbeatable.
~25M Cr all-in for a miner that reaches anywhere but carries little. Treat it as the cheap on-ramp to mining; reinvest the early returns into a Python or a capital miner the moment you can.
A complete mining fit for laser and core work that keeps a gun and a light shield for self-defence. Initial is buy-only; A-rated is the mining baseline; Engineered focuses on range, mobility and what shield the hull will carry — the mining tools themselves are not meaningfully engineered.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | 2D Mining Laser (Fixed) | 2D Mining Laser (Fixed) | (No blueprint available) | The larger of two mining lasers; a fixed medium laser does the bulk of the surface-deposit cutting, and mining lasers carry no weapon blueprint. |
| Medium 2 | — | 2B Seismic Charge Launcher (Fixed) | (No blueprint available) | Core mining's crack tool — lob a seismic charge into a fissure to split the rock; the medium fixed warhead is the largest the Asp mounts and mining tools aren't engineerable. |
| Small 1 | — | 1D Abrasion Blaster (Fixed) | (No blueprint available) | Abrasion Blaster shears surface deposits off a cracked core for the limpets to scoop; no blueprint applies to mining tools. |
| Small 2 | — | 1B Sub Surface Displacement Missile (Fixed) | (No blueprint available) | Sub-surface Displacement Missile reaches the deep deposits the blaster can't; mining missiles carry no blueprint. |
| Small 3 | — | 1D Mining Laser (Fixed) | (No blueprint available) | A second, smaller mining laser doubles laser-mining throughput on a prospected rock; not engineerable. |
| Small 4 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Lone gimballed multi-cannon for pirate deterrence; Overcharged plus Corrosive Shell make the single gun bite hard enough to see off a chancer. |
| Utility Mounts | ||||
| Utility 1 | — | 0C Pulse Wave Analyser | (No blueprint available) | Pulse Wave Analyser lights up mineral-rich rocks and core fissures; held at class 3 to spare the power budget, and scanners carry no blueprint. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One Heavy-Duty booster roughly doubles the light bi-weave's raw MJ — the cheapest survivability gain on the hull. |
| Utility 3 | — | 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 4 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 5E Power Plant | 5A Power Plant | G5 Low Emissions + Thermal Spread | A-rate it to run lasers, the seismic launcher and the limpet swarm together; Low Emissions plus Thermal Spread hold heat down through long sessions. |
| Thrusters | 5E Thrusters | 5A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated thrusters with Dirty Drive Tuning plus Drag Drives so the hull can boost clear of an interdiction it can't out-fight. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | An A-rated SCO drive — Increased Range plus Mass Manager stretch every jump so the Asp reaches distant rings other miners have to slog out to. |
| Life Support | 4E Life Support | 4D Life Support | G5 Lightweight (no experimental effect) | D-rated and Lightweight — life support is mass to shed on a miner, and it has no experimental effect. |
| Power Distributor | 4E Power Distributor | 4A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate the class-4 distributor or lasers and limpets brown out together; Engine Focused at G3 feeds the boost you escape pirates with. |
| Sensors | 5E Sensors | 5D Sensors | G5 Lightweight (no experimental effect) | Dropped to D and Lightweight — a miner needs no sensor range, so save the mass; sensors have no experimental effect. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock class-3 tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 6E Cargo Rack | 6E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 5 | — | 5C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | A size-5 bi-weave is the most shield the Asp will carry; Reinforced plus Fast Charge maximise MJ while keeping the quick recharge — enough to survive a clumsy rock, not a serious pirate. |
| Size 3 | — | 3A Refinery | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the refinery. Processes mined fragments. |
| Size 3 | — | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 3 | — | 3A Collector Limpet Controller | G5 Lightweight (no experimental effect) | Optional / low-priority — Lightweight trims the controller's mass. Deploys collector limpets. |
| Size 2 | — | 1A Prospector Limpet Controller | G5 Lightweight (no experimental effect) | Optional / low-priority — Lightweight trims the controller's mass. Deploys prospector limpets. |
| Size 2 | — | 1I Detailed Surface Scanner | (No blueprint available) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Size 1 | — | 1A Collector Limpet Controller | G5 Lightweight (no experimental effect) | Optional / low-priority — Lightweight trims the controller's mass. Deploys collector limpets. |
| Open in planner / Export | ||||
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| 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 Asp mounts a complete suite — lasers and a seismic launcher for both styles, a Pulse Wave Analyser to find rocks, a refinery and a small collector swarm, plus a gun and a light bi-weave to discourage casual pirates. The squeeze is the hold: with shield and suite fitted you're left around 72t of ore. Drop the shield for more racks only if you're confident the ring is quiet.
Buy the hull, fit one mining laser and a class-6 cargo rack, and go laser-mine a nearby hotspot — the cheapest way to learn the loop and earn the rest.
Add a refinery and a prospector/collector controller as soon as you can; an Abrasion Blaster and the Pulse Wave Analyser turn surface deposits and hotspot-hunting on.
A-rate the power plant and distributor early so the lasers and limpets run without browning out, and keep one small mount free for a multi-cannon. Leave the stock Lightweight Alloy hull alone — a miner wants mass off the frame for jump range, not armour bolted onto it.
A-rating priority for a budget miner that has to reach the rocks:
A-rate the distributor and plant so the whole suite runs, then the FSD — the Asp earns its keep by reaching rings other miners have to slog out to. Engineer the distributor Charge Enhanced + Super Conduits, not Engine Focused, so WEP never empties under the lasers, and keep the hull Lightweight to protect jump range. The shield is light by necessity; treat running as a valid defence.
Mining engineering is light and focuses on the ship, not the tools — the mining hardware itself isn't meaningfully engineered. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Power Distributor (4) | Engine Focused (G3) | — | The Dweller |
| Power Plant (5) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Thrusters (5) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Bi-Weave Shield (5) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Multi-Cannon (1) | Overcharged (G5) | Corrosive Shell | Tod McQuinn |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Light — mostly the FSD range roll plus the ship's mobility and defence blueprints; the mining tools are left stock, so there's no weapon-style grind. Farseer covers the bulk. Ask for exact per-blueprint counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Ore per trip (t) | ~40 | ~64 | ~72 |
| Laden jump (LY) | ~30 | ~42 | ~55+ |
| Shield (MJ) | ~140 | ~280 | ~500 |
| Hull armour | ~270 | ~270 | ~290 (lightweight) |
| Tool mounts | laser only | full suite | full suite |
| Pad access | medium | medium | medium |
Engineered, the Asp mines a ~72t hold and jumps 55+ LY to reach the rocks — the range is where it pulls ahead of cheaper rivals, not the haul. Twin Heavy-Duty boosters lift the bi-weave to a survivable ~500 MJ but never to a Python's level, and the hull stays Lightweight-engineered to hold that range rather than chasing armour; treat the FSD, not the hull, as the reason to fly it.
Any pristine metallic or icy ring works. Because range is its edge, look past the obvious bubble hotspots to quieter rings a few jumps out — you reach them faster than rivals and mine in peace, just bring less back each run.
The Asp Explorer is the cheap, long-legged starter miner: it mounts the full toolkit and reaches distant rocks better than anything in its price bracket, but its modest hold and thin shield keep it well short of the dedicated hulls. 64/100 — not higher because it hauls a fraction of a Type-8's ore and can't fight pirates the way a Python can; not lower because it mines competently, costs almost nothing, and gets anywhere. A fine first miner and a fine spare job for an explorer's hull — outgrown the moment you can afford better.
Figures on this page are verified against the sources below.